Chapter IV: Exploration
We shall not cease from exploration, and the end of all our exploring will be to arrive where we started and know the place for the first time.With a story staged and challenges poised, the heroes are ready to venture into the world. Exploration is the journey to Rivendale in Lord of the Rings, the descent under the fireplace grate in The Goonies, and the plane crash in The Edge. It is the glue of the game.— T. S. Eliot.
Most of the mechanics for exploration are provided in Chapter VII of the PHB under Exploration and most gameplay is covered by skill challenges. However, two specific dangers of exploration are covered here: Afflictions and Traps.
Afflictions
Poisons, diseases, curses, and other debilitating effects can be a chilling tool in your story's arsenal. Whether delivered by a drink, a trapped lock, or a rat bite, afflictions can have rapid or long-term effects on heroes.
Curses are arcane or divine hexes that prevent their victim from taking certain actions or punish them for doing so. Curses are often afflicted through magic or exposure to another cursed creature. Their impacts can vary widely, and they can grow worse in strange intervals, such as by moon phase, after forbidden actions are taken, or when random events occur.
Diseases are slow-acting afflictions that are often contagious. They are traditionally delivered by contact, injection, or inhalation. Diseases may affect a creature without them being aware and can grow worse over days or weeks.
Unlike other afflictions, diseases aren't subject to successive applications.
Poisons are toxins which, when introduced into a creature's body, damage or kill it. Contact, injected and inhaled poisons usually apply their effects immediately, while imbibed poisons may take effect slowly. Most poisons must be remedied quickly to prevent their worst effects.
AFFLICTION CATEGORIES
There are three main categories of afflictions. Curses, diseases, and poisons.Curses are arcane or divine hexes that prevent their victim from taking certain actions or punish them for doing so. Curses are often afflicted through magic or exposure to another cursed creature. Their impacts can vary widely, and they can grow worse in strange intervals, such as by moon phase, after forbidden actions are taken, or when random events occur.
Diseases are slow-acting afflictions that are often contagious. They are traditionally delivered by contact, injection, or inhalation. Diseases may affect a creature without them being aware and can grow worse over days or weeks.
Unlike other afflictions, diseases aren't subject to successive applications.
Poisons are toxins which, when introduced into a creature's body, damage or kill it. Contact, injected and inhaled poisons usually apply their effects immediately, while imbibed poisons may take effect slowly. Most poisons must be remedied quickly to prevent their worst effects.
RESISTANCE SUCCESS LEVELS
Resisting or failing to resist an affliction results in varying effects.Critical Failure: The affliction progresses two severities, even exceeding its severity.
Failure: The affliction progresses to its next severity.
Limited Success: The affliction progresses to the next severity but cannot progress on the next interval.
Normal Success: The affliction does not progress.
Major Success: The affliction regresses one severity.
Critical Success: The affliction regresses one severity and cannot progress on the next interval.
Critical Success with a roll of 20: The affliction is cured.
SUCCESSIVE APPLICATIONS
Afflictions other than diseases grow worse with successive applications. If a creature is subjected to another instance of an affliction they are already under and fails to resist it, instead of taking the initial effect, they take the next severity effect. With successive applications, an affliction can exceed its maximum severity level as an excess of the effect is introduced to the target.In example, a dire centipede might inflict necrotic II poison with its bite. A bitten creature already under the effect of necrotic poison that fails to resist suffers the next severity of necrotic poisoning. If it was afflicted by the initial effect only, the second bite would deal the secondary effect. If under the secondary effect, the third bite would inflict the tertiary necrotic effect.
The static traits of all afflictions are listed in the Afflictions Table. In addition, several traits vary by affliction.
Resisted By
Severity effects are cumulative, but a hero gets to attempt to resist each level at the affliction's interval.
Unless an affliction specifies otherwise, its Severity V effect is permanent, even if the affliction is removed.
Most afflictions have an interval of a round, minute, hour, or day. Afflictions with an interval of instantaneous have all their effects occur at once. A medusa’s stare, for example, requires a series of Dexterity attempts to made until the victim resists or is petrified.
Afflictions with an interval in hit points affect creatures whose hit points are equal to or below the interval multiplied by the severity, with each effect occurring in reverse order as a creature's hit points drop below the interval. A creature that has its hit point reduced below an interval must immediately resist or suffer the next severity of effect. Likewise, a creature whose hit points rise out of an interval is no longer subject to the previous severity.
For example, An-Tami has 46 hit points and encounters a dragon with a Terrifying III aura with an interval of 15 hit points. Because her hit points exceed 45 (15 x 3), she is not subject to its aura. However, when she is struck by a claw for 10 damage, she must immediately resist or suffer the aura's initial effect (-1 rank on attempts). She fails to resist and is hit again, her hit points dropping to 26, and she must resist again or suffer the Terrifying II effect (fleeing). She fails and flees and is hit for 12 damage. With her hit points reduced to below 15, she must resist the Terrifying III effect (immobilization). Again she fails. Then she is healed to 46 hit points and all the Terrifying effects end, for now.
Hearing afflictions are acquired when heard, such as when hearing a banshee's scream.
Ingestion afflictions are acquired when imbibed or eaten, such as drinking iocaine powder.
Inhalation afflictions are acquired when inhaled, such as breathing in ungol dust.
Injection afflictions are acquired when they pierce a creatures flesh, such as through a bite from a snake or a cut from a dagger.
Sight afflictions occur when seen, such as locking eyes with a medusa or looking upon the hideousness of a sea hag.
Afflictions
___Affliction___ | Resisted_By | Initial Effect (I) | Secondary (II) | Tertiary (III) | Quarternary (IV) | Quinary(V) |
---|---|---|---|---|---|---|
Enfeebling | Strength | -1 rank on attacks | Fatigued | Weakened | Suffocating | Suffocation |
Paralyzing | Dexterity | -1 rank on defenses | Slowed | Immobilized | Paralyzed | Heart Stoppage |
Necrotic | Constitution | Lose HP = Level | Lose ¼ Max HP | Lose ¼ Max HP | Lose ¼ Max HP | Lose ¼ Max HP |
Blinding | Intelligence | Cannot gain Advantage | -1 rank on attempts | Blinded | Unconsciousness | Braindead |
Dementing | Wisdom | Cannot Attack in Concert | Cannot have allies | Confused | Helplessness | Insanity |
Depersonalizing | Charisma | Critical Failure Initiative | Unreliable attacks | Unreliable defenses | Unconsciousness | Personality Loss |
Petrifying | Dexterity | Slowed | Dazed | Immobilized | Stunned | Petrified |
Lycanthropic | Constitution | Enrage on wound | Enrage | Polymorph | Memory Loss | Mindlessness |
Zombifying | Intelligence | -1 rank on Int Attempts | Slowed | Unreliable defenses | Confused | Zombie |
Terrifying | Wisdom | -1 rank on attempts | Use move to flee | Immobilized | Helplessness | Heart Stoppage |
Possessing | Charisma | Dazed | Stunned | Dominated Attack | Dominated Turn | Possessed |
Example Afflictions
Id Moss | Blinding Poison II | Onset 10 min |
---|---|---|
Interval 1 min | Duration 1 hour | Method Ingestion |
Blinding Sickness | Blinding Disease III | Onset 1 day |
---|---|---|
Interval 1 day | Duration Permanent | Method Ingestion |
Gibbering Mouther Spittle | Blinding Poison III | Onset Immediate |
---|---|---|
Interval Immediate | Duration 1d4 rounds | Method Contact |
Toadstool Poison | Dementing Poison I | Onset 10 min |
---|---|---|
Interval 1 min | Duration 1 hour | Method Contact |
Cackle Fever | Dementing Disease II | Onset 1 day |
---|---|---|
Interval 1 day | Duration Permanent | Method Inhalation |
Umber Hulk Gaze | Dementing Curse III | Onset Immediate |
---|---|---|
Interval Immediate | Duration 1 min | Method Sight |
Ungol Dust | Depersonalizing Poison III | Onset 1 round |
---|---|---|
Interval 1 round | Duration 1 min | Method Inhalation |
Mad Clap | Depersonalizing Disease II | Onset 1 day |
---|---|---|
Interval 1 day | Duration Permanent | Method Inhalation |
Sea Hag Sighting | Depersonalizing Curse III | Onset Immediate |
---|---|---|
Interval 1 round | Duration 1 min | Method Sight |
Belladonna Leaf | Enfeebling Poison II | Onset 10 min |
---|---|---|
Interval 1 min | Duration 1 hour | Method Contact |
Filth Fever | Enfeebling Disease III | Onset 1 day |
---|---|---|
Interval 1 day | Duration 30 days | Method Injection |
Purple Worm Sting | Enfeebling Poison IV | Onset Immediate |
---|---|---|
Interval Immediate | Duration 10 min | Method Injection |
Werewolf Bite | Lycanthropic Curse V | Onset Next Full Moon |
---|---|---|
Interval Full Moon | Duration Permanent | Method Injection |
Viper Poison | Necrotic Poison I | Onset Immediate |
---|---|---|
Interval 1 round | Duration - | Method Contact |
Mummy Rot | Necrotic Disease IV | Onset 1 min |
---|---|---|
Interval 1 day | Duration Permanent | Method Injection |
Bodak Gaze | Necrotic Curse V | Onset Immediate |
---|---|---|
Interval Immediate | Duration - | Method Sight |
Centipede Venom | Paralyzing Poison I | Onset Immediate |
---|---|---|
Interval 1 round | Duration 1 hour | Method Injection |
Ghoul Fever | Paralyzing Disease V | Onset 1 day |
---|---|---|
Interval 1 day | Duration Permanent | Method Injection |
Ghoul Sweat | Paralyzing Curse IV | Onset Immediate |
---|---|---|
Interval Immediate | Duration 1d4 rounds | Method Injection |
Medusa Gaze | Petrifying Curse V | Onset Immediate |
---|---|---|
Interval Immediate | Duration Permanent | Method Sight |
Ghost Touch | Possessing Curse V | Onset Immediate |
---|---|---|
Interval 1 night | Duration Permanent | Method Contact |
Vampire Gaze | Possessing Curse IV | Onset Immediate |
---|---|---|
Interval 1 round | Duration 1 min | Method Sight |
Dragon Presence | Terrifying Curse III | Onset Immediate |
---|---|---|
Interval 15 hit points | Duration 10 min | Method Sight |
Banshee Wail | Terrifying Curse V | Onset Immediate |
---|---|---|
Interval Immediate | Duration 1 min | Method Hearing |
Zombie Bite | Zombifying Disease V | Onset 10 min |
---|---|---|
Interval 10 min | Duration Permanent | Method Injection |
Traps
Few hazards of exploration are more feared than the trap. Many would-be heroes have been blindsided by a trap and found themselves poisoned, skewered, or buried alive. However, a simple trap out of nowhere is usually only fun for the DM. This can be remedied by bringing all the heroes into a tense action.
To build a cinematic trap challenge, follow these three steps.
Encounter Success Levels
The success to which a hero perceives a trap has varying effects.
Critical Failure: The hero misperceives the trap and triggers it, potentially pulling another ally into it.
Failure: The hero does not perceive the trap.
Limited Success: The hero does not perceive the trap but senses something, gaining a +1 rank bonus to their initiative against the trap.
Normal Success: The hero perceives that there is a trap in the area.
Major Success: The hero sees the trap and gains a +1 rank bonus on their initiative against the trap.
Critical Success: The hero sees the trap and its trigger and gains reliability on their initiative against the trap.
Critical Success with a roll of 20: The hero sees the trap, its trigger, and can immediately stop anyone in the party from triggering it, bypassing the reaction phase.
- Encounter
- Reaction
- Resolution
ENCOUNTERING A TRAP
Since most traps or their triggers are hidden, the initial attempt for the heroes to perceive a trap is usually made by you. Intelligence or Wisdom attempts utilizing the Perception skill are the primary rolls for trap detection and when traps are intentionally hidden, this attempt is made at disadvantage. Additionally, a trap or its trigger is usually only visible by the hero entering the trap's area or interacting with a trapped object, thus other heroes make their perception attempts with unreliability. A hero intentionally investigating for a trap can negate a trap's detection disadvantage. Some heroes, such as barbarians, may also have bonuses to detect traps.Failure: The hero does not perceive the trap.
Limited Success: The hero does not perceive the trap but senses something, gaining a +1 rank bonus to their initiative against the trap.
Normal Success: The hero perceives that there is a trap in the area.
Major Success: The hero sees the trap and gains a +1 rank bonus on their initiative against the trap.
Critical Success: The hero sees the trap and its trigger and gains reliability on their initiative against the trap.
Critical Success with a roll of 20: The hero sees the trap, its trigger, and can immediately stop anyone in the party from triggering it, bypassing the reaction phase.
REACTING TO A TRAP
Just because a hero sees a trap doesn't mean that they can stop it from being triggered. When the party enters the reaction phase, everyone moving into the trap's area or interacting with the trap rolls initiative. Unlike other initiative rolls, this roll is kept secret from other members of the group to keep tension high. Most traps act on a normal success. A hero that perceived the trap or is informed of the trap and exceeds the trap's initiative can act before the trap is triggered. Some of the best courses of action can be alerting their fellows, pulling someone back, or trying to prevent the trigger from being triggered if they know what it is. Heroes that act after the trap are considered to have reacted to the information too slowly. If someone has not held them back or prevented them from interacting with the trap, they trigger it.RESOLVING A TRAP
After the trap is triggered or stopped from being triggered, the resolution begins. If the heroes triggered the trap, they will have to deal with the consequences, be that finding another way around a pit, finding a different way to open a door, or resurrecting the rogue. If the party did not trigger the trap, they will likely still have to find a way to disarm or bypass it.Pair of Eyes: The lookout, the pair of eyes may watch for approaching trouble or to make sure that a piece of the trap or bypass is moved into place precisely.
Mastermind: Where engineers and trap experts shine, masterminds determine the best course of action and direct the timing over the disarm or bypass.
Rum Dubber: Dexterous heroes and those with the sleight of hand skill usually become rum dubbers, handling the fine work of manipulating the most sensitive component of the trap or acrobatically placing or holding a component of the bypass.
Failure: The hero fails their job, contributing 1 failure to the challenge.
Limited Success: The hero fails their job, contributing 1 failure to the challenge, but can pass a +1 rank bonus to someone else, or fail at their job but not contribute a failure.
Normal Success: The hero succeeds at their task.
Major Success: The hero succeeds at their task and can pass a +1 rank bonus to someone else's attempt in the challenge.
Critical Success: The hero overwhelmingly succeeds at their task and can grant another hero advantage on their attempt.
Critical Success with a roll of 20: The hero wildly succeeds at their task and can erase another hero's failure or grant the party critical success on the trap challenge if there have been no other failures.
All Successes: Major Success! The party's attempt to skirt, disarm, or control the trap succeeds and their next interaction with the trap automatically succeeds as well.
One Failure: Normal Success! The party's attempt to skirt, disarm, or control the trap succeeds.
Two Failures: Limited Success. The party's attempt to skirt, disarm, or control the trap fails but they can choose to trigger it on someone to bypass it.
Three Failures: Failure. The party's attempt to skirt, disarm, or control the trap fails.
All Failures (One or More Critical): Critical Failure. The party's attempt to skirt or disarm the trap fails utterly and they are worse off for it, either through further injury, the breaking of tools, alerting of hostile forces, or the like.
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