Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.
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Adventuring Equipment
As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a …
Vision and Light
Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells are affected by sight, so effects that …
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 * …