Difference between revisions of "Hexploration"

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'''Hexploration''' within a roleplaying campaign can be done in many ways. This page explains the homebrew rules for exploring, mostly taken from [https://thealexandrian.net/wordpress/46020/roleplaying-games/5e-hexcrawl the Alexandrian 5e Hexcrawl] and mixed with Pathfinder 2 Exploration and Hexploration. Some DCs are maybe up for revision as they are based on 5e.
'''Hexploration''' within a roleplaying campaign can be done in many ways. This page explains the homebrew rules for exploring, mostly taken from [https://thealexandrian.net/wordpress/46020/roleplaying-games/5e-hexcrawl the Alexandrian 5e Hexcrawl] and mixed with Pathfinder 2 Exploration and Hexploration. Some DCs are maybe up for revision as they are based on 5e.


The general principle is that Hexploration replaces large parts of Pathfinder 2 Exploration when it comes to navigating. It may not be as well sited to campaigns where travel is just a break from "real" events and shold probably be handled differently.


== Summary ==
In Hexploration, characters take part of one or more '''Expeditions''' that make choices in time chunks of the day called '''Watches''', each 4 hours long, and then the activities and events take place.
 
Activities, in brief:
 
Both Travel and Local
* '''Navigating''' - To avoid being lost or veer off track.
* '''Foraging''' - Provide sustinence from your surroundings. Gain water, a ration or [https://www.reddit.com/r/dndnext/comments/83ov3n/brodericks_compendium_plants_and_fungi_across_the/ interesting plants].
* '''Sentry''' - Keeping an eye out to detect threats or notice anything else out of the ordinary. May roll for up to 3 things.
* '''Stealthing''' - Keeps tabs on the whole Expedition (and minimises tracks if you so choose).
* '''Scouting''' - Help improve navigation, speed in trackless lands, exploring or outriding sentry.
* '''Tracking''' Attempt to find, follow or make tracks. Like [https://2e.aonprd.com/Actions.aspx?ID=66 Track]
* '''Aid''' - Attempt to give bonus to another character's activity.
* '''Trailing''' If you didn't choose anything, you're trailing with the expedition.
 
Local Only
* '''[[Healing#Resting|Resting]]''' Two watches needed (see [[#Resting|limits]]). More watches may be needed if interrpted.
* '''Sentry''' - As the Travel Activity but with bonus and you can find an outlook to spy ahead.
* '''Tracking''' - Familiarising yourself with the track and get a chance to get an advantage when you again start tracking.
* '''Map the Area''' - After having travelled a bit create an Accurate Map of it that adds bonuses in this area.
* '''Fortify Camp''' - Improve the campsite in different ways, like removing bushes for sight, adding makeshift snares or hinders, hide features etc, granting Advantages (or removes Disadvantages). Some basic tools are most likely required.


# Choose Activity Type
#* Travel = Choose speed
# Choose Activity
# If Travel:
#* Resolve Travel calculations for distance
#* Characters make checks on Activities
#* Resolve Navigation/Veer
#* Resolve Random/Set encounter (make additional roll if encounter happens)
#* Traverse until reaching edge of area
# Resolve all other Activities
# Watch has ended


== Summary ==
# Choose '''Activity Type'''
#* If ''Travel'' = Choose '''Speed'''
# Choose '''Activites'''
# '''Resolve''' Activities
#* (Travel) Resolve '''Navigation''' (Lost/Veer)
#* (Both) Characters make checks on '''Activities''' in the order they choose
#* (Both) Check for Random/Set '''encounters'''
#* (Local) Resolve all '''Local''' Activities
#* (Rest) '''Restore''' HP, conditions and make Daily Preparations
#* (Travel) Resolve '''distance''' travel calculations
#* (Travel) '''Traverse''' until reaching edge of area and make new '''Navigation''' check
# Watch has '''ended'''


== Time and Activities ==
== Time and Activities ==
The '''Hexploration Mode''' is divided up into "[[#Watches|Watches]]" of which the day has 6 of, each 4 hours. Every watch the characters choose an Activity Type and an Hexploration Activity that explains what they are doing and how they are going about it during that watch.
The '''Hexploration Mode''' is divided up into "[[#Watches|Watches]]" of which the day has 6 of, each 4 hours. Every Watch the characters choose an '''Activity Type''' and an '''Activity''' that explains what they are doing and how they are going about it during that watch.


=== Encounters ===
=== Encounters ===
Encounters happen randomly or specifically; both associated with the local area, and pauses the current Watch until it has concluded. During Encounters, either '''[https://2e.aonprd.com/Rules.aspx?ID=469 Exploration Mode]''' or straightforward '''Combat''' is used. Sometimes a watch ends becase of an enconter.
Encounters happen randomly (random encounter) or specifically (set enconter); both associated with the local area, and pauses the current Watch until it has concluded. During Encounters, either '''[https://2e.aonprd.com/Rules.aspx?ID=469 Exploration Mode]''' or straightforward '''Combat''' is used. Sometimes a Watch ends becase of an enconter.


* https://docs.google.com/spreadsheets/d/1k15CFWMSm0xd-NOjmlUT4HVQ2_GA8cMHmsVez6OgPTk/edit?usp=sharing


== Activity Type ==
== Activity Type ==
Character choose the Activity Type for the Watch. If they don't choose the same, the party splits and are counted as two (or more) expeditions. If they choose none, the Activity Type is Local Action.
Character choose the '''Activity Type''' for the Watch. If they don't choose the same, the party splits and are counted as two (or more) Expeditions. If one characher choose no Activity, the Activity Type matches other characters and is either Trailing (if Travel) or Rest (if Local).
 
* '''Travel''' means the expedition is traversing terrain, navigating themselves in the world.
* '''Local Action''' means the group is more or less stationary and conduct some activity locally.
 
Travel has aditional choices for speed. Which speed is used will have effects on the Activities that can be performed, and if it's done with advantage or disadvantage.
 
'''Speeds:'''
* Fast (150%) - Quick speed (without additional risk of fatigue). Can't make Stealth checks. Gains -4 (or Disadvantage) on Perception, Perception DC and Navigation.
* Normal (100%) - Normal travel. Can't make Stealth checks.
* Careful (75%) - Carefully traversing the land. Can make Stealth checks. Gains +4 (or Advantage) to Navigation.
* Slow (50%) - Slow travel (or travel with many detours). Can make Stealth checks*. Gains +5 (or Advantage) to Navigation.
* Crawl (25%) - Extra slow pace. Some activitiess gain advantages. Can make Stealth checks*. Trying out side trails; gain Gains +6 (or Advantage) to Navigation.
 


* '''Travel''' means the Expedition is traversing terrain, navigating themselves in the world.
* '''Local Action''' means the Expedition is more or less stationary (maybe with some outrider) and conduct some activity locally.


* A navigation check is made once per Watch if at least one expedition member is conducting the activity '''Navigating''' to avoid veer.
If the Expedition '''Travels''', it usally needs to do a Navigation check (Survival vs terrain Navigation DC). If '''no character''' does Navigating, the direction is determined '''randomly'''.'
* Exploration (50%) - Trying out side trails; gain +4 or Advantage to Navigation, +100% chance of encounters but no stealth checks.
* Slow (75%) - Careful travel. Can make Stealth checks. Gains +4 (or Advantage) to Navigation.  


Travel also has additional choices for '''Speed'''. Which Speed is used will have effects on the Activities that can be performed, and if it's done with some bonus or penalty:
* '''Fast (150%)''' - Quick speed (without additional risk of fatigue). Can't make Stealth checks. Penalty to Perception, Perception DC and Navigation.
* '''Normal (100%)''' - Normal travel. Can't make Stealth checks.
* '''Careful (75%)''' - Carefully traversing the land. Bonus to some checks.
* '''Slow (50%)''' - Travelling slowly, or travel with many detours. Bonus to some checks.
* '''Crawl (25%)''' - Extra slow pace. Bonus to some checks.


== Activities ==
== Activities ==
Activities more closely deals with the specifics of what is done. Each character can perform '''one Activity per watch''' (unless otherwise noted):
Activities more closely deals with the specifics of what is done. Each character can perform '''one Activity per watch''' (unless otherwise noted). Players may choose which order to resolve their characters' Activities. Any Activity that affects other Activities only affect them if they are resolved '''after''' its effect. Many effects happen on the '''next Watch''' rather than the current one.


If players can't agree on the turn order, roll Perception-based Initiative.


=== Travel Activities ===
=== Traits ===
Note 1: Regarding PF2/DnD5e(*) we replaces "+4" or "-4" to Advantage/Disadvantage for DnD5e and any larger bonus/penalty is numeric.
* (E) = The '''E'''xpediton - Physically close to the Expedition.
* (N) = The '''N'''avigation - Navigation or travel related.
* (O) = The '''O'''utriding - Activities in the area bt outside of Expedition.
* (S) = The '''S'''ecurity - Management of the Expedition safety.
* The Aid acticvity gains the traits of the Activity it is aiding except VD.


=== Flexible Activites ===
Activities that can be performed both as a Travel Activity and as a Local Activity.


* '''Navigating''' (Any speed) - Make Survival checks against the area's Navigation DC for the current travels.
** Fast: -4*. Careful: +4*. Slow: +8*. Crawl: +12*.
** A character Trained in Survival may perform an additional Travel Activity by taking a -10* penalty to the Navigating check.
** If no character does Navigating, the direction is determined randomly.
* '''Stealthing''' (Careful or slower) - Keeps tabs on the whole expedition. The result is the detect DC. Lowers random encounter chance by 50%.
** Slow: +2. Crawl: +4*
** -1 penalty for every character beyond the first. -3 for a large creature. -9 for a huge.
** If another character is engaging in the Cover Tracks activity, the stealthing character may also attempt to Aid that activity while Stealthing.
* '''Foraging''' (Careful or slower) - Survival vs Forage DC of the terrain.
** Slow: +1. Crawl: +2.
** Crit Success = 2 rations and a source of water or 3 rations.
** Success = Either 1 ration or a source of water.
** Fail = Neither.
** Critical Fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Forage and Subsist for 1 week (cumulative).
* '''Animal Wrangling''' (Any speed) - Lead a number of animals equal to twice your Nature bonus. (This number includes the pack-puller's mount, if any.) If Trained, you may make a '''Nature check DC 25''' to lead more.
** Slow: +1. Crawl: +2.
** Crit Success: +10. Success +5. Fail: 0. Crit Fail: -5
** If Expert or higher, you may increase the DC by 5 to increase the base addition by +5 for each proficienc level above Trained (e.g. +20/+10/0/-10 for Expert).
* '''Scouting''' (x2 speed+ and 50%+) - Choose Reporting or Pathfinding and make a Survival check on area's Navigation DC.
** '''Reporting''' - Try to make a Scout Report to a character's next Navigation check in this area.
*** Crit Success = Provide a Scout Report. They can roll twice and choose which die to use. Also choose between gaining the Success effect of Pathfinding or a +2 circmstance bonus to Navigation.
*** Success = Provide a Scout Report. They can roll twice and choose which die to use.
*** Fail = No effect.
*** Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
** '''Pathfinding''' - Survival check on area's Navigation DC.
*** Crit Success = Treat trackless terrain as if it had a trail for the next watch in this area and provide a Success Scout Report.
*** Success = Treat trackless terrain as if it had a trail for the next one watch in this area.
*** Fail = No effect.
*** Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
** An additional encounter check is made for each Scouting group.
* '''Sentrywork''' (Any speed) - The character keeps an eye out, gaining a +4* circumstance bonus to Perception and Perception DC and may actively make Perception checks to detect threats or notice anything else out of the ordinary.
** Speed modifies the bonus: Fast = -6*. Normal = +0. Careful = +1. Slow = +2. Crawl: +3.
* '''Outriding''' (x2 speed+) - Rides/moves out to detect/prevent threats.
** If an encounter is generated for the expedition Outrider make a Perception check vs DC 15 (or stealth) to detect it way ahead of the expedition encountering it.
** An additional encounter check is made for each outrider group; at 50% lower chance of a random encounter.
* '''Track''' (Slow or slower) - Follow the trail alread found by the Exploraion Activity "[https://2e.aonprd.com/Actions.aspx?ID=66 Track]", making a Survival check against the Track DC. Make one check every hour, so 4 checks in a Watch.
** If you haven't already found the track, or if you lost it while tracking, you may halt for 1 hour (lower travelled distance by 1/4 for this Watch) to make another Track Exploration Activity.
** Crawl: +2 circmstance bonus to Track and the first Track Exploration Activity made to re-find a lost track doesn't require a halt.
** Success = You find the trail or continue to follow the one you’re already following.
** Failure = You lose the trail but can try again after a 1-hour delay.
** Critical Failure = You lose the trail and can’t try again for 24 hours.
** [https://2e.aonprd.com/Feats.aspx?ID=780 Experienced Tracker] works with this Travel Activity.
* '''Cover Tracks''' (Careful or slower) - Attempt to cover the expedition's tracks. Stealth or Survival check creates the Track DC for any pursuer attempting to find or follow their tracks.
** Slow: +2. Crawl: +4*.
{{:Exploration/Track}}
* '''Trailblazing''' (Careful or slower) - Allows the expedition to lay down a trail that is either visible or hidden to others, using a Stealth check. See rules [https://thealexandrian.net/wordpress/46101/roleplaying-games/5e-hexcrawl-part-2-wilderness-travel here] and [https://thealexandrian.net/wordpress/46116/roleplaying-games/5e-hexcrawl-part-3-watch-actions here].
** Slow: +2. Crawl: +4*.
* '''Reconnaissance''' (Multiple watches) - Map your surroundings. Takes as many Watches as it would take to cross the area, times two. Count travel time as if the area is trackless.
** Prerequisite to Map the Area (Local Activity).
** You automatically find any special feature that doesn’t require a check to find, and you attempt the appropriate checks to find hidden special features.
** For instance, if you were looking for an obvious rock formation among some ''hills'' at ''normal speed'', you would spend 2 Reconnaissance Activities to Recon the area (1/2 speed = 6 miles = 2 Travel Watches), and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 Activities to Recon the forest area, you would have to succeed at a Perception check as part of your Reconnaissance Activity to find the monastery.
** To use Reconnaissance ith Fast speed requires a DC 20 Survival check for each Watch.
*** Success = You do it Fat (150% speed). Fail = You do it at Normal speed. Crit Fail = You do it at Slow (50%) speed.
* '''Aid''' (Same speed as aidee) - A second character can aid an Activity check. Use [https://2e.aonprd.com/Actions.aspx?ID=75 Aid] rules but double bonuses/penalties.
** DC 20: Crit Success +4*; Success +2; Fail 0; Crit Fail -2.
* '''Trailing''' - If a character isn't incapacitated but doesn't choose an Activity, they simply tag along without a specific thing they do.


==== Navigating ====
(Navigation) (Any speed) (VS2) (VD10)


Navigating is done to avoid being lost or veer off track or to correct navigation errors.


=== Local Activities ===
'''Survival vs Navigation DC''' (hidden result).
Note 1: Daily preparations are normally seen as part of the Local Activity "Rest" and the beginning of the next activity without taking up more time unless something interrupts the Rest or preparations.


Note 2: Some Local Activities can be performed while travelling if doing so in an appropriate way, like in a comfortable wagon or on a steady ship. GM pergoative.
Variable Difficulty 10: +1 Activity this watch.


* '''[[Healing#Resting|Resting]]''' (2+ Watches) - Needs to be taken consecutively to gain the benefits of a rest (see [[#Resting|limits]]). More watches may be needed if interrpted.
----
** Following rest, it's the normal time to do [https://2e.aonprd.com/Rules.aspx?ID=536 Daily Preparations].
** If a character does not spend at least two full watches per day resting; succeed at a Fortitude check (DC 16 - hours they slept, if any) or suffer a level of [[Fatigue]].
** Write down hours of sleep missing from 8 (if slept 3h, then 5) and accumulate these for the next day's Fort check until a day the character takes no Fort check.
* '''Navigating''' (1 Watch) - Make navigation checks in advance for next travels. This check may be used to replace a Navigation check made by the same character in a subsequent Travel Watch.
** Crit Success = 2 rations and a source of water.
** Success = Either 1 ration or a source of water.
** Fail = Neither.
** Critical Fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Forage and Subsist for 1 week (cumulative).
* '''Grazing''' (1 Watch, animal only) - If an appropriate biom (determined by the GM), animals (like horses) can graze and be fully fed by grazing as one Local Activity.
* '''Scouting''' (1 Watch) - Choose Reporting or Pathfinding and make a Survival check on area's Navigation DC.
** '''Reporting''' - Try to make a Scout Report to a character's next Navigation check in this area.
*** Crit Success = Provide a Scout Report. They can roll twice and choose which die to use. Also choose between gaining the Success effect of Pathfinding or a +2 circmstance bonus to Navigation.
*** Success = Provide a Scout Report. They can roll twice and choose which die to use.
*** Fail = No effect.
*** Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
** '''Pathfinding''' - Survival check on area's Navigation DC.
*** Crit Success = Treat trackless terrain as if it had a trail for the next watch in this area and provide a Success Scout Report.
*** Success = Treat trackless terrain as if it had a trail for the next one watch in this area.
*** Fail = No effect.
*** Crit fail = You attract trouble, eat something you shouldn't, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Scout for 1 week (cumulative).
** An additional encounter check is made for each Scouting group.
* '''Sentrywork''' (1 Watch) - The character keeps an eye out, gaining a +4* circumstance bonus to Perception and Perception DC and may actively make Perception checks to detect threats or notice anything else out of the ordinary.
* '''Outriding''' (1 Watch) - Rides/moves out to detect/prevent threats.
** If an encounter is generated for the expedition Outrider make a Perception check vs DC 15 (or Stealth) to detect it before it enconters the expedition.
** An additional encounter check is made for each outrider group; at 50% lower chance of an encounter.
* '''Sighting''' (1 Watch) - Find an outlook to see further into the wilderness for threats. See [https://thealexandrian.net/wordpress/46122/roleplaying-games/hexcrawl-tool-spot-distances Spotting Distances]. Sharing this information will provide a +1 circumstance bonus to the next Navigating, Foraging, Scouting, Sentrywork, Outriding or Reconnaissance (Perception or to Recon faster) check an expedition member makes. A character Sighting may also choose to use these insights to increase or decrease the likliehood of an encounter by an additional 10%.
* '''Track''' (1 Watch) - Spend time familiarising ourself with the track, or to find it, and gain bonus on the next check.
** Track is known: Make a Survival check against the Track DC.
*** Crit Success: Automatically succeed at your next Track check to follow this track.
*** Success: Gain a +4* circumstance bonus to your next Track check to follow this track.
*** Fail: Track is lost. You can not try another check for 1 hour.
*** Crit Fail: Track is lost. You can not try another check for 24 hours.
** Track is not known: Make a Survival check against the Track DC.
*** Crit Success: Track is found and you gain a +4* circumstance bonus to your next Track check to follow this track.
*** Success: Track is found and you gain a +2 circumstance bonus to your next Track check to follow this track.
*** Fail: You haven't found the track but can try again after 1 hour.
*** Crit Fail: Track is not fond. You can not try another check for 24 hours. Others suffer a -2 circmstance penalty to find it in the next 24 hours.


==== Foraging ====
(Expedition/Outriding) (Careful-) (VS1) (VD)


Provide sustinence from your surroundings. Provides one random yield of the following three: A source of water (can replenish any containers); one ration of food; one roll on interesting plants table from [https://www.reddit.com/r/dndnext/comments/83ov3n/brodericks_compendium_plants_and_fungi_across_the/ Broderick’s Compendium] (add the amount over DC to the rarity roll).


Follow the trail alread found by the Exploraion Activity "[https://2e.aonprd.com/Actions.aspx?ID=66 Track]", making a Survival check against the Track DC. Make one check every hour, so 4 checks in a Watch.
'''Survival vs Forage DC'''. Add +2 DC to choose which one you are looking for.
** If you haven't already found the track, or if you lost it while tracking, you may halt for 1 hour (lower travelled distance by 1/4 for this Watch) to make another Track Exploration Activity.
** Crawl: +2 circmstance bonus to Track and the first Track Exploration Activity made to re-find a lost track doesn't require a halt.
** Success = You find the trail or continue to follow the one you’re already following.
** Failure = You lose the trail but can try again after a 1-hour delay.
** Critical Failure = You lose the trail and can’t try again for 24 hours.
** [https://2e.aonprd.com/Feats.aspx?ID=780 Experienced Tracker] works with this Travel Activity.


Variable Difficulty: +1 yield.


----


=== Player Activities ===
==== Sentry ====
(Expedition,Security) (Any speed) (VS2)


Keeping an eye out to detect threats or notice anything else out of the ordinary. Success grants the expedition a +2 circumstance bonus to Initiative for this Watch. The Sentry may make up to three checks to either: Detect an '''encounter''' before it detects you, granting a +4 Initiative bonus while staying undetected, detecting an '''unhidden''' feature, or a '''hidden''' feature. A Sentry circumstance bonus of +4 can be split between the rolls as desired. The Security Check Success is measured on the worst of the checks the Sentry chooses to make.


'''Perception vs Navigation DC +4''' (or encounter/feature Detect DC, whichever is higher).


----


==== Stealthing ====
(Expedition,Security) (Careful-) (VS2)


Keeps tabs on the whole Expedition and minimises tracks if you so choose. Your Stealth check result is the Detect DC and Track DC. Success means 50% chance to remain undetected to the next encounter in this or the next Watch. '''Sealth vs DC 20'''.


{{:Exploration/Track}}
Variable Difficulty: Double Success effect.
* '''Tracking''' (Active Watch or Travel Watch*) - Choose Finding Tracks (Active Watch) or Following Tracks (Travel Watch)
** Finding Tracks: Searching a significant wilderness area for tracks. The tracker makes a Perception check against the appropriate Track DC.
** Following Tracks: Once tracks have been found, a tracker can follow the trail during a travel watch by making a Survival check against the appropriate Track DC. A new check must be made each time the trail enter a new hex.
*** If a trail is lost, it may be possible to reacquire it using the Finding Tracks action.
* '''Cover tracks''' (Slow Travel Watch) - Attempt to cover the expedition's tracks. Stealth or Survival check creates the Track DC for any pursuer attempting to find or follow their tracks.
** +5 on hard ground and -5 on soft
* '''Trailblazing''' (Travel Watch) - Slows the chosen speed by an additional 50%. Allows the expedition to lay down a visible or hidden trail. See rles [https://thealexandrian.net/wordpress/46101/roleplaying-games/5e-hexcrawl-part-2-wilderness-travel here] and [https://thealexandrian.net/wordpress/46116/roleplaying-games/5e-hexcrawl-part-3-watch-actions here]
* '''[https://2e.aonprd.com/Rules.aspx?ID=1265 Pazio Hexploration Rules]''' - These are modified slightly to work with Alexandrian's Hexploration rules.
* '''Reconnaissance''' (Travel Watch) - Map your surroundings. Takes as many Watches as it would to traverse the area, times two. Count travel time as if the area is trackless.
** Once the hex has been Reconned, you can Map the Area to reduce your chance of getting lost in that hex (see below).
** You automatically find any special feature that doesn’t require a check to find, and you attempt the appropriate checks to find hidden special features.
** For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you’d find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery.
* '''Map the Area''' (Active Watch) - After Reconnoitering the area, create an accurate map of it with a successful Survival check (typically at a trained or expert DC). When you have an accurate map, the DC of any check to navigate that area is reduced by 2.
* '''Fortify Camp''' (Active Watch) - Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.
* .
* '''[https://2e.aonprd.com/Traits.aspx?ID=49 Downtime Activities]''' - These activities normally take at least 4 consecutive Active Watches to perform ("a day or more") and may not be applicable.
** [https://2e.aonprd.com/Actions.aspx?ID=27 Subsist] (4 Active Watches) - Sustenance and shelter, see rules
** [[#Craft and Repair|Crafting]] - 4 days is standard, but some mundane items can be crafted in 1 Active Watch.


fin tracks
----


== Campfire watches ==
==== Scouting ====
Actually keeping watch dring resting.
(Outriding,Navigation/Security) (x2 speed and Slow+)


<table class="wikitable"><tr><td><b>Party Size</b></td><td><b>Total Time</b></td><td><b>Duration of Each Watch</b></td></tr> <tr><td>2</td><td>16 hours</td><td>8 hours</td></tr> <tr><td>3</td><td>12 hours</td><td>4 hours</td></tr> <tr><td>4</td><td>10 hours, 40 minutes</td><td>2 hours, 40 minutes</td></tr> <tr><td>5</td><td>10 hours</td><td>2 hours</td></tr> <tr><td>6</td><td>9 hours, 36 minutes</td><td>1 hour, 36 minutes</td></tr></table>
Choose what to focus on while Scouting: '''Navigation''', '''Pathfinding''' in trackless terrain, '''Exploring''' to find things of interest, or '''Sentry'''. One additional encounter check is made.


== Resting ==
* '''Navigation''' (O,N): Scout and relay the information to allow either a reroll of the Navigating check, picking the best result, or a +5 circumstance bonus on the next check. '''Survival vs Navigation DC'''.
:'''''Full rules: [[Healing#Resting]]'''''
* '''Pathfinding''' (O,N): Look for the easiest terrain ahead of the party, treating trackless terrain during this or the next travel Watch as if it had a trail, allowing for faster travels. '''Survival vs Navigation DC'''.
* '''Exploring''' (O,N): At a higher speed, go far and wide to keep an eye out for anything out of the ordinary! Find one unhidden feature and make an additional Perception check to find any hidden ones. This Activity counts as two checks to find features for the purpose of Exploration bonus. '''Perception vs Navigation DC +2'''.
* '''Sentry''' (O,S): As the expedition-based Sentry activity but you detect far away from the expedition and the cumulative bonus to find features is +5 instead of +2. '''Perception vs Navigation DC +2'''.


* Marching or other streneous activity in excess of 1h between rest periods will reset the time counted as rest. Taking turns on guard duty generally does not affect rest.
----
* Not automaticall Fatigued after 16 hours; after 20 hours instead (5 Watches).
* If a character does not spend at least one full watch per day resting; succeed at a Fortitude check (DC 12 + the number of hours missing) or suffer a level of [[Fatigue]].
* Write down hours of sleep missing from 8 (if slept 3h, then 5) and accumulate these and add them to next day's Fort check until the character gets an opportunity to ret up the missing hours.
* HP gain: CON+1 (min 1) x lvl; may be less if resting without shelter/comfort.
* Fatigue: -1
* Doomed/Drained: -1 each
* Persistent Injury: -1
* Luxurious locale: x2
* Able to regain spells


==== Tracking ====
(Security) (Careful-) (VS1) (VD10)


* [https://2e.aonprd.com/Rules.aspx?ID=534 Rules as written]
Attempt to find, follow or make tracks. Use the '''[https://2e.aonprd.com/Actions.aspx?ID=66 Track]''' rules but also apply a Security Check Success effect to the result to Track.


== Forced March ==
'''Survival vs Track DC'''.
:'''''Full rules: [[Travel#Forced_March]]'''''


Generally a time increment (1h) after 8h march start making Fortitude check of DC 12 + 2 for ever previous check. Hustle: 10 x Con mod minutes of 200% speed (10 min increment).
Variable Difficulty: Also perform one other Security Activity this watch.


* Crit Success: Skip the next Fortitude check and don't count either this or the skipped one for calculating future DCs.
* If fail, wait 1h before the next (or 24h if crit fail).
* Success: No effect
* Only need to make one check per Watch unless there is a significant change.
* Fail: 1D4 damage and gain a [[Fatigue]] level
* Tracking has +5 on hard ground and -5 on soft.
* Crit Fail: 1D12 damage and gain two [[Fatigue]] levels
* '''Trailblazing''' (E,N,S) - Allows the expedition to lay down a trail that is either visible or hidden to others, using a Stealth check. See rules [https://thealexandrian.net/wordpress/46101/roleplaying-games/5e-hexcrawl-part-2-wilderness-travel here] and [https://thealexandrian.net/wordpress/46116/roleplaying-games/5e-hexcrawl-part-3-watch-actions here].


== Food and water ==
----
:'''''Full rules: [[Starvation]]'''''


'''Water:''' You need '''1 or 2 waterskins''' (0.5 or 1 gallon) of water per day depending on activity level to be unaffected by thirst.
==== Aid ====
(Same traits as aidee) (Same speed as aidee) (VD)


'''Food:''' You need '''one ration''' of food per day to be unaffected by hunger.
A second character can aid an Activity check. Use '''[https://2e.aonprd.com/Actions.aspx?ID=75 Aid]''' rules.


== Recover Ammunition ==
'''Same check as aidee'''.
Ammnition that did not hit a target has a 50% chance of being recoverable. In dire straits it's possible to reover also arrowheads from the other 50% that are otherise "lost" as well as those that have hit a target (or something hard). Arrows can be repaired (5hp) or crafted from scratch. An arrowhead hitting a hard object has the Broken and Shoddy traits until repaired and endows any arrows made from them with these traits.


== Craft and Repair ==
Variable Difficulty: +1 bonus.
There is a slight lack for this in PF2.


Improvised Repair Kit means it's a Shoddy one[https://www.reddit.com/r/Pathfinder2e/comments/iujaal/confusion_about_repairing_and_tinkering_fingers/], with a -2 circmstance penalty. Most of the time, some level of repair is possible from things like knives, hatchets, stones and boulders but in some cases repairs are impossible, like if there is a lack of ANY relevant tools.
----


'''Craft''' uses the [https://2e.aonprd.com/Actions.aspx?ID=43 standard rules] with the folloing exceptions:
=== Local Activities ===
* Crafting overtly mundane items can be done at 5% the time of normal crafting as well as dring Exploration Mode (4h) or Hexploration (1 Watch).
Activities that can only be performed as a Local Activity.
** E.g.: Clubs, ammunition (arrowheads already made), arrowheads of common wood or bone.
** Cutting tools, rope and fire are reqired.
* Wooden weapon made for quality like a Bo-staff or spear require a full Craft check (4 days Downtime), otherwise it's Shoddy
* 10 arrows are created per check (standard)


'''Materials'''
==== [[Healing#Resting|Resting]] ====
* [https://www.d20pfsrd.com/EQUIPMENT/SPECIAL-MATERIALS/#Bone Bone]: -2 damage and [https://www.d20pfsrd.com/equipmenT/weapons/#wpn-quality-fragile Fragile]
(Expedition) (2+ Watches)
* Wood: -3 damage & additional -1 for medium armor or -3 for heavy armor and Fragile
** Weapons normally made by wood, like staves and clubs, do not apply these penalties


== Army movements ==
Needs to be taken consecutively to gain the benefits of a rest (see [[#Resting|limits]]). More watches may be needed if interrpted.


Large scale movement is hindered by several factors, well summarised [https://acoup.blog/2019/10/06/new-acquisitions-how-fast-do-armies-move/ here].


Rule of thumb 8-12 miles per day rather than 24 odd. Can probabl be refined with eqation + dice.
==== Sentry ====
(Expedition,Navigation,Security)


As the Travel Activity with Crawl speed (+6). If you find an outlook to look further afield you may use it to increase the Sentry circumstance bonus to +6 instead of +4 and any cumulative Perception bonus to find features to +5 per roll instead of +2, but an additional encounter check of 10% lower probability is rolled. [https://thealexandrian.net/wordpress/46122/roleplaying-games/hexcrawl-tool-spot-distances Spotting Distance].


== Full rules==


=== Watches ===
==== Tracking ====
(Expedition,Navigation)


A watch is the basic unit for tracking time. A watch is equal to 4 hours.  
Spend time finding or familiarising yourself with the track and get a chance to get an advantage when you again start tracking. You may make up to 4 rolls over the period of the Watch as you get to know the track. If you make a second roll, the first is discarded, and so on. The one you stay with may replace the roll for the next Watch you use Tracking on this track.


'''Determine Time Within a Watch:''' To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).
==== Map the Area ====
(Expedition)


There are six watches per day and three types of watch:
After having performed at least 3 Activities with the Navigation trait (6 in trackless terrain) in an area, create an Accurate Map of it. The expedition's Exploration bonus may be applied to the check.


* Active
'''Survival (or Craft Map) vs Navigaion DC +7'''.
* Rest
* Travel


While traveling, it is generally assumed that an expedition is spending two watches per day traveling, two watches per day resting, and two watches per day engaged in other activities.


'''Forced March:''' If a character spends more than two watches traveling in one day, they must make a Constitution check (DC 10 + 1 per hour of additional travel). On a failure, they suffer one level of exhaustion/[[fatigue]].<!-- 5e rule so try it out -->
==== Fortify Camp ====
(Expedition,Security)


Improve the campsite in different ways, like removing bushes for sight, adding makeshift snares or hinders, hide features etc, granting Advantages (or removes Disadvantages). Some basic tools are most likely required. If successful, the character may '''choose two''' advantages.


=== Travel Pace ===
'''Survival/Craft vs Forage DC.'''
During each watch, the expedition determines their travel pace.


'''Normal:''' (x1) An expedition traveling at normal pace cannot use Stealth checks to avoid detection.
* '''Advantages''' to choose from:
** Remove 1 Disadvantage
** +2 to Initiative
** +2 to Perception checks to detect danger
** +2 to Detect DC (up to +10)
** ability to make stealth check to start an encounter Hidden and Undetected
** +1 to attack rolls in/adjacent to camp
** +1 to AC in/adjacent to camp
** +1 to Reflex saves
** +1 [[Healing#Comfort_levels|Comfort Level]]
** improvised caltrops in 4 spaces - Perception DC 15 to see (plus any Detect DC for the camp) and DC 14 Acrobatics to avoid
** stakes in the ground in 3 spaces to prevent cavalry or trample (D8 damage, Basic Reflex DC 17 Save for each such square, if damage is taken, reduce speed by 50% which may cause the creature to stop)
* '''Disadvantages:''' Each value of Disadvantage cumulatively causes a -1 circumstance penalty to checks relating to Perception, Stealth and Initiative in or near the camp.


'''Slow:''' (x2/3) While moving at a slow pace, the expedition is purposely being careful. An expedition traveling at slow pace:
Copypaste:
* Gains advantage on navigation checks.
{|class="wikitable"
* Can make Stealth checks to avoid detection.
|-
* The chance for a non-exploratory encounter is halved. (If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.)
!Level !!Fortify !!Comfort !! Description !! Gains
|-
|0 || - ||Exposed || Uncomfortable without even minimally comfortable shelter. || HP: CON-2 x lvl (min 0). Choose 1 condition to reduce.
|-
|1 || 1 ||Sheltered || Minimal comfort/shelter. || HP: CON-1 x lvl (min 1). Choose 2 different condition to reduce.
|-
|2 || 2 ||Subsistance || Decent shelter and some comfort. || HP: CON+0 x lvl (min 1). Choose 2 different condition to reduce.
|-
|3 || 4 ||Improved || Slightly improved level of shelter and comfort. || HP: CON+1 x lvl (min 1). Reduce 1 of each condition.
|-
|4 || 7 ||Comfortable || Comfortable (with great shelter if outdoors). || HP: CON+1.5 x lvl (min 1). Reduce one of each condition and then choose 1 more.
|-
|5 || - ||Fine || Fine accomodations. || HP: CON+2 x lvl (min 1). Reduce one of each condition and then choose 2 more.
|-
|6 || - ||Extravagant || Extravagant conditions. || HP: CON+3 x lvl (min 1). Reduce one of each condition and then do it again.
|}


'''Exploration:''' (x1/2) While exploring, an expedition is assumed to be trying out side trails, examining objects of interest, and so forth. While exploring, an expedition:
==== [https://2e.aonprd.com/Traits.aspx?ID=49 Downtime Activities] ====
* Cannot use Stealth checks to avoid detection.
(*)
* Gains advantage (PF2 = +5 circumstance bonus) on navigation checks.
* The chance for encounters is doubled.


'''Fast:''' (x1.5) While moving quickly through the wilderness, expeditions traveling at fast pace:
These activities normally take at least 4 consecutive Active Watches to perform ("a day or more") and may not be applicable.
* Cannot use Stealth checks to avoid detection.
* Suffer disadvantage to Wisdom (Perception) checks.
* Suffer a -5 penalty to navigation checks.


The most common speed is 30ft, 3mph, 12 miles per watch, 24 miles per day.
==== [https://2e.aonprd.com/Actions.aspx?ID=27 Subsist] ====
(E)


<table class="wikitable"><tr><td><b>Speed</b></td><td><b>Feet per Minute</b></td><td><b>Miles per Hour</b></td><td><b>Miles per Day</b></td></tr> <tr><td>10</td><td>100</td><td>1</td><td>8</td></tr> <tr><td>15</td><td>150</td><td>1-1/2</td><td>12</td></tr> <tr><td>20</td><td>200</td><td>2</td><td>16</td></tr> <tr><td>25</td><td>250</td><td>2-1/2</td><td>20</td></tr> <tr><td>30</td><td>300</td><td>3</td><td>24</td></tr> <tr><td>35</td><td>350</td><td>3-1/2</td><td>28</td></tr> <tr><td>40</td><td>400</td><td>4</td><td>32</td></tr> <tr><td>50</td><td>500</td><td>5</td><td>40</td></tr> <tr><td>60</td><td>600</td><td>6</td><td>48</td></tr></table>
Sustenance and shelter. See rules


=== Terrain ===
==== [[#Craft and Repair|Crafting]] ====
(E)


The type of terrain modifies the speed at which an expedition can travel.
4 days is standard, but some mundane items can be crafted in 1 Active Watch. See rules.


* '''Highway:''' A highway is a straight, major, paved road.
* '''Road:''' A road is a dirt track or similar causeway.
* '''Trail:''' An irregular byway. Probably unsuitable for most vehicles and may only allow for single-file travel. Most off-road travel follows local trails. A known trail does not require navigation checks, although a known trail in poor repair requires a DC 10 navigation check to follow.
* '''Trackless:''' Trackless terrain is a wild area with no paths. +2 to navigation DCs.


=== Other Activities ===
'''Travel Activities'''
* '''Trailing''' (Expedition) (Any speed) - If a character isn't incapacitated but doesn't choose an Activity, they simply tag along without a specific thing they do.
'''Local Activities'''
* '''Grazing Animals''' (Expedition,Navigation) - If an appropriate biom (determined by the GM), animals (like horses) can graze and be fully fed by grazing as one Local Activity.
'''Extra Activities'''<br>
A character may increase the DC of their skill check by 5 to make an Extra Activity.
* '''Keeping an Eye Out''' (*) - You may make a Perception DC 15 check for special features that are not hidden to try and find any and you may make a Perception check with a -2 circumstance penalty to find hidden features.


<table class="wikitable">
<tr class="row-1 odd">
<th class="column-1"><b>TERRAIN</b></th><th class="column-2"><center><b>HIGHWAY</b></center></th><th class="column-3"><center><b>ROAD/TRAIL</b></center></th><th class="column-4"><center><b>TRACKLESS</b></center></th><th class="column-5"><center><b>NAVIGATION DC</b></center></th><th class="column-6"><center><b>FORAGE DC</b></center></th>
</tr>
<tr class="row-2 even">
<td class="column-1">Desert</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x1/2</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>12</center></td><td class="column-6"><center>20</center></td>
</tr>
<tr class="row-3 odd">
<td class="column-1">Forest (sparse)</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x1</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>14</center></td><td class="column-6"><center>14</center></td>
</tr>
<tr class="row-4 even">
<td class="column-1">Forest (medium)</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x1</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>16</center></td><td class="column-6"><center>14</center></td>
</tr>
<tr class="row-5 odd">
<td class="column-1">Forest (dense)</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x1</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>18</center></td><td class="column-6"><center>14</center></td>
</tr>
<tr class="row-6 even">
<td class="column-1">Hills</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x3/4</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>14</center></td><td class="column-6"><center>12</center></td>
</tr>
<tr class="row-7 odd">
<td class="column-1">Jungle</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x3/4</center></td><td class="column-4"><center>x1/4</center></td><td class="column-5"><center>16</center></td><td class="column-6"><center>14</center></td>
</tr>
<tr class="row-8 even">
<td class="column-1">Moor</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x1</center></td><td class="column-4"><center>x3/4</center></td><td class="column-5"><center>14</center></td><td class="column-6"><center>16</center></td>
</tr>
<tr class="row-9 odd">
<td class="column-1">Mountains</td><td class="column-2"><center>x3/4</center></td><td class="column-3"><center>x3/4</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>16</center></td><td class="column-6"><center>18</center></td>
</tr>
<tr class="row-10 even">
<td class="column-1">Plains</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x1</center></td><td class="column-4"><center>x3/4</center></td><td class="column-5"><center>12</center></td><td class="column-6"><center>12</center></td>
</tr>
<tr class="row-11 odd">
<td class="column-1">Swamp</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x3/4</center></td><td class="column-4"><center>x1/2</center></td><td class="column-5"><center>15</center></td><td class="column-6"><center>16</center></td>
</tr>
<tr class="row-12 even">
<td class="column-1">Tundra, frozen</td><td class="column-2"><center>x1</center></td><td class="column-3"><center>x3/4</center></td><td class="column-4"><center>x3/4</center></td><td class="column-5"><center>12</center></td><td class="column-6"><center>18</center></td>
</tr>


</table>
=== Additions ===
* (VD) = The '''V'''ariable '''D'''ifficulty - If Expert or higher, may increase DC by increments of 5 for an incrementally better outcome of Success.
* (VS) = The '''Variable''' '''S'''peed - If travelling at a slower speed category than prescribed, gain a circumstantial bonus on the check, or a circumstance penalty if travelling faster than prescribed (if possible) If no speed is prescribed, count Normal as +0. The bonus/penalty is either 2 or 1 per speed category. Local activities use the same as the Crawl speed, if a speed category is applicable.
* Hidden and unhidden features have a Detect DC. Different activities allow for Perception checks to try and find it, generally when moving through or around the area. Every time an expedition has performed a Navigation activity in the feature's area, its members gain a +1 circumstance bonus to this check. Every time an expedition has made a check that wasn't a critical failure to find features, its members receive a +2 Exploration circumstance bonus to this check, up to +10. The DC is increased by +5 if you do not know what you are looking for.
* Day = 24h period.
* Accurate Map = A reliable map of an area, providing a +2 circumstance bonus to any activities with the Navigation trait the user performs and may improve the success rate of such a check by one step (up to Success).
* Regarding PF2/DnD5e(*) we replaces "+4" or "-4" to Advantage/Disadvantage for DnD5e and any larger bonus/penalty is numeric.
* It's up to the GM if two characters can perform the same Activity or if the disturb one another (one can always use Aid instead!).


'''Note!''' These DCs are for e and ma have to be revised for PF2


=== Conditions ===
=== Success ===
<table class="wikitable">
'''General Check'''
* Crit Success: The Activity succeeds twice as well as expected.
* Success: The Activity succeeds.
* Fail: The Activity fails, but no particular disadvantageous effects.
* Crit Fail: The Activity fails spectacularly, imposing a disadvantage similar to what advantage a success would have accomplished.


<tr class="row-1 odd">
'''Security Check'''
<th class="column-1"><b>CONDITIONS</b></th><th class="column-2"><center><b>SPEED MODIFIER</b></center></th>
* Crit Success: Expedition members gain a +2 (cumulative to +4) circumstance bonus to any Security Activity performed in the next 4 watches
</tr>
* Success: The Activity succeeds.
* Fail: No effect.
* Crit Fail: Make an extra random encounter check.


<tr class="row-2 even">
'''Navigation Check'''
<td class="column-1">Cold or hot climate</td><td class="column-2"><center>x3/4</center></td>
* Crit Success: You are certain you are on track. Travel 25% further than normal for a day if beneficient, and gain a +5 circumstance bonus on the expedition's next Navigating activity.
</tr>
* Success: The Activity succeeds. You think you are on track with a 50% chance you are certain.
<tr class="row-3 odd">
* Fail: You become lost and start veering but think you are on track. At the end of the Watch there is a 50% chance you realise you are lost.
<td class="column-1">Giant terrain</td><td class="column-2"><center>x3/4</center></td>
* Crit Fail: You become lost and start veering but think you are on track. Reduce travel distance for the day by 25% and gain a -5 circumstance penalty on the expedition's next Navigating activity.
</tr>
<tr class="row-4 even">
<td class="column-1">Hurricane</td><td class="column-2"><center>x1/10</center></td>
</tr>
<tr class="row-5 odd">
<td class="column-1">Leading mount</td><td class="column-2"><center>x3/4</center></td>
</tr>
<tr class="row-6 even">
<td class="column-1">Poor visibility (fog, darkness)</td><td class="column-2"><center>x1/2</center></td>
</tr>
<tr class="row-7 odd">
<td class="column-1">River crossing</td><td class="column-2"><center>x3/4</center></td>
</tr>
<tr class="row-8 even">
<td class="column-1">Snow cover</td><td class="column-2"><center>x1/2</center></td>
</tr>
<tr class="row-9 odd">
<td class="column-1">Snow cover, heavy</td><td class="column-2"><center>x1/4</center></td>
</tr>
<tr class="row-10 even">
<td class="column-1">Storm</td><td class="column-2"><center>x3/4</center></td>
</tr>
<tr class="row-11 odd">
<td class="column-1">Storm, powerful</td><td class="column-2"><center>x1/2</center></td>
</tr>


</table>
== Campfire watches ==
Actually keeping watch dring resting.


<table class="wikitable"><tr><td><b>Party Size</b></td><td><b>Total Time</b></td><td><b>Duration of Each Watch</b></td></tr> <tr><td>2</td><td>16 hours</td><td>8 hours</td></tr> <tr><td>3</td><td>12 hours</td><td>4 hours</td></tr> <tr><td>4</td><td>10 hours, 40 minutes</td><td>2 hours, 40 minutes</td></tr> <tr><td>5</td><td>10 hours</td><td>2 hours</td></tr> <tr><td>6</td><td>9 hours, 36 minutes</td><td>1 hour, 36 minutes</td></tr></table>


'''Leading Pack Animal:''' Under normal circumstances, a pack-puller can lead a file with a number of animals equal to their passive Wisdom (Animal Handling) skill.
== Resting ==
:'''''Full rules: [[Healing#Resting]]'''''


'''Poor Visibility:''' This condition also gives disadvantage to navigation and forage checks.
* Marching or other streneous activity in excess of 1h between rest periods will reset the time counted as rest. Taking turns on guard duty generally does not affect rest.
* Not automatically Fatigued after 16 hours; after 20 hours instead (5 Watches).
* If a character does not spend at least one full watch per day resting; succeed at a Fortitude check (DC 12 + the number of hours missing) or suffer a level of [[Fatigue]].
* Write down hours of sleep missing from 8 (if slept 3h, then 5) and accumulate these and add them to next day's Fort check until the character gets an opportunity to ret up the missing hours.
* HP gain: CON+1 (min 1) x lvl; may be less if resting without shelter/comfort.
* Some conditions removed
* Able to regain spells
* Fine comfort level: Extra HP or removed conditions


'''River Crossing:''' This penalty applies to any watch during which a river must be crossed. This does not apply if the characters are following a road which has a bridge on it, but does apply if they’re traveling cross-country and must seek out a bridge.


'''[https://2e.aonprd.com/Rules.aspx?ID=534 Rules as written]'''


=== Hexes ===
== Forced March ==
:'''''Full rules: [[Travel#Forced_March]]'''''


[[File:Hex navigation distances.jpg]]
Generally a time increment (1h) after 8h march start making Fortitude check of DC 12 + 2 for ever previous check. Hustle: 10 x Con mod minutes of 200% speed (10 min increment).


:1 Hex = 12 miles (center to center / side to side) = 7 mile sides = 124 square miles
* Crit Success: Skip the next Fortitude check and don't count either this or the skipped one for calculating future DCs.
* Success: You succeed in forced march without disadvantages.
* Fail: 1D4 damage and gain a [[Fatigue]] level.
* Crit Fail: 1D12 damage and gain two [[Fatigue]] levels.


Movement on the wilderness hex grid is abstracted. In order to determine if an expedition has left a hex, you must keep track of their progress within the hex.
== Food and water ==
:'''''Full rules: [[Starvation]]'''''


'''Starting in a Hex:''' If an expedition starts movement within a hex, it requires 6 miles of progress to exit any face of the hex.
'''Water:''' You need '''1 or 2 waterskins''' (0.5 or 1 gallon) of water per day depending on activity level to be unaffected by thirst.


:''Optional Rule: You can choose to bias a starting position. For example, you might see that a river flows near the western edge of a hex. If the PCs start traveling from that river, you might decide it only takes 2 miles to exit through the hex’s western face and 10 miles to exit through its eastern face.''
'''Food:''' You need '''one ration''' of food per day to be unaffected by hunger.


'''Crossing Hex to a Far Side:''' It requires 12 miles of progress to exit a hex through one of the three faces on the opposite side.
== Recover Ammunition ==
Ammunition that did not hit a target has a 50% chance of being recoverable. In dire straits it's possible to reover also arrowheads from the other 50% that are otherise "lost" as well as those that have hit a target (or something hard). Arrows can be repaired (5hp) or crafted from scratch. An arrowhead hitting a hard object has the Broken and Shoddy traits until repaired and endows any arrows made from them with these traits.


'''Crossing Hex to a Near Side:''' It requires 6 miles of progress to exit a hex through one of the two nearest faces.
== Craft and Repair ==
There is a slight lack for this in PF2.


'''Changing Direction:''' Changing direction more than once within a hex will result in the loss of 2 miles of progress each time direction is changed.
Improvised Repair Kit means it's a Shoddy one[https://www.reddit.com/r/Pathfinder2e/comments/iujaal/confusion_about_repairing_and_tinkering_fingers/], with a -2 circumstance penalty. Most of the time, some level of repair is possible from things like knives, hatchets, stones and boulders but in some cases repairs are impossible, like if there is a lack of ANY relevant tools.


'''Back the Way We Came:''' If characters deliberately double back along their own trail, simply reduce their progress until they exit the hex. If they leave back through the face through which they entered the hex for any other reason (by getting lost, for example) it requires an additional 1d6-1 miles of progress to exit the hex (unless circumstances suggest some other figure).
'''Craft''' uses the [https://2e.aonprd.com/Actions.aspx?ID=43 standard rules] with the folloing exceptions:
* May attempt an untrained check with a -5 penalty.
* Crafting overtly mundane items can be done at 5% the time of normal crafting as well as dring Exploration Mode (2h) or Hexploration (2 checks per Watch).
** E.g.: Clubs, ammunition (arrowheads already made), arrowheads of common wood or bone.
** Cutting tools, rope and fire are required.
** Normally, these items are impossible or very hard to sell.
* Wooden weapon made for quality like a Bo-staff or spear require a full Craft check (4 days Downtime), otherwise it's Shoddy.
* 10 arrows are created per check (standard)




=== Watch Actions ===
'''Materials'''
* [[Material#Roleplaying]]
* [https://www.d20pfsrd.com/EQUIPMENT/SPECIAL-MATERIALS/#Bone Bone]: -1 damage and [https://www.d20pfsrd.com/equipmenT/weapons/#wpn-quality-fragile Fragile]. -2 to hit light armor, -4 to hit medium armor and -6 to hit heavy armor.
* Wood: -2 to hit and damage. An additional penalty to hit targets with medium armor (-6) or heavy armor (-10). Fragile.
** Weapons normally made by wood, like staves and clubs, do not apply these penalties.


* https://thealexandrian.net/wordpress/46116/roleplaying-games/5e-hexcrawl-part-3-watch-actions
'''[https://2e.aonprd.com/Rules.aspx?ID=743 Snares]'''
* Can be made if you have the [https://2e.aonprd.com/Feats.aspx?ID=843 Snare Crafting] feat in 1 minute if using materials as described in the [https://2e.aonprd.com/Equipment.aspx?Category=31 Snare] list.


'''Consier revising'''
* [https://www.reddit.com/r/Pathfinder2e/comments/rk6jb0/crafting_sucks_but_does_it_need_to/ Reddit thread]
* [https://docs.google.com/document/d/19ZOKapZjBai8G83hTMrpsMsE7MTWZg7zEFPrKGWtUsk/edit doc guide]


=== Navigation ===
== Army movements ==
Large scale movement is hindered by several factors, well summarised [https://acoup.blog/2019/10/06/new-acquisitions-how-fast-do-armies-move/ here].


* https://thealexandrian.net/wordpress/46156/roleplaying-games/5e-hexcrawl-part-4-navigation
Rule of thumb 8-12 miles per day rather than 24 odd. Can probably be refined with eqation + dice.


=== Encounters ===
* https://thealexandrian.net/wordpress/46192/roleplaying-games/5e-hexcrawl-part-5-encounters




== Full rules==


* [[Hexploration/Old full rules]]


== Print ==
== Print ==
Line 458: Line 375:
# https://iceandruin.blogspot.com/2018/03/help-make-hex-describe-best-thing-ever.html
# https://iceandruin.blogspot.com/2018/03/help-make-hex-describe-best-thing-ever.html
# [https://www.youtube.com/watch?v=qvbm84iN7qk Did peasants travel?]
# [https://www.youtube.com/watch?v=qvbm84iN7qk Did peasants travel?]
# [https://2e.aonprd.com/Actions.aspx?ID=27 Subsist]
# [https://2e.aonprd.com/Rules.aspx?ID=1221 Infiltration Subsystem - implement?]


* new https://www.reddit.com/r/Pathfinder2e/comments/nmgfi6/hexploration_homebrew/


{{Roleplaying}}
{{Roleplaying}}

Latest revision as of 21:39, 12 August 2022

Useful links

Hexploration within a roleplaying campaign can be done in many ways. This page explains the homebrew rules for exploring, mostly taken from the Alexandrian 5e Hexcrawl and mixed with Pathfinder 2 Exploration and Hexploration. Some DCs are maybe up for revision as they are based on 5e.

The general principle is that Hexploration replaces large parts of Pathfinder 2 Exploration when it comes to navigating. It may not be as well sited to campaigns where travel is just a break from "real" events and shold probably be handled differently.

In Hexploration, characters take part of one or more Expeditions that make choices in time chunks of the day called Watches, each 4 hours long, and then the activities and events take place.

Activities, in brief:

Both Travel and Local

  • Navigating - To avoid being lost or veer off track.
  • Foraging - Provide sustinence from your surroundings. Gain water, a ration or interesting plants.
  • Sentry - Keeping an eye out to detect threats or notice anything else out of the ordinary. May roll for up to 3 things.
  • Stealthing - Keeps tabs on the whole Expedition (and minimises tracks if you so choose).
  • Scouting - Help improve navigation, speed in trackless lands, exploring or outriding sentry.
  • Tracking Attempt to find, follow or make tracks. Like Track
  • Aid - Attempt to give bonus to another character's activity.
  • Trailing If you didn't choose anything, you're trailing with the expedition.

Local Only

  • Resting Two watches needed (see limits). More watches may be needed if interrpted.
  • Sentry - As the Travel Activity but with bonus and you can find an outlook to spy ahead.
  • Tracking - Familiarising yourself with the track and get a chance to get an advantage when you again start tracking.
  • Map the Area - After having travelled a bit create an Accurate Map of it that adds bonuses in this area.
  • Fortify Camp - Improve the campsite in different ways, like removing bushes for sight, adding makeshift snares or hinders, hide features etc, granting Advantages (or removes Disadvantages). Some basic tools are most likely required.


Summary

  1. Choose Activity Type
    • If Travel = Choose Speed
  2. Choose Activites
  3. Resolve Activities
    • (Travel) Resolve Navigation (Lost/Veer)
    • (Both) Characters make checks on Activities in the order they choose
    • (Both) Check for Random/Set encounters
    • (Local) Resolve all Local Activities
    • (Rest) Restore HP, conditions and make Daily Preparations
    • (Travel) Resolve distance travel calculations
    • (Travel) Traverse until reaching edge of area and make new Navigation check
  4. Watch has ended

Time and Activities

The Hexploration Mode is divided up into "Watches" of which the day has 6 of, each 4 hours. Every Watch the characters choose an Activity Type and an Activity that explains what they are doing and how they are going about it during that watch.

Encounters

Encounters happen randomly (random encounter) or specifically (set enconter); both associated with the local area, and pauses the current Watch until it has concluded. During Encounters, either Exploration Mode or straightforward Combat is used. Sometimes a Watch ends becase of an enconter.

Activity Type

Character choose the Activity Type for the Watch. If they don't choose the same, the party splits and are counted as two (or more) Expeditions. If one characher choose no Activity, the Activity Type matches other characters and is either Trailing (if Travel) or Rest (if Local).

  • Travel means the Expedition is traversing terrain, navigating themselves in the world.
  • Local Action means the Expedition is more or less stationary (maybe with some outrider) and conduct some activity locally.

If the Expedition Travels, it usally needs to do a Navigation check (Survival vs terrain Navigation DC). If no character does Navigating, the direction is determined randomly.'

Travel also has additional choices for Speed. Which Speed is used will have effects on the Activities that can be performed, and if it's done with some bonus or penalty:

  • Fast (150%) - Quick speed (without additional risk of fatigue). Can't make Stealth checks. Penalty to Perception, Perception DC and Navigation.
  • Normal (100%) - Normal travel. Can't make Stealth checks.
  • Careful (75%) - Carefully traversing the land. Bonus to some checks.
  • Slow (50%) - Travelling slowly, or travel with many detours. Bonus to some checks.
  • Crawl (25%) - Extra slow pace. Bonus to some checks.

Activities

Activities more closely deals with the specifics of what is done. Each character can perform one Activity per watch (unless otherwise noted). Players may choose which order to resolve their characters' Activities. Any Activity that affects other Activities only affect them if they are resolved after its effect. Many effects happen on the next Watch rather than the current one.

If players can't agree on the turn order, roll Perception-based Initiative.

Traits

  • (E) = The Expediton - Physically close to the Expedition.
  • (N) = The Navigation - Navigation or travel related.
  • (O) = The Outriding - Activities in the area bt outside of Expedition.
  • (S) = The Security - Management of the Expedition safety.
  • The Aid acticvity gains the traits of the Activity it is aiding except VD.

Flexible Activites

Activities that can be performed both as a Travel Activity and as a Local Activity.


Navigating

(Navigation) (Any speed) (VS2) (VD10)

Navigating is done to avoid being lost or veer off track or to correct navigation errors.

Survival vs Navigation DC (hidden result).

Variable Difficulty 10: +1 Activity this watch.


Foraging

(Expedition/Outriding) (Careful-) (VS1) (VD)

Provide sustinence from your surroundings. Provides one random yield of the following three: A source of water (can replenish any containers); one ration of food; one roll on interesting plants table from Broderick’s Compendium (add the amount over DC to the rarity roll).

Survival vs Forage DC. Add +2 DC to choose which one you are looking for.

Variable Difficulty: +1 yield.


Sentry

(Expedition,Security) (Any speed) (VS2)

Keeping an eye out to detect threats or notice anything else out of the ordinary. Success grants the expedition a +2 circumstance bonus to Initiative for this Watch. The Sentry may make up to three checks to either: Detect an encounter before it detects you, granting a +4 Initiative bonus while staying undetected, detecting an unhidden feature, or a hidden feature. A Sentry circumstance bonus of +4 can be split between the rolls as desired. The Security Check Success is measured on the worst of the checks the Sentry chooses to make.

Perception vs Navigation DC +4 (or encounter/feature Detect DC, whichever is higher).


Stealthing

(Expedition,Security) (Careful-) (VS2)

Keeps tabs on the whole Expedition and minimises tracks if you so choose. Your Stealth check result is the Detect DC and Track DC. Success means 50% chance to remain undetected to the next encounter in this or the next Watch. Sealth vs DC 20.

Variable Difficulty: Double Success effect.


Scouting

(Outriding,Navigation/Security) (x2 speed and Slow+)

Choose what to focus on while Scouting: Navigation, Pathfinding in trackless terrain, Exploring to find things of interest, or Sentry. One additional encounter check is made.

  • Navigation (O,N): Scout and relay the information to allow either a reroll of the Navigating check, picking the best result, or a +5 circumstance bonus on the next check. Survival vs Navigation DC.
  • Pathfinding (O,N): Look for the easiest terrain ahead of the party, treating trackless terrain during this or the next travel Watch as if it had a trail, allowing for faster travels. Survival vs Navigation DC.
  • Exploring (O,N): At a higher speed, go far and wide to keep an eye out for anything out of the ordinary! Find one unhidden feature and make an additional Perception check to find any hidden ones. This Activity counts as two checks to find features for the purpose of Exploration bonus. Perception vs Navigation DC +2.
  • Sentry (O,S): As the expedition-based Sentry activity but you detect far away from the expedition and the cumulative bonus to find features is +5 instead of +2. Perception vs Navigation DC +2.

Tracking

(Security) (Careful-) (VS1) (VD10)

Attempt to find, follow or make tracks. Use the Track rules but also apply a Security Check Success effect to the result to Track.

Survival vs Track DC.

Variable Difficulty: Also perform one other Security Activity this watch.

  • If fail, wait 1h before the next (or 24h if crit fail).
  • Only need to make one check per Watch unless there is a significant change.
  • Tracking has +5 on hard ground and -5 on soft.
  • Trailblazing (E,N,S) - Allows the expedition to lay down a trail that is either visible or hidden to others, using a Stealth check. See rules here and here.

Aid

(Same traits as aidee) (Same speed as aidee) (VD)

A second character can aid an Activity check. Use Aid rules.

Same check as aidee.

Variable Difficulty: +1 bonus.


Local Activities

Activities that can only be performed as a Local Activity.

Resting

(Expedition) (2+ Watches)

Needs to be taken consecutively to gain the benefits of a rest (see limits). More watches may be needed if interrpted.


Sentry

(Expedition,Navigation,Security)

As the Travel Activity with Crawl speed (+6). If you find an outlook to look further afield you may use it to increase the Sentry circumstance bonus to +6 instead of +4 and any cumulative Perception bonus to find features to +5 per roll instead of +2, but an additional encounter check of 10% lower probability is rolled. Spotting Distance.


Tracking

(Expedition,Navigation)

Spend time finding or familiarising yourself with the track and get a chance to get an advantage when you again start tracking. You may make up to 4 rolls over the period of the Watch as you get to know the track. If you make a second roll, the first is discarded, and so on. The one you stay with may replace the roll for the next Watch you use Tracking on this track.

Map the Area

(Expedition)

After having performed at least 3 Activities with the Navigation trait (6 in trackless terrain) in an area, create an Accurate Map of it. The expedition's Exploration bonus may be applied to the check.

Survival (or Craft Map) vs Navigaion DC +7.


Fortify Camp

(Expedition,Security)

Improve the campsite in different ways, like removing bushes for sight, adding makeshift snares or hinders, hide features etc, granting Advantages (or removes Disadvantages). Some basic tools are most likely required. If successful, the character may choose two advantages.

Survival/Craft vs Forage DC.

  • Advantages to choose from:
    • Remove 1 Disadvantage
    • +2 to Initiative
    • +2 to Perception checks to detect danger
    • +2 to Detect DC (up to +10)
    • ability to make stealth check to start an encounter Hidden and Undetected
    • +1 to attack rolls in/adjacent to camp
    • +1 to AC in/adjacent to camp
    • +1 to Reflex saves
    • +1 Comfort Level
    • improvised caltrops in 4 spaces - Perception DC 15 to see (plus any Detect DC for the camp) and DC 14 Acrobatics to avoid
    • stakes in the ground in 3 spaces to prevent cavalry or trample (D8 damage, Basic Reflex DC 17 Save for each such square, if damage is taken, reduce speed by 50% which may cause the creature to stop)
  • Disadvantages: Each value of Disadvantage cumulatively causes a -1 circumstance penalty to checks relating to Perception, Stealth and Initiative in or near the camp.

Copypaste:

Level Fortify Comfort Description Gains
0 - Exposed Uncomfortable without even minimally comfortable shelter. HP: CON-2 x lvl (min 0). Choose 1 condition to reduce.
1 1 Sheltered Minimal comfort/shelter. HP: CON-1 x lvl (min 1). Choose 2 different condition to reduce.
2 2 Subsistance Decent shelter and some comfort. HP: CON+0 x lvl (min 1). Choose 2 different condition to reduce.
3 4 Improved Slightly improved level of shelter and comfort. HP: CON+1 x lvl (min 1). Reduce 1 of each condition.
4 7 Comfortable Comfortable (with great shelter if outdoors). HP: CON+1.5 x lvl (min 1). Reduce one of each condition and then choose 1 more.
5 - Fine Fine accomodations. HP: CON+2 x lvl (min 1). Reduce one of each condition and then choose 2 more.
6 - Extravagant Extravagant conditions. HP: CON+3 x lvl (min 1). Reduce one of each condition and then do it again.

Downtime Activities

(*)

These activities normally take at least 4 consecutive Active Watches to perform ("a day or more") and may not be applicable.

Subsist

(E)

Sustenance and shelter. See rules

Crafting

(E)

4 days is standard, but some mundane items can be crafted in 1 Active Watch. See rules.


Other Activities

Travel Activities

  • Trailing (Expedition) (Any speed) - If a character isn't incapacitated but doesn't choose an Activity, they simply tag along without a specific thing they do.

Local Activities

  • Grazing Animals (Expedition,Navigation) - If an appropriate biom (determined by the GM), animals (like horses) can graze and be fully fed by grazing as one Local Activity.

Extra Activities
A character may increase the DC of their skill check by 5 to make an Extra Activity.

  • Keeping an Eye Out (*) - You may make a Perception DC 15 check for special features that are not hidden to try and find any and you may make a Perception check with a -2 circumstance penalty to find hidden features.


Additions

  • (VD) = The Variable Difficulty - If Expert or higher, may increase DC by increments of 5 for an incrementally better outcome of Success.
  • (VS) = The Variable Speed - If travelling at a slower speed category than prescribed, gain a circumstantial bonus on the check, or a circumstance penalty if travelling faster than prescribed (if possible) If no speed is prescribed, count Normal as +0. The bonus/penalty is either 2 or 1 per speed category. Local activities use the same as the Crawl speed, if a speed category is applicable.
  • Hidden and unhidden features have a Detect DC. Different activities allow for Perception checks to try and find it, generally when moving through or around the area. Every time an expedition has performed a Navigation activity in the feature's area, its members gain a +1 circumstance bonus to this check. Every time an expedition has made a check that wasn't a critical failure to find features, its members receive a +2 Exploration circumstance bonus to this check, up to +10. The DC is increased by +5 if you do not know what you are looking for.
  • Day = 24h period.
  • Accurate Map = A reliable map of an area, providing a +2 circumstance bonus to any activities with the Navigation trait the user performs and may improve the success rate of such a check by one step (up to Success).
  • Regarding PF2/DnD5e(*) we replaces "+4" or "-4" to Advantage/Disadvantage for DnD5e and any larger bonus/penalty is numeric.
  • It's up to the GM if two characters can perform the same Activity or if the disturb one another (one can always use Aid instead!).


Success

General Check

  • Crit Success: The Activity succeeds twice as well as expected.
  • Success: The Activity succeeds.
  • Fail: The Activity fails, but no particular disadvantageous effects.
  • Crit Fail: The Activity fails spectacularly, imposing a disadvantage similar to what advantage a success would have accomplished.

Security Check

  • Crit Success: Expedition members gain a +2 (cumulative to +4) circumstance bonus to any Security Activity performed in the next 4 watches
  • Success: The Activity succeeds.
  • Fail: No effect.
  • Crit Fail: Make an extra random encounter check.

Navigation Check

  • Crit Success: You are certain you are on track. Travel 25% further than normal for a day if beneficient, and gain a +5 circumstance bonus on the expedition's next Navigating activity.
  • Success: The Activity succeeds. You think you are on track with a 50% chance you are certain.
  • Fail: You become lost and start veering but think you are on track. At the end of the Watch there is a 50% chance you realise you are lost.
  • Crit Fail: You become lost and start veering but think you are on track. Reduce travel distance for the day by 25% and gain a -5 circumstance penalty on the expedition's next Navigating activity.

Campfire watches

Actually keeping watch dring resting.

Party SizeTotal TimeDuration of Each Watch
216 hours8 hours
312 hours4 hours
410 hours, 40 minutes2 hours, 40 minutes
510 hours2 hours
69 hours, 36 minutes1 hour, 36 minutes

Resting

Full rules: Healing#Resting
  • Marching or other streneous activity in excess of 1h between rest periods will reset the time counted as rest. Taking turns on guard duty generally does not affect rest.
  • Not automatically Fatigued after 16 hours; after 20 hours instead (5 Watches).
  • If a character does not spend at least one full watch per day resting; succeed at a Fortitude check (DC 12 + the number of hours missing) or suffer a level of Fatigue.
  • Write down hours of sleep missing from 8 (if slept 3h, then 5) and accumulate these and add them to next day's Fort check until the character gets an opportunity to ret up the missing hours.
  • HP gain: CON+1 (min 1) x lvl; may be less if resting without shelter/comfort.
  • Some conditions removed
  • Able to regain spells
  • Fine comfort level: Extra HP or removed conditions


Rules as written

Forced March

Full rules: Travel#Forced_March

Generally a time increment (1h) after 8h march start making Fortitude check of DC 12 + 2 for ever previous check. Hustle: 10 x Con mod minutes of 200% speed (10 min increment).

  • Crit Success: Skip the next Fortitude check and don't count either this or the skipped one for calculating future DCs.
  • Success: You succeed in forced march without disadvantages.
  • Fail: 1D4 damage and gain a Fatigue level.
  • Crit Fail: 1D12 damage and gain two Fatigue levels.

Food and water

Full rules: Starvation

Water: You need 1 or 2 waterskins (0.5 or 1 gallon) of water per day depending on activity level to be unaffected by thirst.

Food: You need one ration of food per day to be unaffected by hunger.

Recover Ammunition

Ammunition that did not hit a target has a 50% chance of being recoverable. In dire straits it's possible to reover also arrowheads from the other 50% that are otherise "lost" as well as those that have hit a target (or something hard). Arrows can be repaired (5hp) or crafted from scratch. An arrowhead hitting a hard object has the Broken and Shoddy traits until repaired and endows any arrows made from them with these traits.

Craft and Repair

There is a slight lack for this in PF2.

Improvised Repair Kit means it's a Shoddy one[1], with a -2 circumstance penalty. Most of the time, some level of repair is possible from things like knives, hatchets, stones and boulders but in some cases repairs are impossible, like if there is a lack of ANY relevant tools.

Craft uses the standard rules with the folloing exceptions:

  • May attempt an untrained check with a -5 penalty.
  • Crafting overtly mundane items can be done at 5% the time of normal crafting as well as dring Exploration Mode (2h) or Hexploration (2 checks per Watch).
    • E.g.: Clubs, ammunition (arrowheads already made), arrowheads of common wood or bone.
    • Cutting tools, rope and fire are required.
    • Normally, these items are impossible or very hard to sell.
  • Wooden weapon made for quality like a Bo-staff or spear require a full Craft check (4 days Downtime), otherwise it's Shoddy.
  • 10 arrows are created per check (standard)


Materials

  • Material#Roleplaying
  • Bone: -1 damage and Fragile. -2 to hit light armor, -4 to hit medium armor and -6 to hit heavy armor.
  • Wood: -2 to hit and damage. An additional penalty to hit targets with medium armor (-6) or heavy armor (-10). Fragile.
    • Weapons normally made by wood, like staves and clubs, do not apply these penalties.

Snares

  • Can be made if you have the Snare Crafting feat in 1 minute if using materials as described in the Snare list.

Consier revising

Army movements

Large scale movement is hindered by several factors, well summarised here.

Rule of thumb 8-12 miles per day rather than 24 odd. Can probably be refined with eqation + dice.


Full rules

Print


References

  1. https://thealexandrian.net/wordpress/46101/roleplaying-games/5e-hexcrawl-part-2-wilderness-travel
  2. PF2 hexploration https://2e.aonprd.com/Rules.aspx?ID=1265
  3. https://dndnerds.org/2021/07/15/wilderness-hexcrawl-procedure/
  4. ...
  5. https://www.reddit.com/r/rpg/comments/9m7xax/recommend_me_a_hexcrawl_random_generator/
  6. https://iceandruin.blogspot.com/2018/03/help-make-hex-describe-best-thing-ever.html
  7. Did peasants travel?
  8. Subsist
  9. Infiltration Subsystem - implement?


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