Caving

Caving

#normal_skill
1d6, base chance depends on pace and passage size

To cave” means the action of traversing narrow, enclosed spaces. To cave means to get down on all fours and cram yourself through very tight passageways. It is messy, risky, and claustrophobic. All caving implies only one character at a time can traverse the passage.

Pace

Characters are assumed to be moving at half exploration speed (120 ft/turn) when caving. You can choose to creep instead at 60ft better odds.

Passage Size

Grave: A passage about 5 ft wide at its narrowest. No caving roll is required, but only one character can traverse at a time. With the exception of spears, two-handed melee weapons can't be used effectively here (treat as club 1d4 w/ disadvantage).

Crawl: A passage about 2–3 feet wide at its narrowest. You have to get down on your hands and knees and crawl forward. Your knees and palms are going to be quite filthy.

Squeeze: A passage about 1–2 feet wide at its narrowest. You must lie on your belly (or back) and slither forward like a snake or shimmy sideways. You’ll feel every inch of the tunnel, mostly through your shoulders and thighs. No packs!

Caving Roll

Choose a pace and add up your modifiers. If you are at 6 or more, you automatically succeed. Otherwise, roll 1d6 + DEX and compare to the table below. If the passage is longer than the pace distance or you stop to do stuff, there might be more than one caving roll.

Chance of Success
Pace Crawl Squeeze
Creep 60ft 7-in-6 4-in-6
Half 120ft 5-in-6 3-in-6

ADD 1-IN-6 IF:

SUBTRACT 1-IN-6 IF:

Failure

If you fail your caving roll, make a DEX Save. If you fail, roll on this table for the consequences:

Roll Consequence
1 You misplanned your position. Until you exit the passage, you cannot access any of your gear
2 Your gear scrapes against the passage. You lose 1 randomly determined piece of gear.
3 You make a wrong move somewhere and have to twist around to fix it. Reverse your head-feet-first direction.
4 Stuck!