Time
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In situations where keeping track of the passage of
time is important, the DM determines the time a task
requires. The DM 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 described
in chapter 9.