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Other Terrains


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

EFFECTS

   MELEE WEAPONS –2 attack penalty, half damage

   RANGED WEAPONS –2 attack penalty for every 5 feet

   SPELLS Spellcraft DC 15 to successfully cast

   THROWN WEAPONS can’t be used