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Adventuring

Time, movement, resting, social interaction, travel pace and special movement.

Game Rules Adventuring

Adventuring

Dungeons & Dragons adventures are filled with exploring ancient tombs, navigating city back alleys, and venturing through uncharted wilderness. As a character, you might uncover secrets, foil sinister plots, and battle fearsome monsters, hopefully surviving to claim rewards and embark on new adventures.

This chapter covers the fundamentals of adventuring, from movement to social interaction, as well as rules for resting and activities between adventures.

The game follows a natural rhythm:

  1. 1.

    The DM describes the environment.

  2. 2.

    The players describe their intended actions.

  3. 3.

    The DM narrates the outcomes of those actions.

Typically, the DM uses maps to track the adventurers' progress through dungeons or wilderness. The DM's notes, including a map key, detail what the characters encounter in each new area. Sometimes, time and the adventurers' choices dictate events, so the DM might use timelines or flowcharts instead of maps.

Time

When tracking the passage of time is important, the DM determines the duration of tasks, potentially using different time scales based on the situation. In dungeons, movement often occurs in minutes, with actions like hallway traversal, trap checks, and room searches taking specific amounts of time. In cities or the wilderness, an hourly scale is more common for travel between locations. For long journeys, days become the appropriate unit, tracking progress over extended periods. In combat and other fast-paced scenarios, the game utilizes rounds, each representing a 6-second interval, as detailed in the following chapter on Combat.

Movement

Movement plays a vital role in D&D adventures, whether swimming rivers, sneaking through corridors, or climbing mountains. The DM can summarize travel ("You reach the dungeon by evening of the third day") or detail it, especially in large areas ("You travel miles of echoing corridors to a chasm"). Sometimes, precise travel time (days, hours, or minutes) is important, depending on speed, travel pace, and terrain.

Speed

Each character and monster has a speed, representing the distance in feet they can walk in 1 round, assuming short bursts of energetic movement. This forms the basis for calculating movement per minute, hour, or day.

Travel Pace

While traveling, a group can move at a normal, fast, or slow pace, affecting travel distance and perception. A fast pace (-5 to passive Wisdom [Perception]) covers more ground quickly. A normal pace has no special effect. A slow pace allows for stealth and careful searching.

  • Forced March: Characters can travel for 8 hours a day at the listed paces. Each additional hour requires a Constitution saving throw (DC 10 + 1 per extra hour), with failure resulting in a level of exhaustion.

  • Mounts and Vehicles: For short durations (up to an hour), mounts can move much faster. A gallop covers twice the distance of a fast pace. Wagons and waterborne vessels move at their own pace, without pace-related penalties or benefits. Special mounts or vehicles can offer swifter travel.

  • Difficult Terrain: Moving through dense forests, swamps, ruins, mountains, or icy ground is at half speed. Each foot of movement costs 2 ft of speed, halving the distance covered.

Hired Drivers

Drivers or crew can be hired to conduct passengers between established routes. Tolls or additional expenses may be applied.

  • Coach Ride: Between towns, 3 cp per mile

  • Coach Ride: Within a city, 1 cp per mile

  • Road or Gate Toll: 1 cp

  • Ship’s Passage: 1 sp per mile

Special Movement

  • Climbing, Swimming, Crawling: 1 extra foot per foot of movement (2 in difficult terrain), unless a specific speed exists. Difficult surfaces/water may require Strength (Athletics) checks.

  • Jumping: Based on Strength. Long jump: up to Strength score (running start) or half (standing). Each foot costs a foot of movement. Low obstacles might need Strength (Athletics). Landing in difficult terrain needs Dexterity (Acrobatics) to avoid being prone. High jump: 3 + Strength modifier (running) or half (standing). Reach is jump height + 1.5 times your height.

Activity While Traveling

Establish a marching order (front, middle, back) to track who is affected by threats and who can spot enemies. Fewer ranks adjust the order. Slow travel allows stealth.

Noticing Threats

Use passive Wisdom (Perception), potentially affected by rank. Fast travel gives -5 penalty.

Encountering Creatures

When the adventurers meet other creatures while traveling, both groups decide their course of action: attack, converse, flee, or observe.

Surprising Foes

If a hostile encounter occurs, the DM determines if either side is surprised when combat begins (see chapter on Combat).

Other Activities

Characters focusing on tasks other than watching don't contribute their passive Wisdom (Perception) to detect threats. Instead, with the DM's permission, they can perform one of the following:

  • Navigate: Make a Wisdom (Survival) check to prevent the group from getting lost.

  • Draw a Map: Record the group's progress to aid navigation if lost. No check required.

  • Track: Make a Wisdom (Survival) check to follow another creature's tracks.

  • FoRage: Make a Wisdom (Survival) check to find food and water.

The Environment

Adventuring often involves exploring dark, dangerous, and mysterious places. The following rules cover common ways adventurers interact with these environments.

Falling

A creature falling takes 1d6 bludgeoning damage per 10 ft fallen, up to 20d6. The creature lands prone unless the damage is avoided.

Suffocating

A creature can hold its breath for 1 + its Constitution modifier minutes (minimum 30 seconds). When out of breath, it survives for a number of rounds equal to its Constitution modifier (minimum 1 round). On its next turn, it drops to 0 hit points and is dying.

Splitting Up the Party

Splitting the party allows scouting ahead at different speeds, with each group having its own marching order. The risk is being divided in case of attack, but the benefit is that smaller, stealthier groups can bypass enemies more easily.

Vision and Light

Seeing is crucial for noticing danger, finding objects, combat, and spellcasting. Obscurity hinders vision.

  • Lightly Obscured: Dim light, patchy fog, moderate foliage impose disadvantage on sight-based Wisdom (Perception) checks.

  • Heavily Obscured: Darkness, opaque fog, dense foliage block vision entirely, effectively imposing the blinded condition.

Illumination and Sight

  • Bright Light: Allows normal vision (e.g., daylight, torches, lanterns).

  • Dim Light: (Shadows) Creates lightly obscured areas (e.g., twilight, dawn, edges of bright light).

  • Darkness: Creates heavily obscured areas (e.g., nighttime, unlit dungeons, magical darkness).

  • Blindsight: Allows perception without sight within a radius (e.g., oozes, bats, true dragons).

  • Darkvision: Allows seeing in darkness as Dim Light within a range (shades of gray only, e.g., underground creatures).

  • Truesight: Allows seeing in normal and magical darkness, seeing invisible things, automatically detecting visual illusions, and perceiving shapeshangers' true forms within a range. It also allows seeing into the Ethereal Plane.

Food and Water

Characters without food or water suffer exhaustion, which cannot be removed until the full required amount is consumed. Some DMs will choose not to enforce strick food and water tracking.

  • Food: Needs 1 pound per day. Half rations count as half a day without food. Can go without food for 3 + Constitution modifier days (minimum 1). Beyond that, each day causes one level of exhaustion. Normal eating resets the count.

  • Water: Needs 1 gallon per day (2 in hot weather). Half that requires a DC 15 Constitution save or one level of exhaustion. Less than half automatically causes one level of exhaustion (two levels if already exhausted).

Interacting with Objects

Simple interactions (moving levers) are usually resolved by description. Forceful actions (rusted levers) may require Strength checks (DC set by DM).

Objects can be damaged by weapons and spells (immune to poison and psychic damage). The DM sets AC and hit points and may grant resistances/immunities. Objects always fail Strength and Dexterity saves and are immune to effects requiring other saves. At 0 hit points, an object breaks. Strength checks can also be used to break objects (DC set by DM).

Social Interaction

Beyond exploration and combat, social interactions with the world's inhabitants are a crucial part of D&D. These interactions can range from convincing a thief to confess to flattering a dragon for mercy. The DM plays the roles of nonplayer characters (NPCs) involved in these interactions.

An NPC's general attitude towards the players is described as friendly (disposed to help), indifferent (neutral), or hostile (inclined to hinder). Friendly NPCs are easier to persuade. Social interactions involve both roleplaying and ability checks.

Roleplaying

Roleplaying is embodying your character's thoughts, actions, and speech. It's integral to all aspects of the game, especially social encounters. Your character's personality and mannerisms influence how interactions unfold. There are two main roleplaying styles:

  • Descriptive Approach: You describe your character's words and actions to the DM and other players, conveying their intent and emotions. For example, describing a gruff dwarf's reaction to an elf minstrel. Focus on your character's feelings and how others might perceive them, providing comfortable levels of detail.

  • Active Approach: You speak in your character's voice and might even mimic their movements, offering a more immersive experience. You still need to describe actions that can't be easily acted out. For instance, speaking as the gruff dwarf with a distinct voice, then narrating their physical actions.

Results of Roleplaying

The DM uses your character's actions and attitudes to determine NPC reactions. Cowardly NPCs might yield to threats, stubborn ones resist persuasion, and vain creatures respond to flattery. Pay attention to the DM's portrayal of the NPC's mood, dialogue, and personality. Understanding an NPC's traits, ideals, flaws, and bonds can help you influence their attitude by appealing to these aspects. Effective social interaction, like in real life, involves offering NPCs what they want, threatening their fears, or appealing to their sympathies and goals. Insulting or antagonizing NPCs will likely hinder your efforts.

Ability Checks

In addition to roleplaying, ability checks often determine the outcome of interactions. While your roleplaying can sway an NPC's attitude, chance may still play a role. The DM might call for a Charisma check during an interaction to determine an NPC's reaction based on the dice. Other ability checks might be appropriate depending on the situation. Consider your skill proficiencies when deciding how to interact and use approaches that leverage your best bonuses and skills. For instance, a rogue proficient in Deception should lead attempts to trick a guard, while a cleric with Persuasion should handle hostage negotiations.

Resting

Despite their heroism, adventurers cannot constantly engage in exploration, social interaction, and combat. They require rest—time for sleep, meals, tending wounds, refreshing their minds and spirits for spellcasting, and preparing for further adventures. Adventurers can take short rests during the adventuring day and a long rest to conclude it.

Short Rest

A short rest is a period of at least 1 hour of light activity, such as eating, drinking, reading, or tending to wounds. At the end of a short rest, a character can spend one or more of their Hit Dice (up to their level). For each Hit Die spent, the player rolls it, adds the character's Constitution modifier, and the character regains that many hit points. Additional Hit Dice can be spent after each roll. Some spent Hit Dice are regained after a long rest.

Long Rest

A long rest is an extended period of at least 8 hours of sleep or 6 hours of sleep and 2 hours of light activity (reading, talking, eating, or up to 2 hours of watch). If interrupted by at least 1 hour of strenuous activity (walking, fighting, spellcasting, etc.), the rest must be restarted to gain any benefits. Upon completing a long rest, a character regains all lost hit points and also regains spent Hit Dice equal to half of their total Hit Dice. A character cannot benefit from more than one long rest in a 24-hour period and must have at least 1 hit point at the start of the rest to gain its benefits.

Between Adventures

Between the excitement of dungeon delves and monster battles, adventurers need time to rest, recover, and prepare for what lies ahead. This downtime also allows for pursuing other tasks like crafting, research, or spending their earned wealth.

Sometimes, the passage of time between adventures occurs without much specific description. When a new adventure begins, the DM might simply state that a certain period has passed and allow you to generally describe your character's activities. At other times, the DM might track the passing days more closely as other events in the world continue.

Lifestyle Expenses

During the time between adventures, you choose a quality of life and pay the associated cost to maintain that lifestyle, as detailed in the Expenses chapter. While your lifestyle doesn't drastically alter your character, it can influence how other individuals and groups react to you. For instance, an aristocratic lifestyle might grant easier access to nobles compared to a life of poverty.

Downtime Activities

The DM might ask what your character does during their downtime between adventures. These periods can vary in length, but each downtime activity requires a specific number of days to complete (with at least 8 hours spent per day) before any benefit is gained. These days don't need to be consecutive. If you have more than the minimum days, you can continue the same activity or switch to a new one. Discuss any downtime activities not listed below with your DM.

  • Crafting: You can create nonmagical objects, including equipment and art. Proficiency with relevant tools (typically artisan's tools) is required, and you might need special materials or locations. For each day of crafting, you can create items with a total market value of 5 gp or less, expending raw materials worth half that value. For items exceeding 5 gp, you make 5 gp worth of progress each day until the market value is reached. Multiple characters proficient with the same tools and working together can combine their efforts, each contributing 5 gp of progress per day. While crafting, you can maintain a modest lifestyle for free or a comfortable one at half cost.

  • Practicing a Profession: Working between adventures allows you to maintain a modest lifestyle without paying 1 gp per day. This benefit lasts as long as you continue your profession. Members of organizations like temples or thieves' guilds earn enough to support a comfortable lifestyle. Those proficient in Performance and using their skill during downtime earn enough for a wealthy lifestyle.

  • Recuperating: Downtime can be used to recover from injuries, diseases, or poisons. After three days of recuperation, you can make a DC 15 Constitution saving throw to end one effect preventing hit point recovery or gain advantage on saves against a current disease or poison for the next 24 hours.

  • Researching: Downtime is ideal for research, gaining insights into campaign mysteries. This might involve studying texts or gathering rumors. The DM determines if the information is available, the required downtime, and any restrictions (specific individuals, tomes, or locations). Ability checks like Intelligence (Investigation) or Charisma (Persuasion) might be required. Each day of research costs 1 gp in addition to lifestyle expenses.

  • Training: You can learn a new language or gain proficiency with tools during downtime. The DM determines the duration and any required ability checks after you find an instructor. Training lasts 250 days and costs 1 gp per day, after which you gain the new language or tool proficiency.

Movement Speeds

Climbing, Swimming, and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 ft on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your GM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Acrobatics check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 ft on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump + 1½ times your height.

Flying Versus Hovering

A flying speed takes a physical movement such as flapping wings or forcing air over a surface to move. In general a flying speed is faster but technically remains moving if they remain in place.

A hovering speed is characterized as usually being slower as well as being able to remain perfectly stationary while in the air.

A creature with both a hovering and flying speed can switch between them, though the movement speed remains the same used (For example if you had a movement speed of 60 ft fly and 30 ft hover and you use 20 ft of hovering speed to quietly surveil an area, you would then have 40 ft of flying speed or 10 ft of hovering speed at your disposal.

Travel Time

Travel Pace

  • Fast pace allows characters to move 10 feet more but imposes disadvantage on Wisdom (Perception) checks.

  • Normal pace is the standard movement with no penalties or bonuses.

  • Slow pace reduces movement by 10 feet but allows for better observation and perception checks.

Good Roads

The presence of a good road increases the group's maximum pace by one step (from Slow to Normal or from Normal to Fast).

Slower Travelers

The group must move at a Slow pace if any group member's Speed is reduced to half or less of normal.

Extended Travel

Characters can push themselves to travel for more than 8 hours per day, at the risk of tiring. At the end of each additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours.

Special Movement

If a party can travel at a high Speed for an extended time, as with a spell such as Wind Walk or a magic item such as a Carpet of Flying, translate the party's Speed into travel rates using these rules:

Miles per hours = Speed ÷ 10

Miles per day (Normal pace) = Miles per hour × number of hours traveled (typically 8)

Fast pace = Miles per day × 1 1/3 (round down)

Slow pace = Miles per day × 2/3 (round down)

If the characters are flying or their special movement allows them to ignore Difficult Terrain, they can move at a Fast pace regardless of the terrain.

Vehicles

Characters traveling in a vehicle use the vehicle's speed in miles per hour (as shown in "Equipment") to determine their rate of travel, and they don't choose a travel pace.

Travel Terrain

*Appropriate equipment (such as skis) is necessary to keep up a Fast pace in Arctic terrain.

* Determined by Vehicle

Terrain Maximum Pace Foraging Navigation Search
ArcticFast*2010
CoastalNormal10515
DesertNormal2010
ForestNormal1015
GrasslandFast15515
HillNormal151015
MountainSlow201520
SwampSlow101520
UnderdarkNormal201020
UrbanNormal2015
WaterborneSpecial*151015