Difference between revisions of "Exploration (Arden-Vul)"

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===Perception===
===Perception===
- Levels of Search
- Glance
- Inspect
- Rifle
- Toss
- Ransack
- Search
- Basic examination of a room of moderate size usually takes 1 Turn.  Bigger or more cluttered ones may take more.
- Carefully searching a 10' x 10' x 10' area (or three 10x panels of wall) takes 1 Turn and assumes at least Rifling.  Up to 2 people can search the same space at the same time.
- Roll Spot vs 7 to notice a secret door or compartment when searching.
- The same space can be searched as many times as desired.
- Targeted diegetic searching can take place much more quickly and may avoid stumbling into dangers that would be touched in a generic search roll.
- Modifier
- -1 to notice a secret door just Glancing from within 10'  (impossible for unskilled humans)
- +1 to notice concealed but non-secret doors
- Listen
- Listening at a door or passage for faint noises takes 1 Turn and requires the party to be still and quiet.  Up to 2 people can listen at a door at the same time.


'''Levels of Search'''
* Glance
* Inspect
* Rifle
* Toss
* Ransack


'''Search'''
* Basic examination of a room of moderate size usually takes 1 Turn.  Bigger or more cluttered ones may take more.
* Carefully searching a 10' x 10' x 10' area (or three 10x panels of wall) takes 1 Turn and assumes at least Rifling.  Up to 2 people can search the same space at the same time.
** Roll Spot vs 7 to notice a secret door or compartment when searching.
** The same space can be searched as many times as desired.
** Targeted diegetic searching can take place much more quickly and may avoid stumbling into dangers that would be touched in a generic search roll.
* Modifier
** -1 to notice a secret door just Glancing from within 10'  (impossible for unskilled humans)
** +1 to notice concealed but non-secret doors
'''Listen'''
* Listening at a door or passage for faint noises takes 1 Turn and requires the party to be still and quiet.
* Up to 2 people can listen at a door or passageway at the same time.


=Resting=
=Resting=

Revision as of 00:48, 6 March 2024

Arden-Vul > Rules > Exploration

Dungeoncrawling

Light & Vision

Light Level

  • Brilliance
    • So bright you must squint to see.
    • -2 to attack, defense, and saving throws.
    • Search checks take twice as long, or increase difficulty a level (1 die size) if conducted at the normal rate.
  • Bright Light
    • Comparable to daylight.
  • Dim Light
    • Shadowy and indistinct. Too dark to read, make out most fine detail / color, and identify unfamiliar individuals.
    • -2 to ranged attacks or saves against ranged effects.
    • Search checks take twice as long, or increase difficulty a level (1 die size) if conducted at the normal rate
      • Some things may be impossible to perceive, e.g. you might notice writing but be unable to read it.
  • Darkness
    • Full darkness.
    • Blinded (-4 to attack, defense, and saving throws).

Obscuration

  • Light
    • Thin mist / rain / snow / smoke, sparse vegetation or a light crowd. Can remain concealed only with Hide in Shadows.
    • -2 to ranged attacks or saves against ranged effects.
    • Search as Dim Light.
  • Heavy
    • Thick mist or smoke, driving snow or rain, dense vegetation, or a heavy crowd. Adequate for anyone to hide in.
    • Blinded (-4 to attack, defense, and saving throws). Might be able to see things within a foot or two.

Sources of Illumination

  • Candle
    • Burns for 3 Turns. 5' Bright Light, 10' Dim Light.
    • Thicker, heavier, longer-lasting candles can be purchased at great cost.
  • Torch
    • Burns for 6 Turns. 20' Bright Light, 20' Dim Light.
  • Lantern
    • Burns 1 pint of oil every 4 hours (24 Turns). 20' Bright Light, 20' Dim Light.
    • Hooded: can be shielded, reducing light to as little as 5' of Dim Light.
    • Bullseye: illuminates double its normal ranges, in a 60 degree arc.
  • Darkvision
    • Dim Light is treated as Bright Light, and Darkness up to the vision's range is treated as Dim Light.
    • Disrupted if in Bright Light, permitting only normal sight.

Exploration Movement

  • Choose a pace, and use the speed of the slowest party member.
    • Cautious: (10 x Speed) feet / Turn
      • Normal surprise chances, mapping, checking for traps and details.
    • Walking: (50 x Speed) feet / Turn
      • Can't surprise, +1 to be surprised, won't notice details, can't map.
    • Running: (100 x Speed) feet / Turn
      • Can't surprise, +2 to be surprised, won't notice details, can't map, may lose track of where you are if not careful.

Perception

Levels of Search

  • Glance
  • Inspect
  • Rifle
  • Toss
  • Ransack

Search

  • Basic examination of a room of moderate size usually takes 1 Turn. Bigger or more cluttered ones may take more.
  • Carefully searching a 10' x 10' x 10' area (or three 10x panels of wall) takes 1 Turn and assumes at least Rifling. Up to 2 people can search the same space at the same time.
    • Roll Spot vs 7 to notice a secret door or compartment when searching.
    • The same space can be searched as many times as desired.
    • Targeted diegetic searching can take place much more quickly and may avoid stumbling into dangers that would be touched in a generic search roll.
  • Modifier
    • -1 to notice a secret door just Glancing from within 10' (impossible for unskilled humans)
    • +1 to notice concealed but non-secret doors

Listen

  • Listening at a door or passage for faint noises takes 1 Turn and requires the party to be still and quiet.
  • Up to 2 people can listen at a door or passageway at the same time.

Resting

Brief Rest

  • 1 Turn / 10 minutes of no more than light activity (resting, talking, reading, easy searching, routine gear maintenance). Interruption restarts the count.

Short Rest

  • 1 hour of no more than light activity in a situation of at least moderate safety (e.g. not in a thoroughfare, or with enemies known lurking around). Interruption restarts the count.
    • Adverse conditions may prevent adequate rest.
      • Members need food and drink, but not enough is consumed to decrement the supply.

Spell Recovery

  • 4 hours of uninterrupted sleep (may be part of a Long Rest) or focused meditation. Interruption restarts the count.
    • Any adverse conditions prevent meditation.
  • Casters refresh any expended spell slots (spell preparation is done separately).

Long Rest

  • 8 hours of sleep in a situation of at least moderate safety. Can be taken no more than once per 24 hours.
    • Adverse conditions may prevent adequate rest.
  • Gain 1d3+CON hp from natural healing.
    • Spending an entire day in a settlement in easy and leisure doubles natural healing.
  • Casters refresh any expended spell slots (spell preparation is done separately).

Adverse Conditions

  • Getting adequate rest is automatic unless there are adverse conditions.
  • With conditions, each character must make a Con check vs (2 + 2 per condition).
  • Conditions
    • Lack of food, lack of water (2x), no bedding (e.g. bedroll), very hot/cold, stench/filth/vermin, excessive noise, accursed ambience, etc
    • Conditions can be negate through suitable action (making a fire for warmth, using magic to drive off vermin, etc).

Hazards

Falling

  • 1d6 damage per 10' fallen.
  • If falling beside a wall or down a steep slope that could be used to slow one's fall (grabbing at ledges, vegetation, sliding, etc), roll DEX vs 5 to halve damage taken.
  • Half damage or less if landing on a sufficiently soft surface.

Suffocation

  • A Medium-sized creature consumes the air in a 10' cube per Turn. Double or halve the amount needed for each size larger or smaller.
  • You can hold your breath for (Constitution) rounds of activity, if given a chance to prepare, or 1/3rd of that if suddenly unable to breath (e.g. suddenly choked or pulled underwater).
    • Remaining still and calm halves the rate of air consumption.
    • Once out of air, gain 2 Fatigue per round.
  • Once able to breath again, recover 2 fatigue per Brief Rest.