In situations where keeping track of the
Passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon
Environment, the adventurers’
Movement happens on a scale of
minutes. It takes them about a minute to creep down a long hallway, another minute to check for
traps on the door at the end of the hall, and a good ten minutes to
Search the
Chamber beyond for anything interesting or valuable.
In a city or
Wilderness, a scale of
hours is often more appropriate.
Adventurers eager to reach
The Lonely tower at the heart of the
Forest hurry across those fifteen miles in just under four hours’ time.
For long journeys, a scale of
days works best. Following the road from Baldur’s
Gate to
Waterdeep, the
Adventurers spend four uneventful days before a
goblin Ambush interrupts their journey.
In
Combat and other fast-paced situations, the game relies on
rounds, a 6-second span of time.