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7 posts. Alias of rainzax.


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Hex Map

Overland Travel Points
☀) The party's destination - the "weak spot" - is 6 Hexes from Willowshore
☀) Each Hex is 2 miles
☀) Forest Hexes are Difficult Terrain
☀) Party speed is 20 feet (lowest among characters: Sigurd)
☀) Cross-referencing Travel Speed Table = 2 mph or 16 miles per day (8 hexes per day); or 1 hex per hour
☀) Tracking as an Exploration Activity halves party speed
☀) Hinterlands Travel DC is 20 (base 15, modified by curse factors)

Sigurd's spell removes Difficult Terrain, which means removing a "halving" of progress (or simply: doubling progress).

Skill Challenge
Critical Success > Arrive in half the time
Success > Arrive in the normal time
Failure > Arrive in twice the time
Critical Failure > Become lost for an indeterminate amount of time, then re-roll

Random Encounters
Hinterlands has a base 20% for a Random Encounter
Critical Success > Roll 0 times
Success > Roll 1 time
Failure > Roll 2 times
Critical Failure > Roll 4 times

Random Encounter (Hinterlands) 20%: 1d100 ⇒ 63


Hex Map

Auntie Wu leads the way.

Failure = 2 hours per Trail Hex

The party arrives in the late morning, following a Trail that brings them briefly north before veering west.

Hex Map updated!

Ahead, the low murmur of chanting can be heard!

...Fearing the worst, the party decides between rushing ahead to interrupt whatever is going on and sneaking around to see if they can get eyes on the scene!

So: Direct Approach or Sneak Up?

Quorum of three!


Hex Map

Using the first roll to hit the boards for Survival checks - Returning your Hero Point to you Auntie Wu!

Kazuki's heart races as the party follows him back north through 10 miles of rocky badlands, dry plains, and finally rough forest...

Random Encounter (20%): 1d100 ⇒ 56
Random Encounter (20%): 1d100 ⇒ 62

...the party arrives at the Lumber Camp after sundown, and decide what they will do next...

Check out the Map! Then: Rest or Press On? Which Direction?


Hex Map

With Kazuki's revelation, the party weighs their options... and importantly, their time...

So: Back to the Lumber Camp, back to Willowshore, or...

Reconnoitering in the Hinterlands (Open):

We will be using the Hexploration rules to scale. Basically, because the map has "only" 2 mile hexes (instead of, say, 10 mile hexes), instead of measuring turns in terms of days, we will measure in 2-hour turns. This means that with an average party speed of 20-25 feet, the party is entitled to one Hexploration Activiety per 2-hour turn!

Summary
➤The DC to Reconnoiter the Gorge of Fangs and Teeth: Expert (DC 20)
➤It takes 2 Hexploration Actions to Reconnoiter, because it is Difficult Terrain
➤Each Hexploration Action takes about 2 hours to complete as a group

...Looking at the Sun, because of Auntie Wu's excellent outdoor guidance, it is still the early morning!


Hex Map

Into the Gorge of Fangs and Teeth

Critical Success to Navigate - No Random Encounter Roll

The party hikes under Auntie Wu's expert guidance for about 10 miles, the first half of the journey through alternating forest and plains Southwest, the second half of the journey entering a rocky badlands after turning Southeast, and descending into the Gorge of Fangs and Teeth!

One Trained Check w/ Society (DC 18) or Willowshore Lore (DC 16):

You recall that the Town Guardian - Ugly Cute - was "born" from the quarries from the Gorge of Fangs and Teeth. However, your knowledge confirms an area with a 2-mile diameter, within which there are no less than 3d6 ⇒ (2, 3, 4) = 9 different small (and mostly abandoned) "hidden" mines...

Critical Success?

Spoiler:

You will be able to recall the name of the shaft that was used to originally contruct Ugly Cute's stone vessel.

Go ahead and give this shaft a mine-y name!


One Trained Check w/ any single Tradition Check (DC 20):

You have a flash of inspiration!

Ugly Cute - an eternal spirit guardian whose soul would be able to reincarnate into a new vessel if he were ever destroyed - could likely only permanently be killed by conducting a special ritual at his "birth place" - perhaps right here in the Gorge of Fangs and Teeth!

Critical Success

Spoiler:

Such a ritual would need to involve materials collected from this "birth place" - but also, such a ritual may involve waking nearby spirits who would be able to "ride" the ritual from their own plane of existence to inhabit suitable vessels upon this plane!

This knowledge gives your character a +2 circumstance bonus to Cast or Counteract such a ritual!


It is here that the party loses the trail in the rocks, stuck now, and deciding how to proceed...


Hex Map

Failure vs DC 15

Tracks Split (Disambiguation):

The trail simply splits, and the quarries seems to have gone their own way, disbanding, and so, there is nothing to really "track" per se, and the roll is to determine how much time is lost making that determination!

CS ➤ You travel one or more hexes in half the standard time, following your quarry
S ➤ You travel one or more hexes in the standard time, following your quarry
F ➤ You travel one or more hexes in twice the standard amount of time, following your quarry - subsequent check increase in DC
CF ➤ You are "lost" for an amount of time determined by GM, and lose your quarry, ending up in a hex determined by GM

Standard Time Lost (Hours): 1d4 ⇒ 1
Random Encounter (20%): 1d100 ⇒ 79

The party chases tracks of ones and twos tither and yon, which at first seem to lead to somewhere, until ones seem to doubleback and twos to part again, an utter lack of organization that leads the party in circles, and leading them to second guessing themselves, until finally the conclusion is reluctantly reached: This set of tracks simply doesn't lead anywhere; whatever grouping had existed has now disbanded!

As darkness hits, the party realize they have no recourse but to turn back to the Lumber Camp or head back to Willowshore (or, to venture deeper into the Hinterlands?) - in the dead of night!

See Slides for Hexploration Map!
Where to?
Quorum of two!


Hex Map

Willowshore Hinterlands

Critical Success vs DC 15

Track Check (Disambiguation):

CS ➤ You travel one or more hexes in half the standard time, following your quarry
S ➤ You travel one or more hexes in the standard time, following your quarry
F ➤ You travel one or more hexes in twice the standard amount of time, following your quarry - subsequent check increase in DC
CF ➤ You are "lost" for an amount of time determined by GM, and lose your quarry, ending up in a hex determined by GM

Random Encounter (20%): 1d100 ⇒ 5

Chopping his way through the dense underbrush of the forest, Kazuki lead (with Auntie Wu's guidance) makes 2 miles feel like half the distance, and party arrives to make a surprising discovery:

The tracks - presumably all Noppera-Bo - after having travelled in together until this point, seem to gather in another grove, shuffle around and into a "circle" of some sort - then totally scatter into 2d6 ⇒ (4, 6) = 10 different directions...

The party - as the remaining daylight quickly begins to fade - decide how to proceed next with this disturbing turn of events... ...when suddenly...

1) Check out the new Hex Map (Slide #1)!
2) Please roll Initiative - Kazuki and Auntie Wu are "Tracking" for their Exploration Mode - the rest of you can Avoid Notice, Scout, and Defend as usual!