Exploration
Moving through the map, searching, opening doors and locks, finding traps, light and darkness, and resting.
- For everyone
How to use it
- Outside combat there is no turn order: move, search and interact whenever you like.
- The app measures every move, works out every check and keeps hidden things hidden until they are found.
Step by step
- Move with MOVE: the reachable squares are highlighted.
- Search nearby objects with SEARCH and open things with INTERACT.
- Roll when a search, lock or trap asks for a check.
- Rest when the party needs to recover.
Moving on the Grid
- Maps use squares of 5 ft unless the campaign sets another size.
- Every step to a neighbouring square costs one square of movement, diagonals included.
- Walls, closed doors and enemies block the way. Allies can be passed but not stopped on.
- A creature bigger than one square pays for the dearest square it moves onto.
Terrain
- Difficult terrain and shallow water cost twice the movement to enter.
- Deep water needs a swimming speed. Pits and lava can't be walked into; only flying creatures cross them.
- Ice walks like normal ground until it breaks; then it is the water beneath.
- Snow walks like normal ground but takes footprints. A bridge walks like normal ground whatever is under it.
- The highlighted squares already include these costs.
Searching
- Search objects up to 10 ft away: furniture, chests and anything the GM made searchable.
- Some searches need a check, usually Investigation, against the DC the GM set. Most things can be searched once.
- What is found may be private to the finder.
- In combat a search uses the character's action.
Doors and Objects
- Doors, chests and other objects can be used from up to 10 ft away.
- Locked doors and lids need a key, a lock pick, force or the GM.
- Moving a chair is free; picking or forcing a lock uses the character's action in combat.
- Objects can be damaged. Their resistances work like a creature's, and hardness takes a fixed amount off each hit.
Locks Rules Detail
- Lock DCs: Simple 10, Average 15, Difficult 20, Very Difficult 25, Masterwork 30, or the GM's own number. Players aren't told the DC.
- Picking a lock: d20 + Dexterity, + the proficiency bonus for proper picks in trained hands (Thieves' Tools), + the proficiency bonus again for Open Locks (Rogues), + the tool's modifier.
- Tool modifiers: no tools −5, improvised tools −2, standard tools +0, fine tools +2, magical tools +3, or the tool's own bonus.
- Anyone may try. The best tool carried is used.
- A failed pick can be tried again, 2 harder for each earlier failure, unless the lock itself says otherwise.
- Forcing a lock open: d20 + Athletics against the same DC. It is loud and breaks the lock.
Traps
- Hidden traps can be found with a trap search, then disarmed or avoided. Searching and disarming are the player's choice.
- A trap goes off when someone steps into it, opens what it guards, comes near it or fails to pick its lock, depending on the trap.
- The victim rolls a saving throw (Dexterity unless the trap names another). A success avoids it or halves the damage, as the trap says.
- A trap goes off once per creature. Monsters don't set off traps in their own lair.
Trap Rolls Rules Detail
- Finding traps: d20 + the better of Perception and Investigation, + the proficiency bonus again for Trapfinding (Rogues), against the trap's detect DC.
- Disarming: d20 + Dexterity, + the proficiency bonus when carrying tools the class is trained with (Thieves' Tools), + the proficiency bonus again for Trapfinding, against the disarm DC.
- Anyone may try. Some traps go off when a disarm fails.
- Ready-made traps: Pit Trap, Poison Needle, Dart Trap, Pressure Plate, Swinging Blade, Falling Rocks, Gas Trap and Magical Rune. The GM can change any number on them.
Hazards GM Details For the GM
- A creature that ends up in a pit takes 1d6 falling damage per 10 ft of depth (at least 1d6), unless the tile sets its own damage, and is noted In Pit.
- Hazard damage is offered to the GM to apply, change or ignore.
- Lava and whirlpools have no automatic damage: the GM decides.
Light and Darkness
- When a map is dark, characters see lit squares and the squares right beside them.
- Fires shed bright light, and dim light as far again beyond it.
- An attack against a target standing in darkness takes −2. Dim and bright light give no penalty.
- Darkvision on a character sheet is not applied by the app; the GM can reveal more.
Mimics
- A Mimic creature can disguise itself as a map object such as a chest, barrel, statue or door. Players see the object until the creature is discovered or reveals itself.
Resting Rules Detail
- Short rest (1 hour): heals half the hit die plus 1, plus the Constitution modifier (at least 1).
- Long rest (8 hours): restores all hit points and every spell slot.
- An interrupted rest gives nothing.
- A hearty meal cooked at a campfire adds 1 hit point per level to either rest.
- Lighting a campfire with tinder is automatic; without it, a Survival check (DC 10). Cooking is a Survival check (DC 10): success makes a hearty meal, failure a plain one, a natural 1 ruins it.
From the ruleset data
Built-in traps
| Trap | What it is | Find / disarm | Save | Effect |
|---|---|---|---|---|
| Pit Trap | A covered pit. Falling in ends the move. | DC 12 / DC 15 | Dexterity DC 12 | 2d6 bludgeoning · In Pit |
| Poison Needle | Hidden in a lock or lid. Goes off when it is opened. | DC 15 / DC 15 | Constitution DC 11 | 2d10 poison · Poisoned |
| Dart Trap | Darts fire from the walls. The victim can keep moving. | DC 15 / DC 15 | Dexterity DC 13 | 2d4 piercing |
| Pressure Plate | A loose flagstone wired to something nasty. | DC 12 / DC 12 | Dexterity DC 12 | 1d6 piercing |
| Swinging Blade | A scything blade that resets after every swing. | DC 15 / DC 15 | Dexterity DC 15 | 2d10 slashing |
| Falling Rocks | The ceiling comes down. Those caught are knocked flat. | DC 10 / DC 15 | Dexterity DC 15 | 2d10 bludgeoning · Prone |
| Gas Trap | A cloud of choking gas fills the area. | DC 15 / DC 13 | Constitution DC 13 | 2d6 poison · Poisoned |
| Magical Rune | A glyph that bursts into flame when anyone comes near. | DC 15 / DC 15 | Dexterity DC 13 | 3d6 fire |
Important rules
- Diagonal steps cost the same as straight ones.
- Searching, disarming and picking locks are always the player's choice and the player's roll.
- Hidden traps, secret doors and disguised creatures stay hidden from players until they are found.
Common questions
Why can't I walk into the water?
Deep water needs a swimming speed. Shallow water can be walked through at double cost.
I failed to pick a lock. Can I try again?
Yes, but each retry is 2 harder than the last.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)