The Mansions · Player Guidance · Movement
Entering Through Windows
In the Mansions, a window may be an entrance, an exit, or the only honest opening left in a room. Check the sill before you climb: the glass may show the room you want, even when the door leads somewhere else.
An open window about 3–4 feet high is a low obstacle. Treat stepping over a roughly 3-foot sill as ordinary movement when the space is clear: no special check is needed, and the character can continue into the room as part of their movement. The GM can call for an extra action only when the window is awkward, blocked, elevated, narrow, or under pressure.
When a check matters
- Clear, low opening: Step over and continue. No check.
- High or awkward window: Use an Athletics check to Climb or another sensible approach, with the DC set by the surface and height.
- Broken glass, smoke, fire, or unstable architecture: Resolve the hazard or obstacle normally; the window itself is still an available route.
- Being chased: The character can cross quickly, but the GM may require an extra action to squeeze through, draw a weapon, or help another creature.
- Helping someone else: A character can hold the frame, boost an ally, or Aid the movement when the sill or room is hazardous.