Page 182 - Player's Handbook
P. 182

CHAPTER 8: ADVENTURING


                     ELVING INTO THE ANCIENT TOMB or HORRORS.  MOVEMENT
                     slipping through the back alleys of
                     Waterdeep, hacking a fresh trail through  Swimming across a rushing river, sneaking down a
                     the thick jungles on the Isle of Dread-these  dungeon corridor, scaling a treacherous mountain slope-
                     are the things that DUNGEONS& DRAGONS    ali sorts of movement play a key role in D&D adventures.
                     adventures are made of. Your character in  The DM can summarize the adventurers' movement
                     the game might explore forgotten ruins and  without calculating exact distances or traveI times: "You
            uncharted lands, uncover dark secrets and sinister  travei through the forest and find the dungeon entrance
            plots, and slay foul monsters. And if ali goes well, your  late in the evening of the third day." Even in a dungeon,
            character will survive to claim rich rewards before  particularlya  large dungeon or a cave network, the
            embarking on a new adventure.                     DM can summarize movement between encounters:
              This chapter covers the basics of the adventuring life,  "After killing the guardian at the entrance to the ancient
            from the mechanics of movement to the complexities of  dwarven stronghold, you consult your map, which leads
            social interaction. The rules for resting are also in this  you through miJes of echoing corridors to a chasm
            chapter, along with a discussion of the activities your  bridged bya narrow stone arch."
            character might pursue between adventures.          Sometimes it's important, though, to know how long
             Whether adventurers are exploring a dusty dungeon  it takes to get from one spot to another, whether the
            or the complex relationships of a royal court, the game  answer is in days, hours, or minutes. The rules for
            follows a natural rhythm, as outlined in the book's  determining traveI time depend on two factors: the
            introduction:                                     speed and traveI pace of the creatures moving and the
                                                              terrain they're moving over.
            I. The DM describes the environmenl.
            2. The players describe what they want to do.     SPEED
            3. The DM narrates the results of their actions.
                                                              Every character and monster has a speed, which is
            Typically, the DM uses a map as an outline of the  the distance in feet that the character or monster
            adventure, tracking the characters' progress as they  can walk in 1 round. This number assumes short
            explore dungeon corridors or wilderness regions.  bursts of energetic movement in the midst of a life-
            The DM's notes, including a key to thc map, describe  threatening situation.
            what the adventurers lind as they enter each new area.  The following rules determine how far a character
            Sometimes, the passage of time and the adventurers'  or monster can move in a minute, an hour, or a day.
            actions determine what happens, so the DM might
            use a timeline or a flowchart to track their progress  TRAVEL  PACE
            instead of a map.                                 While traveling, a group of adventurers can move at a
                                                              normal, fast, or slow pace, as shown on the Travei Pace
            TIME                                              table. The table states how far the party can move in a
            In situations where keeping track of the passage of  period of time and whether the pace has any effecl. A
            time is important, the DM determines the time a task  fast pace makes characters less perceptive, while a slow
            requires. The DM might use a different time scale  pace makes it possible to sneak around and to search an
            depending on the context of the situation at hand. In  area more carefully (see the "Activity While Traveling"
            a dungeon environment, the adventurers' movement  section later in this chapter for more information).
            happens on a scale of minutes. lt takes them about a  Forced March. The Travei Pace table assumes that
            minute to creep down a long hallway, another minute  characters traveI for 8 hours in day. They can push on
            to check for traps on the door at the end of the hall, and  beyond that limit, at the risk of exhaustion.
            a good ten minutes to search the chamber beyond for  For each additional hour of traveI beyond 8 hours,
            anything interesting or valuable.                 the characters cover the distance shown in the Hour
              In a city or wilderness, a scale of hours is often more  column for their pace, and each character must make
            appropriate. Adventurers eager to rcach the lonely tower  a Constitution saving throw at the end of the hour. The
            at the heart of the forest hurry across those fifteen miles  DC is 10 + 1 for each hour past 8 hours. On a failed
            in just under four hours' time.                   saving throw, a character suffers one leveI of exhaustion
              For long journeys, a scale of days works besl.  (see appendix A).
            Following the road from Baldur's Gate to Waterdeep, the  Mounts and Vehicles. For short spans of time (up
            adventurers spend four uneventful days before a goblin  to an hour), many animaIs move much faster than
            ambush interrupts their journey.                  humanoids. A mounted character can ride at a gallop
              In combat and other fast-paced situations, the game  for about an hour, covering twice the usual distance for
            relies on rounds, a 6-second span of time described  a fast pace. If fresh mounts are available every 8 to 10
            in chapter 9.                                     miles, characters can cover larger distances at this pace,
                                                              but this is very rare except inuensely populated areas.





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