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.
and other fast-paced situations, the game relies on rounds
, a 6-second span of time.