Adventuring

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 character’s relevant ability modifier (e.g., Strength for forcing open a door, Intelligence for recalling lore). The result must meet or beat a Difficulty Class (DC). This DC starts at 11, plus any difficulty modifiers determined by the Referee based on factors like a monster’s Hit Dice (HD), the dungeon level, terrain, or other situational elements.

If the roll meets or beats the DC, the action succeeds. Otherwise, it fails. The Referee determines the consequences of a failed action, which might be declared beforehand or decided on the spot. 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.

Advantage & Disadvantage

Advantage and Disadvantage are simple ways to apply situational bonuses or penalties to a roll without using numerical modifiers.

  • Advantage: When a character has advantage on a roll (e.g., an attack roll, ability check, or saving throw), they roll two d20s and use the higher of the two results.
  • Disadvantage: When a character has disadvantage on a roll, they roll two d20s and use the lower of the two results.

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.

Traps, Hazards, and Challenges

Climbing

  • Difficult Situations: The referee may call for a Dexterity Ability Check when climbing in tense or difficult situations.
  • Sheer Surfaces: Normally impossible to climb without specialized equipment. Some classes may have abilities to climb unaided.

Darkness & Infravision

  • Light Sources: Characters exploring dark environments typically need light. Standard light sources provide normal vision within a 30′ radius.
  • Infravision: Many non-human monsters and demihumans possess infravision, allowing them to see in the dark.
    • Heat Tones: Living things appear as bright tones, cool items as grey, and very cold objects as black.
    • Reading: Not possible, as fine detail cannot be perceived.
    • Range: Typically 60′ for monsters, unless specified.
    • Disruption: Only works in darkness; visible light (normal or magical) or large heat sources will disrupt it.
  • Light and Surprise: Carrying a light source in a dark environment usually prevents surprising opponents, as the light reveals presence.

Falling

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

Languages


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 not understand it, and even those aware may not be fluent enough to respond.

Losing Direction

  • Characters can follow trails, roads, and well-known landmarks without getting lost. A reliable guide also prevents becoming lost.
  • However, traveling through untracked, open regions makes it easy to lose direction. The chance of becoming lost depends on the terrain type.
  • Effects of Being Lost: If lost, the referee determines the party’s actual direction, possibly only slightly off course. It may take time for the party to realize they are lost.

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.

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.

Traps

Traps are hidden dangers designed to harm or hinder adventurers. They’re common in dungeons and sometimes found in the wilderness.

There are two main types of traps:

  • Area Traps: These traps are triggered by characters simply moving around and taking actions within an area or room. For every character passing through or acting within the area, there’s a 1-in-6 chance they’ll trigger a trap during a Dungeon Turn. This chance can increase if characters are fighting, running, or over-encumbered, as determined by the Referee.
  • Object Traps: These traps are automatically triggered only when a character interacts with a specific feature or object in a particular way, such as opening a chest, pulling a lever, or examining an idol.
  • Finding Traps: The Referee may call for a Perception Check to spot a trap. The DC depends on how cunning the trap is hidden (DC 12 for most traps, DC 16 for well hidden traps, and DC 20 for expertly disguised traps). Some classes have increased skill in finding traps.
  • Monsters: Monsters may fall victim to traps if lured into their triggers. The referee may rule that some monsters are able to bypass certain traps, especially if they are the ones who set the trap.

Regardless of type, traps are usually hidden. Players must be observant and descriptive in their actions (“I check the floor for pressure plates,” “I examine the walls for seams”) to discover them. If a trap isn’t found, it’s typically triggered when its conditions are met. Traps can deal damage, cause conditions (like paralysis), or block passages. Some traps may even be lethal! Once found, many traps can be disarmed or avoided, possibly requiring a successful Dexterity Ability Check or specialized skills. Failing to disarm a trap may trigger it, per referee discretion.


Dungeon Adventuring

The Dungeon Turn

The Dungeon Turn is the basic unit of time for dungeon exploration, representing roughly 10 minutes of in-game activity. During each turn, the party typically takes one major action like moving through a section of the dungeon, thoroughly searching a small area, or attempting to open a stuck door. For example, if the party decides to move 60 feet down a corridor, that takes one Dungeon Turn. If they then stop to meticulously search a 10×10 foot section of a room, that’s another Dungeon Turn. After each Turn, the Referee checks for wandering monsters and updates time-sensitive resources like light sources and spell durations.

Sequence of Play

Here’s the basic order of play for each Dungeon Turn (~10 minutes) while adventuring:

  1. Wandering Monsters: The Referee first makes any necessary checks for wandering monsters.
  2. Actions: The party then decides and declares what primary action they’ll take for the turn (e.g., moving, searching, listening at a door, entering a new room).
  3. Description: The Referee describes what happens as a result of the party’s actions, including any discoveries, traps, or other events. Any wandering monsters arrive and complicate the situation.
  4. End of Turn: The Referee updates all time-sensitive records, paying special attention to the duration of light sources, active spell durations, and the party’s growing need for rest.

Doors

Dungeons are often filled with various doors, both obvious and secret, many of which are locked or stuck.

  • Secret Doors: These can only be spotted if characters are actively and specifically searching for them.
    • Optional Rule – Incidental Secret Door Discovery: The Referee may also roll 1d6 per character passing close to certain secret doors. There’s a 1-in-6 chance to discover them this way, even if not actively searching.
  • Locked Doors: Locks can be picked by characters proficient with lock picks, or opened through the use of magic.
  • Stuck Doors:
    • Forcing: A character can attempt to force open a stuck door, with the chance of success depending on their Strength.
    • Surprise: A failed attempt to force open a door will eliminate any chance of surprise the party might have had against monsters on the other side.
  • Doors Swinging Shut: Doors opened by adventurers are likely to swing shut behind them. To prevent this, they can be propped open with iron spikes or other wedges.
  • Monsters and Doors: Most monsters living in the dungeon can open doors, even stuck ones, unless they are blocked, magically sealed, or wedged shut.
  • Listening at Doors:
    • This requires a Perception Ability Check, usually against a DC of 12.
    • If creatures are making significant noise behind the door, the Referee may rule an automatic success.
    • Referee Rolls: The Referee should always make this roll in secret so the player doesn’t know if a failure means no sound was heard or if the roll simply failed.
    • One Chance: A character may only attempt to listen at any given door once.
    • Silent Monsters: Some monsters, such as undead, do not make any noise to be heard.

Movement

  • Exploring Unknown Areas: When venturing into unfamiliar parts of a dungeon, characters move at their base movement rate in feet per Dungeon Turn. This slow pace accounts for careful exploration, watching footing, mapping the area, and attempting to be quiet and avoid obstacles.
  • In Familiar Areas: If the party is moving through dungeon areas they’ve already explored and are familiar with, the Referee may allow them to move at a faster rate, perhaps three times their base movement rate per turn.

Resting

  • Frequency: Characters must rest for one Dungeon Turn for every hour (i.e., every six Dungeon Turns) spent actively exploring the dungeon.
  • Penalty for Not Resting: If characters choose to push on without taking adequate rest, they suffer a –1 penalty to all hit and damage rolls until they have completed a full turn of rest.

Searching

Dungeons frequently contain hidden features like secret doors and traps, which adventurers can discover by searching.

  • Area: Players must declare the specific 10′ x 10′ area they wish to search.
  • Time: Searching a designated area takes one full Dungeon Turn.
  • Chance of Success: Discovering hidden features requires a Perception Ability Check. Some adventurers may possess better skill in this area.
  • Referee Rolls: The Referee always makes this roll in secret. This keeps the player uncertain whether a failed roll means nothing was found or if the check simply failed.
  • One Chance: Each PC can attempt to search a particular area only once.

Wandering Monsters

These are monsters that are randomly encountered moving through the dungeon or wilderness, not specifically placed. They add an element of unpredictability and pressure to exploration.

In the Dungeon

These monsters are randomly encountered moving between areas within a dungeon.

  • Frequency: The Referee typically makes a check for wandering monsters once every one or two Dungeon Turns, depending on dungeon level or specific area.
  • Chance: The standard chance of encountering a wandering monster is 1-in-6. This can also vary depending on the dungeon level or specific area. Making a lot of noise or carrying bright light sources in darkness can increase the chance of an encounter, while resting quietly in an out-of-the-way location can decrease it.
  • Distance: If an encounter occurs, wandering monsters are typically encountered 2d6 x 10 feet away, moving towards the party.
  • Type & Modifiers: Each dungeon area should have its own wandering monster table.

In the Wilderness

These monsters are randomly encountered while traveling through outdoor regions, often determined by an Event Roll as part of Wilderness Exploration procedures.

  • Frequency: An Event Roll is typically made once per day (or sometimes per watch, as determined by the Referee) to see if an event occurs, which may include a wandering monster encounter.
  • Chance: There is a 2-in-6 chance per day that an event will occur, and there is a 3-in-6 chance that it will be an encounter with a wandering monster.
  • Distance: Wandering monsters in the wilderness are encountered 3d6 x 10 yards away; half if both sides are surprised.