Adventuring

Table of Contents

Carrying, Movement, and Exploration
Carrying Capacity
Movement
Tactical Movement
Local Movement
Overland Movement
Moving in Three Dimensions
Evasion and Pursuit
Moving Around in Squares
Exploration
Vision and Light
Breaking and Entering
Planes
What is A Plane?
Planar Traits
How Planes Interact
Plane Descriptions
The Material Plane
The Ethereal Plane
Plane of Shadow
The Astral Plane
Elemental Plane of Air
Elemental Plane of Earth
Elemental Plane of Fire
Elemental Plane of Water
Negative Energy Plane
Positive Energy Plane
Traps
Mechanical Traps
Magic Traps
Elements of A Trap
Sample Traps
Designing A Trap
Treasure
Monsters with Treasure
Wilderness, Weather, and Environment
Dungeons
Types of Dungeons
Dungeon Terrain
Walls
Special Walls
Floors
Special Floors
Doors
Walls, Doors, and Detect Spells
Rooms
Corridors
Miscellaneous Features
Cave-Ins and Collapses (Cr 8)
Wilderness
Getting Lost
Forest Terrain
Marsh Terrain
Hills Terrain
Mountain Terrain
Desert Terrain
Plains Terrain
Aquatic Terrain
Urban Adventures
Weather
The Environment
Acid Effects
Cold Dangers
Darkness
Falling
Falling Objects
Heat Dangers
Smoke Effects
Starvation and Thirst
Suffocation
Water Dangers
Epic Obstacles