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
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