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<blockquote data-quote="iserith" data-source="post: 8607962" data-attributes="member: 97077"><p>Here's the basic guidelines I use in my games that feature a lot of dungeon exploration (tweaked for any given campaign or adventure).</p><p></p><p><strong>Traveling the Dungeon</strong></p><p>As you travel about the dungeon, you can choose to engage in an ongoing task. You cease to engage in this task when you stop to explore a given area more thoroughly. Common travel tasks include, but are not limited to the below. The associated passive check is provided, if there is a check at all.</p><ul> <li data-xf-list-type="ul"><span style="color: rgb(184, 49, 47)">Keep Watch for Lurking Monsters</span> (passive Perception)</li> <li data-xf-list-type="ul"><span style="color: rgb(247, 218, 100)">Stay Alert for Signs of Traps</span> (passive Investigation or Perception)</li> <li data-xf-list-type="ul"><span style="color: rgb(65, 168, 95)">Search for Secret Doors</span> (passive Perception)</li> <li data-xf-list-type="ul"><span style="color: rgb(41, 105, 176)">Draw a Map</span> (proficiency with cartographer's tools)</li> </ul><p>To have a chance to notice lurking monsters or signs of traps at the front of the party, you must be in the front rank of the marching order.</p><p></p><p>To draw a map, you must have both hands free and the appropriate tools. A map of an entire floor of the dungeon can be used to deduce the location of secret doors and chambers with automatic success. Source maps may also be worth gold to other adventurers or sages. There is no associated check to draw a map.</p><p></p><p>If you engage in any task other than keeping watch for lurking monsters, you are automatically surprised if a lurking monster is trying to sneak up on you.</p><p></p><p>Put an appropriately colored dot on your token along with the number of your rank in the standard marching order. Move your party according to the marching order.</p><p></p><p><strong>Detailed Exploration</strong></p><p>When you decide to stop traveling and explore a given area, the exploration phase begins. An area of 1000 square feet or smaller can be explored in 10 minutes. Use the magnifying glass asset to mark the area being carefully explored.</p><p></p><p>After the DM describes the environment, you take turns describing in a reasonably specific fashion what the characters try to do for the next 10 minutes. Common tasks include, but are not limited to the below.</p><ul> <li data-xf-list-type="ul">Check for Traps<ul> <li data-xf-list-type="ul">Figure Out a Trap<ul> <li data-xf-list-type="ul">Disable a Trap*</li> </ul></li> </ul></li> <li data-xf-list-type="ul">Keep Watch</li> <li data-xf-list-type="ul">Loot the Room</li> <li data-xf-list-type="ul">Make a Deduction Based on Clues</li> <li data-xf-list-type="ul">Perform a Ritual</li> <li data-xf-list-type="ul">Pick a Lock*</li> <li data-xf-list-type="ul">Search for Secret Doors<ul> <li data-xf-list-type="ul">Figure Out a Secret Door</li> </ul></li> </ul><p>* A character with Fast Hands can use thieves' tools to disarm a trap or pick a lock in addition to performing another task.</p><p></p><p>Tasks nested under other tasks cannot be undertaken successfully without first performing the task above it.</p><p></p><p><strong>Working Together.</strong> Instead of performing a task by yourself, you can work together with someone else. By working together, you can grant advantage to the character leading the effort. You can only provide help if the task is one that you could attempt alone and when working together would actually be productive.</p><p></p><p>As above, if you engage in any task other than keeping watch for lurking monsters, you are automatically surprised if a lurking monster is trying to sneak up on you. Wandering monster checks will be made every X minutes and/or for each instance of noise in your area.</p></blockquote><p></p>
[QUOTE="iserith, post: 8607962, member: 97077"] Here's the basic guidelines I use in my games that feature a lot of dungeon exploration (tweaked for any given campaign or adventure). [B]Traveling the Dungeon[/B] As you travel about the dungeon, you can choose to engage in an ongoing task. You cease to engage in this task when you stop to explore a given area more thoroughly. Common travel tasks include, but are not limited to the below. The associated passive check is provided, if there is a check at all. [LIST] [*][COLOR=rgb(184, 49, 47)]Keep Watch for Lurking Monsters[/COLOR] (passive Perception) [*][COLOR=rgb(247, 218, 100)]Stay Alert for Signs of Traps[/COLOR] (passive Investigation or Perception) [*][COLOR=rgb(65, 168, 95)]Search for Secret Doors[/COLOR] (passive Perception) [*][COLOR=rgb(41, 105, 176)]Draw a Map[/COLOR] (proficiency with cartographer's tools) [/LIST] To have a chance to notice lurking monsters or signs of traps at the front of the party, you must be in the front rank of the marching order. To draw a map, you must have both hands free and the appropriate tools. A map of an entire floor of the dungeon can be used to deduce the location of secret doors and chambers with automatic success. Source maps may also be worth gold to other adventurers or sages. There is no associated check to draw a map. If you engage in any task other than keeping watch for lurking monsters, you are automatically surprised if a lurking monster is trying to sneak up on you. Put an appropriately colored dot on your token along with the number of your rank in the standard marching order. Move your party according to the marching order. [B]Detailed Exploration[/B] When you decide to stop traveling and explore a given area, the exploration phase begins. An area of 1000 square feet or smaller can be explored in 10 minutes. Use the magnifying glass asset to mark the area being carefully explored. After the DM describes the environment, you take turns describing in a reasonably specific fashion what the characters try to do for the next 10 minutes. Common tasks include, but are not limited to the below. [LIST] [*]Check for Traps [LIST] [*]Figure Out a Trap [LIST] [*]Disable a Trap* [/LIST] [/LIST] [*]Keep Watch [*]Loot the Room [*]Make a Deduction Based on Clues [*]Perform a Ritual [*]Pick a Lock* [*]Search for Secret Doors [LIST] [*]Figure Out a Secret Door [/LIST] [/LIST] * A character with Fast Hands can use thieves' tools to disarm a trap or pick a lock in addition to performing another task. Tasks nested under other tasks cannot be undertaken successfully without first performing the task above it. [B]Working Together.[/B] Instead of performing a task by yourself, you can work together with someone else. By working together, you can grant advantage to the character leading the effort. You can only provide help if the task is one that you could attempt alone and when working together would actually be productive. As above, if you engage in any task other than keeping watch for lurking monsters, you are automatically surprised if a lurking monster is trying to sneak up on you. Wandering monster checks will be made every X minutes and/or for each instance of noise in your area. [/QUOTE]
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