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.
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'
Herd Animals >
Herd Animal, Camel
This somewhat irritated-looking, one-humped camel has been outfitted with a bridle and saddle.
Camel
CR 1
XP 400
N Large animal
Init +3; Senses low-light vision, scent; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, –1 size)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +0
OFFENSE
Speed 50 ft.
Melee bite +4 (1d4+6)
Special Attack spit (+3 ranged touch)
STATISTICS
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +6; CMD 19 (23 vs. trip)
Feats Endurance
Skills Perception +5
SPECIAL ABILITIES
Spit (Ex)
Once per hour, a camel can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must make a DC 13 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
ECOLOGY
Environment warm deserts
Organization solitary
Treasure none
Camels are large, desert-dwelling herd animals noted for their stamina and ill tempers. A typical camel stands about 6 feet at the shoulder and 7 feet at the hump.