Chapter 2: Exploring the World
You’re an adventuring party, exploring the world is what you do! This is some of how you’ll interact with the world while you do.
Perception and Detection
Light
Light, and how creatures see, are key to being able explore the world around them.
- Bright Light
- Full, clear illumination, like being outside on a sunny day.
- Dim Light
- Limited illumination, like being outside under a full moon without any artificial light sources. Creatures and items in dim light are concealed.
- Darkness
- No illumination, like being in a room with no windows, doors, or artificial light sources. Creatures and items in darkness are hidden.
- Magical Darkness
- Darkness that is fueled by magic instead of just a lack of light. It cannot be illuminated through non-magical means and cannot be seen through except by creatures that specifically can pierce it, including by creatures with darkvision.
Senses
With those levels of light come different ways creatures can perceive the world. All creatures are assumed to have normal senses of smell, touch, taste, and hearing. Where senses generally differ is in their vision, with some vision options able to mimic heightened other senses (blindsight mimicking sonar, for instance)
- Low-Light Vision
- Can see in dim light as if it were bright light.
- Darkvision
- Can see in dim light as if it were bright light and can see in regular darkness as if it were dim light. Your vision in darkness is in black and white only.
- Tremmorsense
- Can detect the movement of creatures and object on the same solid surface within the provided range—they cannot benefit from being concealed or hidden, although you cannot make out details.
- Blindsight
- Can detect the exact location of creatures and objects within the provided range—they cannot benefit from being concealed or hidden, although you cannot make out details.
- Truesight
- Can see in any lighting condition,including magical darkness, as if it were bright light, as well as see invisible creatures and objects, and see through illusions, within range.
Concealment
- Concealed
- If a creature or item is concealed, they can still be observed, but it’s more challenging to do so. Ability checks that rely on sight against something concealed are made with -2 ongoing.
- Hidden
- If a creature or item is hidden, they are only barely perceptible— you may know what space they’re in, but little else. You are blinded while trying to use an ability check that relies on sight against something hidden.
- Undetected
- If a creature is undetected, you don’t know what space they’re in—treat them as if they were hidden—but the GM will make your ability check in secret for you, and tell you what you perceive based on the result. Undetected creatures are subject to area effects as normal.
Cover
- Partial Cover
- At least half of your body is behind an ally or an object. Attacks against you are made with -2 ongoing and you gain +2 AC.
- Total Cover
- All of your body is entirely covered by an ally or an object. You cannot be targeted directly by an attack or spell.
Falling
Falling is dangerous! Try and avoid it! If you fall, take 1d6 damage for each 10 feet you fall. On the material plane, gravity works about the same as it does on Earth, so you’ll fall 580 feet in 1 turn (6 seconds), 2315 feet in 2 turns (about ½ a mile), and 5280 feet in 3 turns (1 mile).
Movement
All creatures have an amount they can move called their
- Flying Speed
- Can fly up to this speed, and can hover in place. Unless otherwise specified, if it becomes restrained or unconscious, it falls.
- Climbing Speed
- Can climb up vertical surfaces at this speed, provided they can reasonably grip it, and can stay on those surfaces as long as they have one hand free. Unless otherwise specified, if it becomes restrained or unconscious, it falls.
- Swimming Speed
- Can swim through liquids with the same ease as walking on dry land up to this speed. Unless otherwise specified, if it becomes restrained or unconscious, it sinks.
- Burrowing Speed
- Can burrow through the ground, up to this speed. Unless otherwise specified, it cannot burrow through harder material, like stone or metal.
When jumping, you can long jump a number of feet equal to five times your
Long-Distance Travel
When traveling long distances, distance is calculated using hexes instead of ranges or
When traveling, you’ll make a group
Overland Travel
When traveling overland, you can typically travel 8 hours before needing to take a long rest. You can’t take a short rest while traveling overland.
There are three speeds you can travel during a typical travel period: fast, normal, and slow. Each
| Speed | Hexes | Group Check Modifier | Exhaustion |
|---|---|---|---|
| Fast | 3 | 2 | |
| Normal | 2 | - | 1 |
| Slow | 1 | 0 |
While traveling overland, you can travel on a mount or in a vehicle drawn by pack animals, like a horse or an ox. When doing so, the number of hexes you can cover is increased by 2. When not mounted or in a vehicle and traveling slow, you can forage for supplies by making a group
Sea and Air Travel
Traveling in a seaworthy or airworthy vehicle is different from traveling overland. They have one
While traveling in a vehicle, you can’t cover your tracks, but you are generally free to do other activities while in transit (provided you aren’t powering its movement).
| Vehicle | Terrain | Hexes | Duration |
|---|---|---|---|
| Rowboat | River, Lake | 2 | 8 hours |
| Keelboat | River, Lake | 4 | 8 hours |
| Galley | Ocean | 8 | 24 hours |
| Sailing Ship | Ocean | 10 | 24 hours |
| Airship | Air | 16 | 24 hours |
Environmental Effects
Deep Water
Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water’s pressure and cold temperature. Creatures that lack a
Extreme Cold
When the temperature is 0 degrees Fahrenheit or lower, a creature exposed to the extreme cold must succeed on a POWER
Extreme Heat
When the temperature is 100 degrees Fahrenheit or higher, a creature exposed to the extreme heat and without drinkable water must succeed on a POWER
Frigid Water
A creature can be immersed in frigid water for a number of minutes equal to its POWER before suffering any ill effects. Each additional minute spent in frigid water requires the creature to make a POWER
Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall and beyond 30 feet from a creature is Concealed. Heavy rain also extinguishes open flames.
High Altitude
Traveling at altitudes of 10,000 feet or higher above sea level is taxing for most creatures because of the reduced amount of oxygen in the air. Because of this, travel speeds are reduced by half.
Creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments.
Slippery Ice
Slippery ice is Difficult Terrain. A creature that moves onto slippery ice for the first time on a turn or starts its turn there must make a CUNNING
Strong Wind
Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm, everything beyond 15 feet of a creature is considered Concealed, and everything beyond 50 feet is considered Hidden.
Thin Ice
Thin ice has a