Dungeon Crawl Ground Rules

Be sure to read and follow the community guidelines.

Jul 8, 2021 12:38 am
The following ground rules for making the dungeon crawl experience move a little more swiftly

1. Assume that a rogue always takes 10 on trapfinding, and if necessary, a secondary rogue can act as backup for finding/disabling (she's also trained in those).

2. Anyone can decide which way to go, and by default we all agree to follow without having to post agreement. If the DM knows there's something that requires a little more discussion, he can slow us down.

3. Enforce a time limit on deciding which way to go before the DM decides for us. 24 to 36 hours without a decision and you'll be moved forward, or randomly if there is a choice.
Oct 8, 2021 1:05 pm
A snippet for the game

[color=";position:fixed;display:block;margin:auto;width:495px;top:64px;right:0;z-indez:5999;"][spoiler="Status effects"][table]
Order|PC|AC|PP|HP| Conditions
1|Iseret|17|14|10/10| none
2|Tabat|18|10|12/12| none
3|Khadi|10|13|8/8| none
4|Jaware|17|14|10/10| none
5|Bernard|11|10|8/8| none
6|Gethean|17|14|13/13| none
[/table][/spoiler][/color]
Oct 11, 2021 12:17 pm
Want to run with passive Knowledge as well? At this stage Bernard is basically a knowledge bot - everything except Religion when it comes to enemies, and 9 on them all except Arcana which is 10 - will have Religion as well next level.
Mar 23, 2026 4:02 am
The following will guide our Hexploration into the unknown territories of the Parched Dunes. (This guide was stolen from Cinder's Kingmaker game without permission - don't tell him.)

Hexploration Activities

Each day, you will have a number of 'Activities' available to you based on the slowest speed amongst your group. This already accounts for spending a full night camping/resting at the end of the day.

https://i.imgur.com/dcPpS2b.png

Note: If the whole party are on camels, base speed is 50', so 3 Activities per day.

- These activities can be used to do the following:

TRAVEL:

Spend a number of Activities equal to your current terrain's difficulty to move into an adjacent hex. Traveling along a road uses a terrain type one step better than the surrounding terrain. Water (rivers/lakes) should generally be considered obstacles for the party to go around, unless you have a boat or at a crossing.

EXPLORE:

Spend a number of Activities equal to your current terrain's difficulty to explore your current hex. You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. 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.

NOTE: Not every hex has something of note in it and exploration slows you down. However, part of your search will require you to do exactly that! So it doesn't seem like a waste, for every 10 hexes you completely explore, I will award a hero point to each PC.

Decisions, Decisions

To preserve the flow of the game and reduce unnecessary back-and-forth and decision paralysis, the first player to indicate how to spend the day's activities will dictate how the group moves forward. Plans for moving forward are otherwise encouraged to be discussed in-game and in Discord. We may revisit this. Please PM me if you feel you're not getting your fair say in how we travel and explore.

Terrain Difficulty

The difficult and time it takes to travel and explore is set by the type of terrain you're traveling through, as follows:

- Travel: 1 Activity
- Explore Hills: 1 Activities
- Explore Desert: 2 Activities


End of Day

Once you have used all your available activities for the day, it will be time to make camp or otherwise rest. Most of the time this will be seamless and we'll flow into the next day. In some cases, however, there may be events or random encounters.
[ +- ] Camel, speed 50'

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