As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops.
See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
More Rules
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Vision and Light
Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells are affected by sight, so effects that …
Hiding
Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The …
Interacting with Objects
Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such …
Marching Order
The adventurers should establish a marching order while they travel, whether indoors or outdoors. A marching order makes it easier …
Hazards
Monsters are the main perils characters face, but other dangers await. “Rules Glossary” defines the following hazards: * Burning * …