Other wilderness terrains include the following.
AQUATIC
This category includes ocean and river travel.
Rivers move everything in them 10–40 feet per round, or 60–90
feet for rapids. Fast rivers are always at least rough water (
Swim
DC 15), and whitewater rapids are stormy water (
Swim DC 20).
Visibility is 4d8 × 10 feet through clear water, or 1d8 × 10 feet in
murky water. An
invisible creature displaces water and leaves a
visible, body-shaped “bubble” where the water was displaced.
The creature still has
concealment (20% miss chance), but not
total
concealment (50% miss chance).
HILLS
Hills are often a transition between plains and mountains.
Hills include slopes, undergrowth, trees, and streams.
Visibility in hills is the same as in mountains, or half that if
trees are present.
PLAINS
This is flat terrain such as farms, grasslands, and
battlefields. Plains include undergrowth, light rubble, low
earthen walls, fences (wood or stone), and occasional trees.
UNDERWATER
Brave adventurers may explore underwater
(which obviously requires magic such as the
water breathing
wizard spell). Water visibility is an issue (see Aquatic terrain).
If PCs move along the bottom rather than swimming, they can
encounter forest terrain (beds of seaweed), swamp terrain
(areas of thick mud), mountain terrain (though falling is not
a significant risk), cities (whether of fish-men or domed cities
full of air), and dungeons.
UNDERWATER
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EFFECTS
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MELEE
WEAPONS –2 attack penalty, half damage
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RANGED
WEAPONS –2 attack penalty for every 5 feet
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SPELLS Spellcraft DC 15 to successfully
cast
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THROWN
WEAPONS can’t be used
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