Exploration (Arden-Vul)
From The Hidden Room
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.
- Cautious: (10 x Speed) feet / Turn
Perception
Levels of Search
- Glance
- Inspect
- Rifle
- Toss
- Ransack
Search
- Basic examination of a room of moderate size usually takes 1 Turn (at the level of Inspecting). 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.
- Adverse conditions may prevent adequate rest.
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.