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Dungeon Master's Guide

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determining exhaustion. Swimming for an hour at a<br />

depth greater than 200 feet counts as 4 hours.<br />

N DERWATER VISIBILITY<br />

\'isibility underwater depends on water clarity and the<br />

available light. Unless the characters have light sources,<br />

use the Underwater Encounter Distance table to<br />

determine the distance at which characters underwater<br />

become aware of a possible encounter.<br />

UN DERWATER ENCOUNTER DISTANCE<br />

Creature Size<br />

Clear water, bright light<br />

Clea r water, dim light<br />

Murky water or no light<br />

Encounter Distance<br />

60ft.<br />

30ft.<br />

10ft.<br />

THE SEA<br />

Characters can row a boat for 8 hours per day, or can<br />

row longer at the risk of exhaustion (as per the rules for<br />

a forced march in chapter 8 of the Player's Handbook). A<br />

fully crewed sailing vessel can sail all day, assuming its<br />

sailors work in shifts.<br />

NAVIGATION<br />

Seagoing vessels stay close to shore when they can,<br />

because navigation is easier when landmarks are<br />

visible. As long as a ship is within sight of land, there<br />

is no chance of the vessel becoming lost. Otherwise, a<br />

ship's navigator must rely on dead reckoning (tracking<br />

0<br />

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