Travel Rules

Hexes are six miles across.

Travelling Through
Players travel at a rate of 4 hexes / day, but not all hexes are equally easy to traverse.

Easy Hexes (Grassland, Foothills, Light Forest, Savannah) are the equivalent of 1 hex
Moderate Hexes (Hills, Forest, Swamp, Light Jungle, Desert) are the equivalent of 2 hexes
Hard Hexes (Mountains, Thick Jungle, Sand Dunes) are the equivalent of 3 hexes.
If you can’t completely traverse a hex, you end your trip 1/3 or 2/3 of the way across it.

Searching Hexes
Searching a hex takes a number of days equal to their hex equivalent. A group searching a hex chooses one character to make an investigation, perception or survival check (aided by the other party members) to try and locate any interesting features. The normal DC for finding something in a hex is 15, but some things will be more obvious, and some will be very hidden. Finding clues on encounters, or in other hexes can give a advantage on the check.

Sleeping In Hexes
Characters sleeping in the wilds run the risk of random encounters at night as well. A party can find shelter of varying qualities, ranging from very exposed to very secure. This can be achieved with a survival roll, or by choosing a secure location (such as a cleared dungeon or cave) to camp in. In a typical hex, I will roll on the following table to determine encounters the party faces at night:

Very Exposed: 1- 9 no encounter, 10-16 one encounter, 17-20 two encounters
Somewhat Secure: 1-12 no encounter, 13-18 one encounter 19 – 20 two encounters
Very Secure: 1-15 no encounter, 16 – 19 one encounter, 20 two encounters.

Travel Rules

Silanya James_Elcombe James_Elcombe