Tag Archives: OSR

Travel and Movement Tables

In my new sandbox I want a proper scale, something simple but accurate.

I found these numbers, they refer to standard conditions and trained individuals and animals. History is full of heroic episodes of forced marches, but we need a standard, we will have later a special rule for heavy exertion.

Nowaday walking (sport related stats)
Walk 2-3 km/h (1.2-1.9 miles)
Fast walk 4-5 km/h (2.5-3.1 miles)
Fitwalk/nordicwalk 6-8 km/h
Jogging 9-15 km/h
Marathon 16-20 km/h

Roman Legionary
6 hours march every day, over 35 kg of equipment (20 to 50 kg).
Roman “Iter Iustum” 30 km/day (18.6 miles)
Roman “Iter Magnum” 36 km/day (22.4 miles)

Napoleonic Infantry (usually no more than 120 km/week)
Normal march 3-4 km/h 20-30 km/day (12.4 to 18.6 miles)
Forced march 5 km/h 30-50 km/day (18.6 to 31 miles)
Desperate march 5-6.5 km/h 40-60 km/day (25 to 37 miles)

Cavalry (from a cavalry manual, a military one)
Walk 4 mph – 6.5 km/h
Trot 8-9 mph – 13-14.5 km/h
Trained men and horses can march at 6-6.5 mph (35 miles a day) 6/7.

Cavalry (weekenders, horse trekking)
Usually ride for 6 hours/day at 3.7 mph (6 km/h)

Cavalry (cursus publicus / postal service / pony express)
Mutationes (changing stations) every 12-18 miles
Gallop, 20-25 km/h, 12-15 mph; it can reach 40 km/h.

A playable table will follow …

A Regional Map

We call this land Maglach, from our LL campaign. I made a new map of it becouse I would like to write down the campaign we played.

Here is the GIMP map without names if you want to use in your campaign.Maglach Sandbox Map ST

The Dawn of a New Suloise Era


HD 20 + 60(160 hp), AC24 10/any, By weapon +20 (4D6 bolt)(up to 20 different targets)

Several of those artifact were scattered by the Suel Sages to preserve the race, after the Rain Of Colorless Fire. A Juggernaut of Rebirth is a perfect stone cube floating 5 feet over the ground, 50 feet side, covered with suloise magic runes. When activated by some event (usually a set date) it generates a magic force that brings to life 21 Suel Chosen ones (sex and aligment are random). It can be summoned once to fight for the leader of the chosen, its power when summoned lasts for 1 day, then it simply falls into ashes. Distance is not important, it’s teleported at the presence of the Leader. In combat it’s devasting, it attacks with energy bolts (up to 20 different targets) and emanates a deadly aura 150 feet radius causing every creature, construct and undead (exept of suel origin) to loose 1D6 HP every round. This is the very last resource of every Chosen one Leader, many decided to die and let to the successors to use the artifact, before wasting its power.

HD3 +10 (19 hp), AC 18 (chainmail +2 and shield), By weapon +6 (1d8+4 longsword +2)

Ancient Suloise Mages saved all the knowledge and powers of their race in these men. they are magically generated when the Juggernaut is activated, a perfect descendant of the Suel Empire with a complete knowledge about his past and focused on his mission, give a new birth to the Empire. Despite of their aligment or sex, everyone is willing to cooperate for the common mission, wich is to find the Suel Juggernaut, finding alliance with new kingdoms, chose a place where to build the new empire. They are all basic equipped with a chainmail and a long sword. Chosen Ones can advance in level as Magi, Fighter and Cleric, they can wear chainmail and use longsword even if they are Magi (but no shield). All the chosen ones can cast 0 level spells from arcane list. Remember that These Suel are not the offsprings of the ones migrated to the Flanaess, they consider themselves a superior and ancient race. They have advanced knowledges and outstanding magic powers.

This legendary and unique artifact of the suel people is almost forgotten by the sages nowadays. Its impressive power comes from the great skills of the ancient Suel Mages. It’s said that it will help the suel people to conquer a new empire. It lies somewhere, hidden by the centuries, the Chosen Ones will find it a day.

Dwarven Stronghold – All Maps

A: Entrance Level.

B: Living Quarters (common). Caves are Dwarven Gardens, with statues, rare stones and undergound flora.

C: Living Quarters (merchants, officers, nobles). The level has a balcony with pillars that watches the vale, if the dungeon is in ruins it could host a grifons’ nest.

D: King’s Quarters.

E: Stockhouse level, connected by lifts to level A and level G, stairs connect to level G to both side of the pit, a tunnel leads to the crypts (F).

F: Crypts.

G: Mine, lifts and stairs connect to level E, ladders let the dwarves go to the bottom of the pit, about 30′ under the G level.

H: Underground Lake, part of the level has buildings, and guard gates. The lake is connected to the underdark.

I: Common Forge.

L: Master Forge.

Kyuss hadn’t only sons – M20 new monster

HD4 +20 (32hp), AC18 10/magic, Natural +5 (2d8 skeleton claws), Natural +10 (1D4 INT ghost touch)

They are found in old crypts and forgetten temples, praying at their dead spiritual master. They looks like translucent souls wrapped around a skeleton. They attack at the same time with their skeleton body and with their ghostly spirit. The ghostly touch drains 1D4 INT each hit, if brought to 0 the victim falls mad. In few month after the recover he will became a secret follower of Kyuss. INT is recovered at rate of 1/day.

The Spellbook – PDF

My house rules previously posted all in one PDF.


Microlite 20 Class Builder – Armors and Weapons

This is the last part of the Builder, I am creating new classes for a specific campaign with this method, I will post here the results, and make a PDf with everything 😀

Equipment depends by the technological level, the social status that the class represents in its culture and the relevant skill in melee and missile (eg. a tribal champion doesn’t wear a full plate while a knight does even if both represent the excellence of martial skill in their cultures).


Shield: everyone related to a martial profession with at least a melee attack bonus of +1/3 lvl.

None: Wizard, Priest, Doctor, Artisan, Healer, Politician, Shaman.
Pure spell users and academics usually wear no armor, but there can be exceptions, but not higher than light armors (eg. war wizards, shamans, northern cultures).

Light: Trader, Scout, Ranger, Barbarian, Primitive or Clan member.
Almost everyone can wear a leather armor, and even a studded one.

Medium: Mercenary, Professional Soldier.
Charachters with a military background or relevant melee skills wear medium armors.

Heavy: knight, Elite Units, Noble.
Heavy armors are rare, expensive and difficult to wear, only elite units and special characters use them.
The Attack bonus is a good way to define which weapons a class can use but still, each class should have access to weapons that fit its description, there are many exceptions, just take note of the special weapons that a class can use. A wizard could be able to use staves, or crossbows; a shaman could use spears; some rare cultists without a good melee skill can still use the weapon of choice of their god even if a 2 handed sword; militia/citywatch can’t use a 2 handed sword but in some advanced civilizations could handle a polearm. As optional rule for Melee Weapons we can say that is possible to use every weapon, but the damage dealt is limited by the Damage Dice that the class can use, so a pure caster with a 2 handed sword will deal 1D4 damage becouse he isn’t trained in that weapon and doesn’t know how to use it efficiently.
Melee Weapon Choice (by damage)

1D4: Everyone can use these weapons

1D6: These weapons are often tools or very simple war weapons, like maces, a melee bonus of +1/3 lvl or higher is needed.

1D8: Using properly these weapons needs a training, suggested for classes with a melee bonus of +1/2 or higher.

1D10+ : A long training and exercise are needed, suggested for classes with a melee bonus of +1/lvl.
Missile Weapon Choice (by weapon)

Crossbow : Everyone can use a crossbow, it’s a simple and lethal weapon.

Short Bow : A missile bonus of +1/2 lvl or higher is needed.

Long Bow: Suggested for classes with a missile bonus of +1/lvl.

Sling/Staffsling: Suggested for classes with a a missile bonus of +1/3 lvl or higher.

Throwing Weapons: Suggested for classes with a missile bonus of +1/3 lvl or higher.

Gunpowder weapons: The great revolution, everyone can be deadly with a gun, and with no training, aim and shot!