BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Hexploration

Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities.
  This method divides the overland map, Typically a province map, into individual hexagonal sections of territory. During exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers. The pace of travel is measured in days rather than hours or minutes. This means choosing exploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies. The players are at liberty to set the course of their own adventure.

Encounters

Encounters during exploration take the form of interesting features, natural hazards, or creatures native to the terrain. There are three types of Exploration encounters: Harmless Encounters, Hazard, and Creature Encounters.

Terrain

Each hex has a predominant terrain type. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets.

Running Hexploration

Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more activities for the day. These activities take two forms: group or individual. The number of activities a group can accomplish each day is based on the Speed of their slowest member. A group moving at a Speed of 10 feet or less is so slow it can’t even traverse an open hex in a single day; it takes such a group 2 days for each activity.
Speed Activities per Day
10 feet or less half
15–25 feet 1
30–40 feet 2
45–55 feet 3
60 feet or more 4

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!