Exploration
Pathfinder Core Rulebook (Second Edition), page 496
Exploration mode is intentionally less regimented than encounters. As a result, during exploration you’ll be making judgment calls on just about everything that happens.
Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it’s especially important to have and convey a clear mental picture of the group’s surroundings. You’ll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they’re interested in and what they consider important. As you play, you’ll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.
Stakes: Low to moderate. Exploration mode should be used when there’s some amount of risk, but no immediate danger. The PCs might be in an environment where they’re likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.
Time Scale: When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it’s rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it’s important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.
Actions and Reactions: Though exploration isn’t broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.
Setting a Party Order
In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It’s up to you to determine the specifics of who gets targeted based on the situation.
When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs’ exact positions, with their input, if you’re moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe.
Hazards
Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they’re using the Search activity (and the Detect Magic activity, in the case of some magic traps).
Daily Preparations
Just before setting out to explore, or after a night’s rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.
- Spellcasters who prepare spells choose which spells they’ll have available that day.
- Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.
- Each character equips their gear. This includes donning their armor and strapping on their weapons.
- Characters invest up to 10 worn magic items to gain their benefits for the day (page 531).
Starvation and Thirst
Typically characters eat and drink enough to survive comfortably. When they can’t, they’re fatigued until they do. After 1 day + a creature’s Constitution modifier without water, it takes 1d4 damage each hour that can’t be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can’t be healed until it sates its hunger.
In this section
- Exploration Activities In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character.
- Adverse Terrain and Weather Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters’ progress.
- Rolling Initiative Transitioning from exploration to an encounter usually involves rolling for initiative.
- Resting Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day.
