Page 117 - Dungeon Master's Guide
P. 117
determining exhaustion. Swimming for an hour at a THE SEA
depth greater than 200 feet counts as 4 hours.
Characters can row a boat for 8 hours per day, or can
N DERWATER VISIBILITY row longer at the risk of exhaustion (as per the rules for
\'isibility underwater depends on water clarity and the a forced march in chapter 8 of the Player's Handbook). A
available light. Unless the characters have light sources, fully crewed sailing vessel can sail all day, assuming its
use the Underwater Encounter Distance table to sailors work in shifts.
determine the distance at which characters underwater
NAVIGATION
become aware of a possible encounter.
Seagoing vessels stay close to shore when they can,
because navigation is easier when landmarks are
UN DERWATER ENCOUNTER DISTANCE
visible. As long as a ship is within sight of land, there
Creature Size Encounter Distance is no chance of the vessel becoming lost. Otherwise, a
Clear water, bright light 60ft. ship's navigator must rely on dead reckoning (tracking
0
Clear water, dim light 30ft.
Murky water or no light 10ft.
0