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GM Core / Chapter 1: Running the Game

Running Exploration

Source GM Core pg. 34 2.0
Exploration mode is the connective tissue of your adventure or quest—everything that happens as the characters move between encounters. It could be looking for a rare book in a library, trailblazing through a spooky forest, fortifying a castle before a monster attack, or canvassing the city for a missing person.

Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it's especially important to have and to convey a clear mental picture of the group's surroundings. You'll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales.

Exploration mode is intentionally less regimented than encounters are. As a result, you'll be making many more judgment calls during exploration on just about everything that happens as you build the world and describe how it changes in response to the players' actions. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they're interested in and what they consider important. As you play, you'll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.

Stakes: Low to moderate. Exploration mode should be used when there's some amount of risk, but no immediate danger. The PCs might be in an environment where they're likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.

Time Scale: When the PCs are in exploration mode, time in the game world passes much faster than realworld time at the table, so it's rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it's important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.

Actions and Reactions: Though exploration isn't broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.

Scenes within Exploration

Source GM Core pg. 35 2.0
It can help you to think of exploration as a series of scenes, where encounters break up exploration and function as subsections within it. Many of these are based on geography, for example, with exploring a series of dungeon corridors as one scene and entering the dungeon's great hall kicking off another. Other times, you'll break out of a scene at a point of interest. If the PCs decide to stop their travels and investigate a statue, think of that as a new scene.

This gives you a good point to describe the transition between scenes. Describe what was happening to reinforce where the group was, then describe what they now face to show the change. For example, “You've been making your way through this long hallway, but after a moment of debate, you stop, your footsteps and voices still echoing down the hall. The stone statue before you is seven feet high and adorned with rubies. It represents... maybe a god? Its face is damaged and broken. What do you do?”

When playing out a scene, your initial description should set the expectation of what level of detail the scene might go into, with you and the players adjusting as needed during play. Since players aren't bound in a strict initiative order in exploration mode, it can be useful to proactively call on PCs to avoid everybody talking at once. If possible, start with someone who instigated the scene change, or perhaps with the PC using the most relevant exploration activity, like a PC Investigating artwork or Searching for secrets in the example above.

While the number of scenes that could take place during exploration is limited only by your imagination and your players' actions, there are some common types of scenes that often come up, which are detailed below.

Daily Preparations

Source GM Core pg. 35 2.0
Just before setting out to explore, or after a night's rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.
  • Spellcasters who prepare spells choose which spells they'll have available that day.
  • Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.
  • Each character equips their gear. This includes donning their armor and strapping on their weapons.
  • Characters invest up to 10 worn magic items to gain their benefits for the day.
Beyond making these mechanical decisions, daily preparations can be a good time to check in to see how players might think their characters are feeling. The twentieth morning of a long voyage might see the characters wearily strapping on their boots and armor as listlessness sets in, but the sun rising over a hill as the invading skeleton army finally arrives to lay siege to their city could have a tense air of fear or might taste of the rush before a glorious last stand. Use this time to set the stage for the adventuring day to come!

Hazards

Source GM Core pg. 35 2.0
The task of looking for and disarming hazards comes up frequently in exploration and is an example of a type of exploration scene. Hazards don't usually appear out of nowhere. A trap might be on a door's lock, at a specific bend in a corridor, or so on. You could have a pit trap in the middle of a large room, but a surprise that's entirely unexpected can be pretty unsatisfying. The same pit trap appearing in the middle of a 10-foot-wide, suspiciously featureless hallway can make the players say, “Okay, we should have seen that coming,” with even that minimal amount of foreshadowing.

When a complex hazard triggers, move to encounter mode. Simple hazards are usually dealt with in exploration mode, but that doesn't mean that they should be glossed over. Clearly depict what action by a PC sets off the hazard and what happens as the hazard activates, and illustrate any aftereffects. PCs have many ways to heal themselves, so keep in mind that a damaging hazard won't always have a huge effect. They tend to work best if their activation might alert creatures in the area, lock the PCs out of an area, or cause a similar narrative setback beyond just damage or another condition easily removed outside of the pressure of combat.

Searching for Traps

Source GM Core pg. 36 2.0
PCs usually have a better chance to detect hazards while exploring if they’re using the Search activity (and the Detect Magic activity, in the case of some magic traps). If a PC detects a hazard and wants to disable it, slow down a bit. Ask the player to describe what the PC is doing and provide concrete details about how their efforts pan out to make it feel more real. It’s good if the player sweats a little bit! It’s supposed to be a tense situation, after all. If a hazard requires multiple checks to disable, it’s good to describe what happens with each success to show incremental progress.

Investigations

Source GM Core pg. 36 2.0
Investigating and searching for clues is another common exploration scene. Lead off with a definite clue that has details but clearly isn't the whole picture. For example, you might say: “These runes look like ones used for arcane magic but are some kind of variant form,” “As you assess the architecture of the room, you see that the pillar caps are all made of granite, except for one that appears to be painted plaster,” or “Each of the stained glass windows shows scenes of one of the god Norgorber's aspects, but there are only three of them, whereas Norgorber has four aspects.”

If these details pique a player's interest, you can go into a more detailed investigation. They might look at the runes more closely, chip away at the plaster, or search around for a representation of Norgorber's fourth aspect. Avoid calling for checks if it's not necessary. In the last example, you'd likely tell them which of the deity's aspects is missing without another Religion check, and if the aspect is represented as a statue in the room, asking for a Perception check to find it might short-circuit the investigation in an uninteresting way.

Though one person starts the investigation, getting others involved can help them become more interested and bring different skills to bear to get other types of information. Reward collaboration and clever ideas.

Roleplaying Investigations

Source GM Core pg. 36 2.0
To make the investigation feel real, it helps to talk a player through their character’s thought processes by saying what clue inspired them to think of an important detail, explaining what the detail is, and possibly mentioning further questions that this detail raises. Let the player extrapolate their own conclusion rather than giving them the answers outright. Even if the investigation doesn’t lead to an unambiguous conclusion, the players should feel they’re more informed than when they started.

Travel

Source GM Core pg. 36 2.0
Long journeys are staples of the fantasy genre, but they take work to be fun in play, especially if the timeline the PCs are on isn't urgent. Use encounters and special scenes only if there's something compelling to cover. It's perfectly fine to fast-forward through exploration to get to the next stage of an adventure. That said, you should keep in mind that if any players have invested in exploration-themed abilities for their characters, those abilities should still matter.

You can usually move through a travel scene pretty quickly. For a journey that takes multiple days, you might need to have the group Subsist if they run out of food.

Travel Speed

Source GM Core pg. 36 2.0
Depending on how you track movement, the adventuring party might track the distance they travel in feet or miles based on the characters' Speeds with the relevant movement type. Typical rates are shown on the Travel Speed table.

The rates on the Travel Speed table assume that the characters are traveling over flat and clear terrain at a determined pace, but one that's not exhausting. Moving through difficult terrain halves the listed movement rate. Greater difficult terrain reduces the distance traveled to one-third the listed amount. If the travel requires a skill check to accomplish, such as mountain climbing or swimming, you might call for a check once per hour, referencing the resulting distance on the Travel Speed table to determine the group's progress.

Travel Speed

SpeedFeet per MinuteMiles per HourMiles per Day
10 feet10018
15 feet1501-1/212
20 feet200216
25 feet2502-1/220
30 feet300324
35 feet3503-1/228
40 feet400432
50 feet500540
60 feet600648

Navigating

Source GM Core pg. 36 2.0
The Sense Direction activity uses Survival to find which way is north. You can combine this with Recalling Knowledge about the area—typically using Nature or Society—for the PCs to get their initial bearings. The DCs for these checks are normally trained or expert if the group is still fairly close to settlements or established nations but might be higher the deeper they are in the wilderness. As the PCs try to find their path forward, think of ways to include notable landmarks they can seek out or stumble upon. Some of these might be useful, such as a great tree off in the distance that they can climb to get a better vantage point or a mountain slope where multiple plumes of smoke billow up, which might lead them toward a settlement. Others might be mysterious or dangerous, such as haunted glades or an animal’s hunting grounds. When the PCs first look around or scout, pick two or three landmarks to point out. Let the group decide on their course from there.

Getting Lost

Source GM Core pg. 37 2.0
When PCs are exploring the wilderness or navigating twisting dungeon corridors, they might get lost. This is most likely as a consequence for failing at Survival or similar checks, but it can also happen based on the story, such as if they drop out of a portal in some strange land or come up from an underground passageway into a forest. Playing through the process of wandering in the wilderness and trying to find their way can be fun for a party, provided they do so for a fairly short interval. If a party is lost at the start of a session, they should usually have found their way and reached a significant destination by the end.

If the PCs get unlucky or are just awful at Survival, they might end up stuck with no way to reorient themselves. In these cases, have someone come to them! They might get captured by local humanoids or monsters or even stumble upon a dangerous location. They've figured out where they are, even if it's not where they wanted to be!

Encounters During Travel

Source GM Core pg. 37 2.0
You might want to include some encounters if the PCs are in a dangerous area, especially if they travel for a long time. For these encounters, choose creatures that live in that type of environment. Remember that not all creatures attack on sight. Friendly or cautious creatures might approach the characters, resulting in more interactive scenes that might even help the PCs.

Difficult Terrain

Source GM Core pg. 37 2.0
Difficult terrain such as thick undergrowth usually slows down progress. Unless it’s important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on the Travel Speed table (page 36), typically by cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain.

Hazardous Terrain

Source GM Core pg. 38 2.0
Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or to go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid damage.

Environmental Hazards

Source GM Core pg. 38 2.0
Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 90.

Adverse Weather and Terrain

Source GM Core pg. 37 2.0
Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters’ progress. The specific effects of certain types of terrain and weather are described starting on page 90.

Surprise Attacks

Source GM Core pg. 38 2.0
Surprise attacks should be used sparingly, even in dangerous areas. The fact that PCs are usually in a group scares away most animals, and setting a watch can deter even more attackers. Surprise attacks are most likely if the PCs did something in advance that would lead to the ambush. For instance, they might be ambushed by bandits if they were flaunting their wealth or showing off expensive items earlier in the session, or they might be counterattacked by enemies if they attack the enemies first, only to retreat to rest. If the PCs set up camp hastily and decide not to set a watch, they might be in trouble if they’re attacked. This should happen only in cases of extreme sloppiness, since if you take advantage of minor lapses, you might end up with a group that repeatedly spends an inordinate amount of time describing all their camping preparation to keep it from happening again. It’s usually better to ask the PCs if they’re setting up watches (page 43), rather than assume that their silence on the issue means they aren’t.

Starting Encounters

Source GM Core pg. 38 2.0
If an encounter begins, you’ll need to shift to encounter mode by having everyone roll initiative, as described on page 24. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that’s triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls.

Fleshing out Exploration

Source GM Core pg. 38 2.0
The more narrative pace of exploration mode means that you, as the GM, have a lot of freedom to emphasize important parts of the adventure to your players through evocative language and dramatic timing.

Evocative Environments

Source GM Core pg. 38 2.0
As the PCs explore, convey their surroundings by appealing to the players' senses. This sets the scene, gives them a better sense of their environment, and can be used to foreshadow what they might find ahead. When determining which details to cover, think about what's familiar versus novel. A new dungeon might have similar architecture to previous ones but feature ancient structures that set it apart. You can use the PCs' familiarity as a tool to single out what's new. When preparing for a game, imagine yourself in the environment and jot down a few notes about what you would sense. Conveying these details keeps the players on the same page about what they sense, even if each character responds to it differently.

Keep in mind that the more you explain something, the more important it seems. This is valuable for you to drive interest, but can also be a mixed blessing, since describing something inconsequential to set the mood can lead players off on a tangent. Sometimes, the best solution is to find a way to make that unimportant thing as important as the players think it is!

Flow of Time

Source GM Core pg. 38 2.0
Exploration mode is rarely measured down to the second or minute. If someone asks how long something takes, the nearest 10-minute increment typically does the job. (For long voyages or similar activities, the nearest hour might be more appropriate.) You convey the passage of time through your descriptions, but not just by addressing it outright. In a roleplaying game, information and time are linked. Time will seem to slow down the more detail you give. Think cinematically! A long voyage through a series of tunnels works well as a montage, whereas progress searching a statue for traps could be relayed as a series of distressing details in quick succession and would feel more tense due to that precision.

With that in mind, when is it best to speed up or slow down the passage of game time? Usually, you'll slow down and give more description when you're establishing something or progressing the story. When the PCs enter a dungeon or a new area, describe how it feels, slowing down to give the players a sense of what's ahead. When a PC stops to do something important or makes a key decision, slowing down gives that moment its desired weight. You can also adjust the flow of time to reflect PCs' mental states. As a PC returns home after decades away, you might pause to ask the player what their PC is feeling, matching time to the rush of memories and emotions filling that PC's thoughts.

Exploration Activities

Source GM Core pg. 39 2.0
In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many other options available (detailed on page 438 of Player Core). The purpose of these activities within the game is to clarify what a PC focuses on as they explore rather than unrealistically allowing them do all things simultaneously. This adds variety within the group's behavior and can show you where players want the story to go. For example, a player whose PC is Investigating carvings on the walls shows you that the player wants those to be informative.

Exploration activities that happen continually as the group explores are meant to be narrative first and foremost, with the player describing to you what they're doing, and then you determining which activity applies and describing any details or alterations for the situation. If a player says, “I'm Avoiding Notice,” add more detail by asking what precautions they're taking or by telling them which passages they think are least guarded. Likewise, if a player says they're looking for traps and keeping their shield raised and covering the group's tracks, ask them which of these they are prioritizing to narrow down the activity. Consider the advantages and disadvantages of an activity given current circumstances. For instance, someone Scouting might encounter thin ice and fall through before their group can reach them, or someone Investigating ancient hieroglyphs might critically fail and lead the party in the wrong direction. This does not apply for exploration activities that are discrete and occur when the group is taking a pause or zooming in on a particular action, such as Treat Wounds. Characters can always drop out of a continual exploration activity to perform a discrete one (even if they are fatigued and can't sustain an exploration activity as they travel), and they can change activities at any time.

The main exploration activities described in Player Core (pages 438–439) and what PCs can use them to accomplish are as follows.
  • Avoid Notice (Stealth): Sneak around without being found (Player Core 438).
  • Defend: Keep a shield raised (Player Core 438).
  • Detect Magic: Repeat the detect magic spell (Player Core 323, advice on page 41).
  • Follow the Expert: Improve your bonus with another tactic by following an ally's example (Player Core 438, advice on page 41).
  • Hustle: Travel faster (Player Core 438).
  • Investigate: Recall Knowledge of your surroundings (Player Core 439, advice on page 41).
  • Repeat a Spell: Cast or sustain a spell over and over (Player Core 439).
  • Scout: Look ahead for danger (Player Core 439).
  • Search (Perception): Seek out hidden things as you travel (Player Core 439, advice on page 42).
Skills also have exploration activities linked to them.
  • Borrow an Arcane Spell (Arcana): Prepare a spell from someone else's spellbook (Player Core 234).
  • Coerce (Intimidation): Threaten a creature so it does what you want (Player Core 240).
  • Cover Tracks (Survival): Obscure the PC's passing (Player Core 246).
  • Decipher Writing (Varies): Understand archaic, esoteric, or obscure texts (Player Core 228).
  • Gather Information (Diplomacy): Canvass the area to learn about a specific individual or topic (Player Core 239, DCs page 54).
  • Identify Alchemy (Crafting): Using an alchemist's toolkit, identify an alchemical item (Player Core 237, DCs page 54).
  • Identify Magic (Varies): Learn about a magic item, location, or ongoing effect (Player Core 230, DCs page 54).
  • Impersonate (Deception): Using a disguise kit, create a disguise (Player Core 238).
  • Learn a Spell (Varies): Use the skill corresponding to the spell's tradition to gain access to a new spell (Player Core 230–231, DCs page 54).
  • Make an Impression (Diplomacy): Make a good impression on someone (Player Core 239).
  • Repair (Crafting): Using a repair kit, fix a damaged item (Player Core 236).
  • Sense Direction (Survival): Get a sense of where the PC is or determine the cardinal directions (Player Core 246, DCs page 54).
  • Squeeze (Acrobatics): Squeeze through very tight spaces (Player Core 233).
  • Track (Survival): Find and follow creatures' tracks (Player Core 246, DCs page 55).
  • Treat Wounds (Medicine): Treat a living creature's wounds (Player Core 242).
Here are some useful things to keep in mind when adjudicating a few specific exploration activities.

Detect Magic

Source GM Core pg. 41 2.0
This activity doesn't enable characters to automatically find every single magical aura or object during travel. Hazards that require a minimum proficiency can't be found with detect magic, nor can illusions of equal or higher rank than the spell.

When characters find something magical using this activity, let them know and give them the option to stop and explore further or continue on. Stopping brings you into a more roleplay-heavy scene in which players can search through an area, assess different items, or otherwise try to figure out the source of the magic and what it does. Continuing on might cause the group to miss out on beneficial magic items or trigger a magic trap.

Follow the Expert

Source GM Core pg. 41 2.0
Follow the Expert is a truly versatile activity that lets a PC who's lacking at a skill or exploration activity have a better chance to succeed. It provides a good way to help a character with a low Stealth modifier sneak around, to get a character with poor Athletics up a steep cliff, and so on. Usually, a character who is Following the Expert can't perform other exploration activities or follow more than one person at a time.

It's important that this doesn't become too rote. Let the players decide how one of them is helping out the other. The description can give you more to work with and add fun color to the exploration beyond just the mechanics. Also, if one PC helps another in the same way over and over, that could be a sign of the character being helped growing in a particular way. If the rogue has been helping the fighter Avoid Notice over and over, the fighter is essentially receiving training in Stealth at that point and might want to consider taking or retraining a skill increase to make that true. Connections like these can breathe life into the characters and their relationships, and it can help promote camaraderie and interactions between characters.

Investigate

Source GM Core pg. 41 2.0
As with Searching or Detecting Magic, the initial result of Investigating is usually enough to give the investigator a clue that leads into a more thorough examination, but it rarely gives all possible information. For instance, a character might note that the walls of a dungeon are covered with Chthonian writing, but they would need to stop to read the text or even determine that it’s written in blood.

Search

Source GM Core pg. 41 2.0
With a successful Perception check while Searching, a character notices the presence or absence of something unusual in the area, but this doesn't provide a comprehensive catalog of everything there. Instead, it gives a jumping-off point for closer inspection or an encounter. For instance, if an area has both a DC 30 secret door and a DC 25 trap, and a Searching character got a 28 on their Perception check, you would tell the player that their character noticed a trap in the area, and you'd give a rough idea of the trap's location and nature. The party needs to examine the area more closely to learn specifics about the trap, and someone would need to Search again to get another chance to find the secret door.

If an area contains many objects or something that will take a while to search (such as a cabinet full of papers), Searching would reveal the cabinet, but the PCs would have to examine it more thoroughly to check the papers. This usually requires the party to stop for a complete search.

You roll a secret Perception check for a Searching character to detect any secrets they pass that are hidden in a place that stands out (such as near a door or a turn in a corridor), but not one that's in a more inconspicuous place (like a random point in a long hallway) unless they are searching particularly slowly and meticulously.

The rules for Searching deliberately avoid giving intricate detail on how long a search takes. That's left in your hands because the circumstances of a search can vary widely. If the group isn't in any danger and has time for a really thorough search, that's a good time to allow them to automatically succeed, rather than bothering to roll, or you might have them roll to see how long it takes before they find what they're looking for, ultimately finding it eventually no matter the result. Conversely, if they stop for a thorough search in the middle of a dungeon, that's a good time for their efforts to draw unwanted attention!

PCs might get to attempt another check if their initial search is a bust. But when do you allow them to try again? It's best to tie this to taking a different tactic. Just saying “I search it again” isn't enough, but if a PC tries a different method or has other tools at their disposal, it could work. Be generous with what you allow, as long as the player puts thought into it! If you know a search isn't going to turn up anything useful, make that clear early on so the group doesn't waste too much time on it. If they're determined to keep going—which they often are—you might have them find something useful but minor in the search.

Improvising New Activities

Source GM Core pg. 42 2.0
The list of exploration activities isn't exhaustive. More appear in special subsystems and adventures, and you'll often need to create your own. When making your own, it's usually fine to just consider whether the amount of effort the PC has to put in is comparable to the other exploration activities and go from there. If you're having trouble, try finding a comparable activity. For example, if the PC are Swimming as they explore, consider that travel speeds are based on the equivalent of 1 action per 6 seconds, and that other exploration activities the PCs can keep up without getting tired are generally based on alternating between 2 actions per 12 seconds, averaging to 1 action per 6 seconds. (Defend, for example, is based on using 1 action to Stride then 1 to Raise your Shield, which is why the PC moves at half Speed.) Hustle is a good example of an activity that can't be done indefinitely, so you can use it as a model for strenuous activities where the PCs are using the equivalent of 2 actions every 6 seconds.

When improvising an exploration activity, have in mind some advantages and disadvantages of that activity to inspire you. What else might the PC be neglecting while doing this activity? How does it interplay with activities that the rest of the party uses? If the new activity seems like it's a better option than other activities all or nearly all the time, chances are you might want to adjust it so it's more balanced. Eventually, you'll start to find which exploration activities your group enjoys the most.

Setting a Party Order

Source GM Core pg. 42 2.0
In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.

When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe.

Resting

Source GM Core pg. 42 2.0
Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways.
  • The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
  • The character loses the fatigued condition.
  • The character reduces the severity of the doomed and drained conditions by 1.
  • Most spellcasters need to rest before they regain their spells for the day.
A group in exploration mode can attempt to rest, but they aren't entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.

Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.

If a character goes more than 16 hours without going to sleep, they become fatigued.

Taking long-term rest for faster recovery is part of downtime and can't be done during exploration. See page 50 for these rules.In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It's up to you to determine the specifics of who gets targeted based on the situation.

When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs' exact positions, with their input, if you're moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe.

Watches and Surprise Attacks

Source GM Core pg. 43 2.0
Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night's schedule needs to account for everyone's time on guard duty. The Watches and Rest table indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.

If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don't automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character's watch automatically. However, you might have the ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach.

Watches and Rest

Group SizeTotal TimeDuration of Each Watch
216 hours8 hours
312 hours4 hours
410 hours, 40 minutes2 hours, 40 minutes
510 hours2 hours
69 hours, 36 minutes1 hour, 36 minutes

Starvation and Thirst

Source GM Core pg. 43 2.0
Typically characters eat and drink enough to survive comfortably. When they can’t, they’re fatigued until they do. After a number of days without water equal to a creature’s Constitution modifier + 1, the creature takes 1d4 damage each hour that can’t be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can’t be healed until it eats.