Adventuring Rules

This section outlines all of the core mechanics for adjudicating adventures.

Time Tracking

A crucial aspect of refereeing is keeping track of game-time which is the passage of fictional time within the imagined game world. The progression of game-time is distinct from real-time – a quick description by the players might represent hours or even days of activity for their characters.

Time is tracked in various increments depending on the activity:

  • Exploration, usually of a dungeon, is tracked in 10-minute turns. There are 6 turns per hour of in-game time.
  • Combat uses a time scale tracked in 10-second rounds. There are 60 rounds within 1 turn.
  • Overland travel is tracked in days (or optionally 8-hour watches for more detail).
  • Downtime, game-time between sessions and adventures, is tracked in days or weeks.

The referee adjudicates what actions can be accomplished within these different timeframes.

Resource Depletion

As game time progresses, the players and referee must keep track of the resources the party uses. This includes consumables like food and water, fuel for light sources, and the remaining durations of spells or magical effects.

  • Light sources are the main resource that is depleted during a dungeon crawl. Candles last for 3 turns, torches last 6 turns, and lanterns last for 12 turns.
  • Rations are the resource that is consumed during wilderness exploration. Each character must eat one ration per day or else suffer from hunger. Water is sometimes tracked during wilderness exploration, but only in particularly arid regions.
  • Money (silver and gold coins) is the primary resource that is expended during downtime the form of expenses like upkeep, training, preparations, building projects, etc.

Use of the Tracking Worksheet can make tracking time and resources easier for the referee.

Movement & Distances

As PCs explore the game world, the referee must track their location using a prepared map. This map is typically not visible to the players; they’ll need to rely entirely on the referee’s descriptions to understand their surroundings. To figure out how long it takes the characters to travel between areas, the referee will use their movement speeds.

  • Individual Movement: When a character moves on their own, use their individual movement speed.
  • Group Movement: When a whole group moves together, their overall speed is limited by the slowest character among them.

Distances

Within a dungeon or similar adventure site, typically indoors, distances are measured in feet. While outdoors, distances are measured in yards.

The game rules note distances in feet by default denoted as a single quote. This value is directly convert to yards when outdoors. For example, a character who can move 120′ per turn in a dungeon can move 120 yards per turn while outdoors.

Distance Conversions
1 foot (1′) = 12 inches (12″)
1 yard = 3 feet
1 mile = 1760 yards = 5280 feet

Movement Speed

A character’s base movement speed is the number of feet they can move in one combat round. Exploration speed is triple the base movement speed and represents how far a character can move in one turn. Movement speed depends on the type of armor worn.

Armor Type WornBase Movement Speed (Exploration Speed)
Unarmored, Padded, Leather, Studded40′ (120′)
Furs, Brigandine, Scale Mail, Chainmail, Banded Mail, Field Plate30′ (90′)
Splint Mail, Full Plate20′ (60′)

Exploration Speed: The distance a character can move during an exploration turn is three times (3x) their base movement speed. If the party is moving very quickly through an area, they may be allowed to move up to double that speed, but will always be surprised by encounters and are more likely to trigger traps.


Encumbrance

A character can carry a number of pounds of treasure equal to five times (5x) their Strength score. Carrying more than this means the character is encumbered. The base movement speed of an encumbered character is reduced by 10′. Weapons and equipment are not usually tracked for weight but characters who are obviously overloaded may be considered encumbered, per the referee’s discretion.

Treasure Weight
This table provides a reference sample of typical treasure weights. The referee judges the weight of other types of treasure found.

ItemWeight
Coins (100x of any type)1 lb.
Gems (100x)1 lb.
Jewelry, large (1x)1 lb.
Jewelry, small (10x)1 lb.
Potion1 lb.
Precious stones (10x)1 lb.
Rod5 lbs.
Scroll (10x)1 lbs.
Staff10 lbs.
Wand2 lbs.

Ability Checks

The referee may call for an ability check to determine a character’s success when attempting risky or challenging actions not covered by combat or saving throws.

To make an ability check, roll 1d20 and add the most relevant ability modifier (e.g., Strength for forcing open a door, Intelligence for recalling lore, etc.). The roll is compared to the Difficulty Class (DC) of the task, which is the target number that the roll must equal or exceed to be a success. If the roll meets or beats the DC, the action succeeds. Otherwise, it fails. The referee determines and describes the results of successes and failures. Consequences of a failed action may be declared beforehand or decided after the dice have been rolled.

The base DC starts at 11 and is modified by the difficulty level as determined by the referee based on factors such as an opposing monster’s level, the dungeon level, the terrain type, or other situational elements. For example, picking a basic lock on the 4th level of a dungeon might have a DC of 15 (11 + 4).

Difficulty Class (DC) = 11 + Difficulty Modifier

If a particular approach seems especially effective or ineffective, the referee might grant advantage (roll two d20s, take the higher) for controlled situations or good preparation, or disadvantage (roll two d20s, take the lower) for desperate circumstances or makeshift tools. If a situation calls for both advantage and disadvantage, they cancel each other out, and you just roll one d20. You can’t have “double advantage” or “double disadvantage”—multiple sources of advantage don’t make you roll more dice, and the same goes for disadvantage.

Challenges & Hazards

Climbing

  • Difficult Situations: The referee may call for a Strength or Dexterity ability check when climbing in tense or difficult situations. The choice is usually by player preference and reflects that climbing can be approached through either athleticism or agility. However, the referee may specify one over the other in certain circumstances.
  • Sheer Surfaces: Sheer surfaces are nearly completely vertical and offer little to no handholds. These are normally impossible to climb without specialized equipment, however thieves can attempt to climb sheer surfaces without any special equipment.

Darkness, Light, & Infravision

  • Light Sources: Characters exploring dark environments typically need light. Standard light sources provide normal vision within a 30′ radius.
  • Light and Surprise: Carrying a light source in a dark environment usually prevents surprising opponents, as the light reveals presence. Blinded characters are automatically surprised. Some monsters hate light and will prefer to attack characters holding light sources.
  • Darkvision: Dwarves and many monsters possess darkvision, allowing them to see in the dark.
    • Most Monsters: Have full darkvision and can see in total darkness with no limitations.
    • Dwarves: Have limited darkvision and can see up to 10′ in total darkness.
    • Humans, Halflings, and Elves: Do not have darkvision and cannot see in the dark.
  • Total Darkness: When a character is in total darkness, they effectively gain the Blinded condition:
    • All Attacks & Skill Checks Requiring Sight: Made with disadvantage.
    • Movement: Reduced by 1/2.
    • Searching/Perception: Generally impossible for anything requiring visual cues.
    • Listening: Listening for sounds can be used to discern information while in darkness.
    • Surprise: Characters with the Blinded condition are always surprised by creatures not similarly hindered, unless specific precautions are taken.

Falling

  • Falling from a height onto a hard surface inflicts 1d6 damage per 10′ fallen.

Getting Lost

  • Players must typically use their memory, wits, and maps to navigate adventure sites by describing their movements. The referee may optionally call for an Intelligence or Perception check to allow a character to find their way again, if it’s possible the character would recognize the way.
  • Rules for getting lost in overland travel are covered in the Wilderness Travel section, below.

Languages

Characters typically know a number of languages with which they can use to attempt to communicate with the denizens of the game world. All player characters automatically know Common, which is the trade tongue spoken by most humanoids across the land. Beyond that, a character’s Intelligence score determines if they know any additional languages. These extra languages are usually chosen from a list, often including monstrous languages. There are also special class languages, such as thieves’ cant or alignment languages (Lawful, Chaotic, and Neutral) which are secret lexicons for clerics of the same alignment to communicate.

  • Common: This is the universal human trade language, known by many intelligent creatures, especially humans, of the known world.
  • Racial Languages: Dwarf and elf characters begin the game also fluent in their own versions of Common known as Dwarven and Elvish, respectively. Halflings do not have a racial language.
  • Alignment Languages: A unique and secret form of communication employed by Clerics of the same alignment.
    • Subtle Communication: They are a special set of signs, signals, gestures, and specific words used by intelligent creatures.
    • Fellowship and Ethos: Their purpose is to discreetly inform others of the same alignment (Lawful, Chaotic, or Neutral) of their shared fellowship and common philosophy.
    • Esoteric Nature: These tongues are primarily keyed to religious or philosophical subjects relevant to that alignment (similar to how Latin historically functioned for Roman Catholics).
    • Limited Understanding: Ordinary members of an alignment might recognize it, but not understand it. Even those aware may not be fluent enough to respond.
  • Monstrous Languages: Many of the monsters that inhabit the wilderness and dungeons have their own languages.
    • Goblin: The harsh, guttural language spoken by goblins, hobgoblins, and bugbears.
    • Orc: A brutal, simple tongue used by orcs and sometimes understood by other brutish humanoids.
    • Draconic: The ancient, resonant language of dragons, often known by dragon-kin, kobolds, and some powerful magic-users.
    • Giant: A booming, somewhat crude language common among giants, ogres, and some trolls.
    • Abyssal/Infernal: The chaotic, guttural speech of demons and the precise, rigid tongue of devils, respectively, sometimes known by evil cultists or corrupted creatures.
    • Sylvan: The melodic language of nature spirits, dryads, treants, and some fey creatures.
    • Gnoll: The cackling, hyena-like speech of gnolls.
    • Spider: A chittering language of clicks and hisses, understood by most giant spiders and other arachnid creatures.
    • Frog: The throaty, gurgling language of bullywogs and some other frog-like humanoids.

Starvation

  • If characters go a full day or more without food or water, the referee may apply penalties to attack rolls and movement rate, require more frequent rests, or deduct hit points in extreme cases.

Stealth & Awareness

Every character and monster has a stealth (STL) and an awareness (AWR) score. These are expressed as a modifier and a derived DC equal to 11 plus the modifier. For example, a character with a +2 Stealth bonus has a Stealth DC of 13, and their score would typically be written as “STL: +2 (13)”.

Stealth and Awareness Scores
A character’s awareness bonus is equal to PER, modified by conditions (like blinded or dazed) or equipment (like helmets). A character’s stealth bonus is equal to DEX, modified by conditions or equipment (like armor). Some classes may grant additional bonuses to these scores.

For monsters, awareness and stealth bonuses (and derived DCs) are noted in the stat block. If converting from an old-school stat block, these bonuses are equal to their HD (or the level they Save As). The referee can adjust these bonuses, adding to them if a monster is exceptionally perceptive or stealthy, or applying penalties if not.

Stealth Checks
A stealth check (1d20 + stealth bonus) is made for a sneaking character or monster against an opponent’s awareness DC to see if they can remain hidden. If the check fails, the opponent notices the sneaking creature.

Awareness Checks
An awareness check (1d20 + AWR bonus) is made by a character or monster against a target’s stealth DC to see if they notice a sneaking creature or hidden thing. This can be used to determine if they are aware of their opponents at the start of an encounter, or if they notice hidden items, secret doors, traps, or other subtle details.

Group Stealth and Awareness
When a group of characters is checking for something, the referee may use the bonus or DC of the character with the best Awareness to make a single check for the whole party, assuming they would have the ability to warn the rest of the group if they were to spot something. Likewise, monsters will check their awareness against the stealth DC of the least stealthy character when they are moving as a group.

Who Rolls for Stealth and Awareness
The referee can call for characters to make these checks, or they can make the rolls privately to keep the true result a secret.

Surprise

Surprise is checked at the beginning of an encounter to see if any side involved is unaware of the other. If one side is surprised and another one isn’t, the side that isn’t surprised will get an opportunity to act first.

The referee will use the stealth and awareness rules to determine if either side is surprised. A character or monster that is unaware of their opponents at the start of combat is surprised.

Swimming

  • Movement Rate: Characters move at half their normal movement rate when swimming.
  • Proficiency: All characters are assumed to know how to swim unless there’s an obvious reason they couldn’t have learned.
  • Drowning: The referee judges when drowning is a risk and its chance (e.g., swimming in treacherous waters, while wearing armor, or fighting in water). Chances vary based on circumstances.

The Adventuring Party

The group of adventurers who set out upon an adventure are known as the adventuring party.


Party Roles and Formations

  • Party Size: A typical group numbers 5-8 player characters. A minimum of 3 is recommended for the best experience. The referee should be comfortable running the game before taking on large groups. Smaller groups may face a more deadly challenge, particularly in combat, while larger groups may become unwieldy and must split treasure into more shares, slowing advancement. Smaller groups may wish to hire retainers to bolster their ranks, creating parties as large as 12 members (or sometimes more).
  • Character Classes: A diverse mix of adventuring classes is recommended. Fighters provide crucial defense and front-line melee damage output. Clerics are essential for dealing with undead and provide many useful support, also serving as a second rank of combatant. Thieves offer exceptional skill in navigating dungeons and stealthy sneak attacks. Magic-users are equipped with various arcane spells that can be used to deal with tricky situations and even the odds against powerful foes. Rangers are experts with missile weapons and make wilderness exploration much safer.
  • Level Disparities: Characters who adventure together should typically be within 3-4 levels of each other. Significant level differences can make it difficult to balance challenges and rewards. Players are encouraged to create and run multiple characters of various levels within the same campaign.
  • The Caller: You can designate one player as the “caller” to be the party’s spokesperson to the referee. This speeds up gameplay by having one person communicate the group’s actions rather than individual players. The caller’s character usually acts as the party leader, so a high Charisma score and a position near the front of the party are beneficial.
  • The Mapper: One player should take on the role of the “mapper,” drawing a map based on the referee’s descriptions. This map should include details like monsters, traps, clues, and interesting unexplored areas.
  • Marching Order: Before starting an adventure, decide on your party’s formation (e.g., two columns, armored characters in front, weaker in the middle, rear guard). You can establish different standard orders for common situations like exploration or combat. While in formation, group initiative is used.

Dividing Treasure

When the party finds treasure, the players decide how to split it among the surviving characters.

  • Magic Items: Players must agree on who gets which item. A common method is for players to roll a die, with the highest roller getting first pick, and so on.
  • Non-magical Treasure: Typically divided evenly among player characters.

Encounters

An encounter is any situation where the PCs meet and interact with a group of monsters or other creatures, in a way that creates a challenge or requires action.

Referee’s Encounter Sequence
1. Encounter Type:
Use the Encounter Tables to determine the kind of creature encountered.
2. Change in Lair:
In the wilderness, check to see if the encounter happens at the creature’s lair.
3. Number Appearing:
Determine how many creatures are encountered.
4. Encounter Awareness:
Check to see if either side is surprised using the stealth and awareness rules.
5. Encounter Distance:
Determine how far away the creatures are from the party.
6. Actions: The players decide what actions they take, and the referee determines the actions of the creatures encountered using a reaction check.

Encounter Type

When an encounter occurs, the referee determines what creatures are encountered by rolling on an appropriate Encounter Table or as otherwise noted in the adventure area’s description. See Encounter Tables.

Chance in Lair

Monsters encountered have a Chance In Lair noted in their stat-block. This statistic is checked to see if the party encounters the creatures in their lair. Creatures encountered outside of their are usually traveling, hunting, patrolling, etc., and usually will be in a smaller group with less treasure in their possession. Creatures encountered inside of their lair are often encountered in larger groups, may guard more treasure, and may fight more aggressively given they’re defending their home.

Number Appearing

Monsters have a Number Appearing noted in their stat-block. This statistic determines how many individuals are in the group encountered. If desired, the referee may manually choose a number within the given range, rather than rolling to determine the quantity. The first quantity shown is for when the creatures are encountered in a dungeon, while the amount shown in parenthesis is for when the creatures are encountered in the wilderness or in their lair. Some creatures will not be encountered in dungeons while some may not be encountered in the wilderness or lairs.

Encounter Awareness

If needed, the referee can check to determine if either side if unaware of the other; see Stealth and Awareness above.

Encounter Distance

When an encounter occurs, the scenario may dictate at what distance. Otherwise, the referee may determine the initial encounter distance with a random roll.

  • Dungeon Encounter Distance: 2d6x10 feet
  • Overland Encounter Distance: 3d6x10 yards
  • Maritime Encounter Distance: 5d6x10 yards

Reaction Checks

If the actions of the encountered monsters is uncertain, the referee can use a reaction check to determine how they act towards the PCs. If the PCs attempt to parlay with the monsters, the referee may modify the reaction check by the CHA of the PC who takes the lead.

2d6 + CHAReaction
3 or lessHostile, menacing, murderous
4-5Unfriendly, fearful, deceitful
6-9Indifferent, uninterested, oblivious
10-11Friendly, curious, negotiative
12+Very friendly, helpful, welcoming
1d20 + CHAReaction
2 or lessHostile, menacing, murderous
3-8Unfriendly, fearful, deceitful
9-13Indifferent, uninterested, oblivious
14-18Friendly, curious, negotiative
19+Very friendly, helpful, welcoming

Pursuit

Fleeing Group SizeChance to CatchChance to CatchChance to Catch
1-61-2 Pursuers: 3/63-8 Pursuers: 2/69+ Pursuers: 1/6
7-121-6 Pursuers: 4/67-12 Pursuers: 3/613+ Pursuers: 2/6
13-251-10 Pursuers: 4/611-24 Pursuers: 3/625+ Pursuers: 2/6
26+1-10 Pursuers: 5/611-24 Pursuers: 4/625+ Pursuers: 3/6

If a ranger leads a group of 10 or less pursuers, the chance to catch the fleeing creature(s) is increased by +1.