Page 184 - Player's Handbook
P. 184

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              Encountering  Creatures.  If the DM determines   SPLITTING  Up THE  PARTY
            that the adventurers eneounter other ereatures while  Sometimes,  it makes sense  to split an adventuring  party,
            they're traveling, it's up to both groups to decide what  espeeially  if you wanl one or more eharaelers  lo seoul ahead.
            happens next. Either group might decide to attaek,  You ean form mulliple parties, eaeh moving at a different speed.
            initiate a eonversation, run away, or wait to see what the  Eaeh group has ils own fronl, middle,  and baek ranks.
            other group does.                                    lhe  drawbaek  lo lhis approaeh  is lhal lhe party will be splil
              Surprising  Foes. If the adventurers eneounter a  inlo several smaller  groups  in lhe evenl of an allack. lhe
            hostile ereature or group, the DM determines whether  advanlage  is lhal a small group of sleallhy  eharaelers  moving
            the adventurers or their foes might be surprised when  slowly mighl be able lO sneak pasl enemies  lhal c1umsier
                                                               eharaelers
                                                                       would alerl. A rogue and a monk moving
                                                                                                    at a slow
            eombat erupts. See ehapter 9 for more about surprise.
                                                               paee are mueh harder to deteel when lhey leave lheir dwarf
                                                               paladin  friend behind.
            OTHER   ACTIVITIES                                ...•--------------------- ..•.
            Charaeters who turn their attention to other tasks as the
            group travels are not foeused on watehing for danger.  For example, a ereature with a Constitution of 14 ean
            These eharaeters don't eontribute their passive Wisdom  hold its breath for 3 minutes. If it starts suffoeating. it
            (Pereeption) seores to the group's chance of noticing  has 2 rounds to reaeh air before it drops to Ohit points.
            hidden threats. However, a eharaeter not watehing for
            danger ean do one of the following aetivities instead, or  VISION AND LIGHT
            some other aetivity with the DM's permission.     The most fundamental tasks of adventuring-noticing
              Navigate. The eharaeter ean try to prevent the group  danger, finding hidden objeets, hitting an enemy in
            from beeoming 10st, making a Wisdom (Survival) eheek  eombat, and targeting a spell, to name just a few-
            when the DM ealls for it. (The Dungeon Master's Cuide  rely heavily on a eharaeter's ability to see. Darkness
            has rules to determine whether the group gets lost.)  and other effeets that obseure vision can prove a
              Drawa Map. The eharaeter ean draw a map         signifieant hindranee.
            that reeords the group's progress and helps the     A given area might be Iightly or heavily obseured. In
            eharaeters get baek on eourse if they get 10st. No ability  a Iightly obscured  area, sueh as dim light, patehy fog,
            eheek is required.                                or moderate foliage, ereatures have disadvantage on
              Track. A eharaeter ean follow the traeks of another  Wisdom (Pereeption) eheeks that rely on sight.
            ereature, making a Wisdom (Survival) eheek when the  A heavi1y obscured  area-sueh  as darkness, opaque
            DM ealls for it. (The Dungeon Master's Cuide has rules  fog, or dense foliage-bloeks  vision entireIy. A ereature
            for traeking.)                                    in a heavily obseured area effeetively suffers from the
              Forage. The eharaeter ean keep an eye out for ready  blinded eondition (see appendix A).
            sourees of food and water, making a Wisdom (Survival)  The presenee or absenee of Iight in an environment
            eheek when the DM ealls for it. (The Dungeon Master's  ereates three eategories of illumination: bright Iight, dim
            Cuide has rules for foraging.)                    Iight, and darkness.
                                                                Bright Iight lets most ereatures see normally. Even
            THE ENVIRONMENT                                   gloomy days provide bright light, as do torehes, lanterns,
            By its nature, adventuring involves delving into plaees  fires, and other sourees of illumination within a
            that are dark, dangerous, and full of mysteries to be  specifie radius.
            explored. The rules in this seetion eover some of the  Dim Iight, also ealled shadows, ereates a Iightly
            most important ways in whieh adventurers interaet with  obseured area. An area of dim Iight is usually a
            the environment in sueh plaees. The Dungeon Master's  boundary between a souree of bright Iight, sueh as
            Cuide has rules eovering more unusual situations.  a toreh, and surrounding  darkness. The soft Iight
                                                              of twilight and dawn also eounts as dim Iight. A
            FALLING                                           particularly brilliant full moon might bathe the land
                                                              in dim Iight.
            A fali from a great height is one of the most eommon  Darkness  ereates a heavily obseured area. Charaeters
            hazards facing an adventurer.                     face darkness outdoors at night (even most moonlit
              At the end of a fali, a ereature takes Id6 bludgeoning  nights). within the confines of an unlit dungeon or a
            damage for every 10 feet it fell, to a maximum of 20d6.  subterranean  vault, or in an area of magieal darkness.
            The ereature lands prone, unless it avoids taking
            damage from the fali.                             BLlNDSIGHT
                                                              A ereature with blindsight ean pereeive its surroundings
            SUFFOCATING                                       without relying on sight, within a specifie radius.
            A ereature ean hold its breath for a number of minutes  Creatures without eyes, sue h as oozes, and ereatures
            equal to I + its Constitution modifier (minimum   with eeholoeation or heightened senses, sueh as bats
            of 30 seeonds).                                   and true dragons, have this sense.
              When a ereature runs out of breath, it ean survive for
            a number of rounds equal to its Constitution modifier  DARKVISION
            (minimum I round). At the start of its next turn, it drops  Many ereatures in the worlds of O&D, espeeially those
            to Ohit points and is dying.                      that dwell underground. have darkvision. Within a
                                                              specified range, a ereature with darkvision ean see in


                                                                                         PART 2 I ADVEN""l URING
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