Adventuring
Includes Time, Movement, The Environment, Traps, Diseases, Madness, Resting, Between Adventures.
- TimeIn situations where keeping track of the passage of time is important, the GM determines the time a task requires.
- MovementSwimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy…
- The EnvironmentBy its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored.
- TrapsTraps can be found almost anywhere.
- DiseasesA plague ravages the kingdom, setting the adventurers on a quest to find a cure.
- MadnessIn a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an…
- RestingHeroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat.
- Between AdventuresBetween trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure.
Add D&D 5e to your library — free
Searchable in PostRoll and linkable from your worlds, wikis, characters, and sessions. Free forever.
Add to my library