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Noticing Threats                                   The creature lands prone, unless it avoids taking damage
            Use the passive Wisdom (Perception) scores of the char-  from the fall.
            acters to determine whether anyone in the group notices   Suffocating
            a hidden threat. The DM might decide that a threat can
            be noticed only by characters in a particular rank. For ex-  A creature can hold its breath for a number of minutes
            ample, as the characters are exploring a maze of tunnels,   equal to 1 + its Constitution modifier (minimum of
            the DM might decide that only those characters in the   30 seconds).
            back rank have a chance to hear or spot a stealthy crea-    When a creature runs out of breath or is choking, it can
            ture following the group, while characters in the front   survive for a number of rounds equal to its Constitution
            and middle ranks cannot.                           modifier (minimum of 1 round). At the start of its next
              While traveling at a fast pace, characters take a –5   turn, it drops to 0 hit points and is dying, and it can’t re-
            penalty to their passive Wisdom (Perception) scores   gain hit points or be stabilized until it can breathe again.
            to notice hidden threats.                            For example, a creature with a Constitution of 14 can
              Encountering Creatures. If the DM determines that   hold its breath for 3 minutes. If it starts suffocating, it has
            the adventurers encounter other creatures while they’re   2 rounds to reach air before it drops to 0 hit points.
            traveling, it’s up to both groups to decide what happens
            next. Either group might decide to attack, initiate a   Vision and Light
            conversation, run away, or wait to see what the other
                                                               The most fundamental tasks of adventuring—noticing
            group does.
                                                               danger, finding hidden objects, hitting an enemy in com-
              Surprising Foes. If the adventurers encounter a hostile
                                                               bat, and targeting a spell, to name just a few—rely heavily
            creature or group, the DM determines whether the ad-
                                                               on a character’s ability to see. Darkness and other effects
            venturers or their foes might be surprised when combat
                                                               that obscure vision can prove a significant hindrance.
            erupts. See chapter 9 for more about surprise.
                                                                 A given area might be lightly or heavily obscured. In a
            Other Activities                                   lightly obscured area, such as dim light, patchy fog, or
            Characters who turn their attention to other tasks as the   moderate foliage, creatures have disadvantage on Wis-
            group travels are not focused on watching for danger.   dom (Perception) checks that rely on sight.
            These characters don’t contribute their passive Wisdom     A heavily obscured area—such as darkness, opaque
            (Perception) scores to the group’s chance of noticing   fog, or dense foliage—blocks vision entirely. A creature ef-
            hidden threats. However, a character not watching for   fectively suffers from the blinded condition (see appendix
            danger can do one of the following activities instead, or   A) when trying to see something in that area.
            some other activity with the DM’s permission.        The presence or absence of light in an environment
              Navigate. The character can try to prevent the group   creates three categories of illumination: bright light, dim
            from becoming lost, making a Wisdom (Survival) check   light, and darkness.
            when the DM calls for it. (The Dungeon Master’s Guide     Bright light lets most creatures see normally. Even
            has rules to determine whether the group gets lost.)  gloomy days provide bright light, as do torches, lanterns,
              Draw a Map. The character can draw a map that    fires, and other sources of illumination within a spe-
            records the group’s progress and helps the characters   cific radius.
                                                                 Dim light, also called shadows, creates a lightly ob-
            get back on course if they get lost. No ability check
                                                               scured area. An area of dim light is usually a boundary
            is required.
                                                               between a source of bright light, such as a torch, and sur-
              Track. A character can follow the tracks of another
                                                               rounding darkness. The soft light of twilight and dawn
            creature, making a Wisdom (Survival) check when the
                                                               also counts as dim light. A particularly brilliant full moon
            DM calls for it. (The Dungeon Master’s Guide has rules
                                                               might bathe the land in dim light.
            for tracking.)
                                                                 Darkness creates a heavily obscured area. Charac-
              Forage. The character can keep an eye out for ready
                                                               ters face darkness outdoors at night (even most moonlit
            sources of food and water, making a Wisdom (Survival)
                                                               nights), within the confines of an unlit dungeon or a sub-
            check when the DM calls for it. (The Dungeon Master’s
                                                               terranean vault, or in an area of magical darkness.
            Guide has rules for foraging.)
            The Environment                                    Blindsight
                                                               A creature with blindsight can perceive its surroundings
            By its nature, adventuring involves delving into places   without relying on sight, within a specific radius. Crea-
            that are dark, dangerous, and full of mysteries to be ex-  tures without eyes, such as oozes, and creatures with
            plored. The rules in this section cover some of the most   echolocation or heightened senses, such as bats and true
            important ways in which adventurers interact with the en-  dragons, have this sense.
            vironment in such places. The Dungeon Master’s Guide
            has rules covering more unusual situations.        Darkvision
                                                               Many creatures in the worlds of D&D, especially those
            Falling                                            that dwell underground, have darkvision. Within a speci-
                                                               fied range, a creature with darkvision can see in dim light
            A fall from a great height is one of the most common haz-
                                                               as if it were bright light and in darkness as if it were dim
            ards facing an adventurer.
                                                               light, so areas of darkness are only lightly obscured as far
              At the end of a fall, a creature takes 1d6 bludgeoning
                                                               as that creature is concerned. However, the creature can’t
            damage for every 10 feet it fell, to a maximum of 20d6.
                                                               discern color in darkness, only shades of gray.
                                                                                        Chapter 8: Adventuring
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                           D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.
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