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Hex map for exploration.

Posted by The Spirit of the LandFor group 0
The Spirit of the Land
GM, 5 posts
The storyteller
The referee
Fri 29 Dec 2017
at 18:00
  • msg #1

Hex map for exploration


This message was last edited by the GM at 02:29, Tue 04 Dec 2018.
The Spirit of the Land
GM, 37 posts
The storyteller
The referee
Fri 9 Mar 2018
at 19:28
  • msg #2

Hex map for exploration

The top corner of hex F-2 is Oleg’s Trading Post.
Bokken's Hut is in Hex G2

The plan is that we will use the map to designate routes for exploration each time you venture out to explore and map the area.
So for example a quick initial sweep of the area might be:
F2, G2, F1, E1, E2, F2

I will also notate discoveries on this post as we move along.

F2= Olegs trading post. Landmark (explored)
Rich soiled grasslands good for farming or grazing animals


There is some discussion on hex and the area of the entire area.....

Each hex can be:
12 miles per side: Each hex is about 375 square miles. The Stolen Lands are 115,500 square miles. Much, much larger than Maine - more like the size of Arizona.
OR
12 miles from flat to flat: Each hex is just under 125 square miles. The Stolen Lands are 38,500 square miles. Larger than Maine, but in the right area.
OR
12 miles from corner to corner: Each hex is about 92 square miles. The Stolen Lands are 28,336 square miles. Smaller than Maine, but still in the right ballpark - it's slightly larger than West Virigina.
12 square miles: Each hex is 12 square miles. The Stolen Lands are 3,696 square miles. This is way too small - somewhere between Delaware and Connecticut in size.
So either 12 miles from flat to flat (apothem) or from corner to corner (diagonal) seems valid. The apothem measurement produces a closer value to what the target is, but you can use either measurement and still get the same feel for overall size. Using 12 miles per side or 12 miles total makes for a significantly different feel (although the mechanics would still be the same).

Crossing a hex depends on both terrain and party speed
Speed 15 ; plains 11 hours; other terrain 16 hours
20 Feet/ 8 hours / 12 hours
30/5/8
40/4/6
At 50 Feet; a hex of plains can be crossed in only 3 hours all other terrain in 5

Exploration of hexes is in a similar format (except in days per hex)
Party speed / plains vs forest&hills vs mountains&swamps
15; 3, 4, 5
20; 2, 3, 4
30; 1, 2, 3
40; 1, 1, 2
50; 1, 1, 1


For traveling, the amount of time it takes to cross one hex is listed. For exploring, the amount of time listed is to fully investigate the hex. Until the PCs spend money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Forests: The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.

Hills: The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.

Mountains: Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.

Plains: The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses of two to six trees are not uncommon.

Swamps: Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.

Water: A river varies from 50 to 500 feet in width. Infrequent bridges and fords that allow a river to be crossed are indicated on the map where they appear, but in most cases, travel across a river requires swimming or boating. If the PCs wish to try swimming, all members of the group must make DC 15 Swim checks. If all members (and all mounts) make the check, then that particular river crossing doesn’t impact travel time through the hex. Otherwise, add 1 hour to the amount of time spent traveling for each failed Swim check. Lakes are calmer than rivers and may be navigated with a DC 10 Swim check, but their larger size makes swimming across them dangerous.
This message was last edited by the GM at 00:20, Wed 29 Aug 2018.
Tatyana Dec'lan
player, 9 posts
Fri 9 Mar 2018
at 23:34
  • msg #3

Hex map for exploration

If we're voting, I'm liking 12 miles from flat to flat.
Razmatin Vulcovila
player, 12 posts
Varisian Bard
Extraordinaire!
Sat 10 Mar 2018
at 01:10
  • msg #4

Hex map for exploration

If we are voting, I too prefer flat to flat because that is how we are traveling. We aren't going from corner to corner so why bother measuring it that way?

From the edge you arrive to the center to the edge you leave is 12 miles, give or take.
Octavia Cassiana
player, 14 posts
AC 15
HP 14/14
Sat 10 Mar 2018
at 08:07
  • msg #5

Hex map for exploration

I agree with Tatyana and Raz, 12 miles from flat to flat.
The Spirit of the Land
GM, 45 posts
The storyteller
The referee
Mon 12 Mar 2018
at 13:42
  • msg #6

Hex map for exploration

How what you are doing fits into an overall series of missions and objectives:
I am assuming that you found this out when given your charters.

The Glenebon Uplands:
The westernmost quadrant of the Stolen Lands is a contested zone between the barbarian tribes known as the Tiger Lords to the north and the bandits of Pitax to the south. Further complicating this scene is the not-insignificant presence of several powerful fey and dangerous monsters in the Branthlend Mountains and the forest of Thousand Voices.

The Swordlords sent a relatively experienced band of adventurers known as the Iron Wraiths led by Sissen Set into the Glenebon Uplands, charging them with purging the hills of the Tiger Lord barbarians and, eventually, to make diplomatic contact with Pitax to work out border issues. The Uplands are located far to the west of the Greenbelt.

The Slough:
East of the Glenebon Uplands, the rugged hills and rolling grasslands soon give way to a swath of reeking swampland known as Hooktongue Slough. Inhabited by lizardfolk, boggards, and stranger beings, this region has long been a battleground between the Tiger Lord barbarians and the more monstrous tribes of the swamp.

The East Sellen River runs through the swamps known as Hooktongue Slough. As the most vital trade route from the south, this area has been the most important to Brevoy—as a result, a large group of diplomats led by Baron Hannis Drelev and high-ranking soldiers has been sent into this area to ensure the trade route is open and safe. This area is just west of the Narlmaches in the southwestern Greenbelt.

The Greenbelt:
With the tangled woodlands of the Narlmarches to the west and the rugged hills of the Kamelands to the east, the Greenbelt is a haven for bandits. The lack of dangerous inhabitants other than indigenous tribes of kobolds and mites makes this the safest of the four regions for “freelance banditry,” although recent rumors hold that a particularly powerful bandit known as the Stag Lord has risen to unite and lead the region’s brigands. To the south, tribes of trolls and more dangerous creatures provide a quite effective buffer between Brevoy and Mivon.


Spoiler text: (Highlight or hover over the text to view)
Yes this is you and your teams....


The Nomen Heights:
With a southern skyline dominated by the ragged , stony mountains known as the Tors of Levenies, the Nomen Heights are named after the aggressive tribes of Nomen Centaurs who view the eastern steppes of the region as their own. Ancient ruins dot the Tors themselves, hinting that the region may have once been the most civilized of the Stolen Lands.

The centaurs of the Nomen Heights have always been trouble, and in an attempt at a show of force, the Swordlords sent a group of mercenaries led by one of their own, a low-ranking but eager-to-impress Swordlord named Maegar Varn to establish a town and make peace with the Nomen centaurs. The Nomen Heights refers to the mountain range east of the Greenbelt.
The Spirit of the Land
GM, 48 posts
The storyteller
The referee
Mon 12 Mar 2018
at 18:21
  • msg #7

Hex map for exploration

Exploration plan as submitted by Razmatin Vulcovila

I like to plan for 2 week excursions (14 days).

A couple of options, assuming 30ft speed and traveling 16 hours a day.

The Western Plains

E1 (assuming it is already explored) = 0.33
D1: 1.66
C1: 4.00
B1: 5.33
A1: 6.66
A2: 8.00
B2: 9.33
C2: 10.66
D2: 13.16
E2: 14.50
F2 (return): 14.83
=================
9 total hexes explored

The Western Forest
E2: 1.33
D2: 3.83
C3: 6.33
D3: 8.83
E3: 11.33
F3: 12.66
G2: 14.00
F2 (return): 14.33
==================
7 total hexes explored


The Eastern Plains & Hills
G2: 1.33
G3: 2.66
G4: 5.16
G5: 7.66
F5: 10.16
F4: 12.66
F3: 14.00
F2 (return): 14.33
==============
7 hexes explored


(for those curious on the maths)

Exploring a Hex:
Plains: 1
Forest/Hills: 2
Mountains/Swamps: 3

Moving between hexes:
Plains: 0.333
Other: 0.5

edit:

The light green/gray/snowy hexes are plains
The darker green/yellowish bumpy hexes are hills
No swamps or mountains

If you look at the map of the overall region:
http://1.bp.blogspot.com/-2DNy...The+Stolen+Lands.jpg

You can easily identify the 4 types of terrain. When I first started playing it I thought there were swamps in the forest there but when you look at The Slough you can clearly see where the swamps are. Also there is often a lot of confusion on what "hills" hexes are but if you look at the overall map you only see 4 kinds of hexes. Light gray/green, green/yellow, green foresty and green swampy.
The Spirit of the Land
GM, 63 posts
The storyteller
The referee
Wed 14 Mar 2018
at 12:16
  • msg #8

Hex map for exploration

Intelligence report places the bandit camp Within hex  E-4; facing E5; where the river comes out of the woods
According to Imira’s bird Tengu
And the interrogated bandit
This message was last edited by the GM at 15:23, Thu 22 Mar 2018.
Razmatin Vulcovila
player, 97 posts
AC: 16 (T-12, FF-14)
HP: 14/14, F:2, R:5, W:3
Wed 22 Aug 2018
at 22:05
  • msg #9

Hex map for exploration

Here is our exploration plan:

The Eastern Plains & Hills
G2: 1.33
G3: 2.66
G4: 5.16
G5: 7.66
F5: 10.16
F4: 12.66
F3: 14.00
F2 (return): 14.33
==============
7 hexes explored
Drezghl Zuhv
player, 115 posts
AC 14/12/12
HP21. F3, R4, W1
Thu 23 Aug 2018
at 05:01
  • msg #10

Hex map for exploration

In reply to Razmatin Vulcovila (msg # 9)

After we finish with G3, why not hit H4 before moving on to G4 and G5? That way, we don't have an empty spot on the map.  It will only add another day or so.
Razmatin Vulcovila
player, 98 posts
AC: 16 (T-12, FF-14)
HP: 14/14, F:2, R:5, W:3
Thu 23 Aug 2018
at 14:51
  • msg #11

Hex map for exploration

Sure. G3 is next then.
The Spirit of the Land
GM, 299 posts
The storyteller
The referee
Fri 31 Aug 2018
at 00:06
  • msg #12

Hex map for exploration

The Western Plains

E1 (assuming it is already explored) = 0.33
D1: 1.66 = Prairie dogs, turnips, onions and carrots, hawks, shed reptilian skins, a cockatrice
C1: 4.00= herds of sheep; goblin shepherds; a talking eagle
B1: 5.33
A1: 6.66 = stirge attack on the horses
A2: 8.00
B2: 9.33 = barbarian cairn and ring of swimming
C2: 10.66 = standing stone waymarker. Fallen, covered with underbrush;
10 bear traps
D2: 13.16
E2: 14.50
F2 (return): 14.83
=================
9 total hexes explored
This message was last edited by the GM at 12:49, Fri 21 Dec 2018.
The Spirit of the Land
GM, 336 posts
The storyteller
The referee
Wed 10 Oct 2018
at 00:42
  • msg #13

Hex map for exploration

Hex Terrain Types
For simplicity's sake, a hex is categorized by its primary terrain: desert, forest, hill, marsh, mountain, plain, settlement, or water. The terrain doesn't have to be uniform within that hex—the border between a forest hex and plain hex might be a gradual thinning of the trees or the sudden edge of a heavy forest. A hex might have a river running through it, a large rock outcropping, a barren patch from a fire, and so on. The hexes are abstractions to make travel and encounters easier, not a way to reduce the campaign map to a simple board game.

Each of the following terrain type entries includes a description of the terrain and any rules effects the terrain type might implicate. In addition, each terrain type entry includes example terrain elements that might be found in a particular hex of that terrain type. A terrain element could be some obstacle or hindrance that makes a hex more difficult to pass through, a unique feature within the hex, an encounter with the predators or people who use this hex as their hunting ground, resources that could aid adventurers exploring the hex, or a secret location hidden somewhere in the hex.

Even a "standard" hex (that is, one without a terrain element), should have something to make it memorable. PCs who explore that hex are spending at least a day there, and an exploration campaign grows boring if days pass uneventfully (see Keep Things Interesting on page 154).

Desert
A desert is any sort of terrain that receives very little rainfall. It can be warm, temperate, or cold.

This section pertains mostly to warm and temperate deserts. In cold environments, a desert is usually tundra, which acts like another terrain category depending on the current season. During most of the year, a cold desert is covered in a layer of permafrost, creating hard, stable terrain (which is treated as plains). During the warm season, the permafrost thaws and turns the area into mud (which is treated as marsh).

Difficult: A difficult desert is a treacherous place, full of sand dunes, sinkholes, rubble, sandstorms, or numerous ravines. Rare seasonal rains might cause flash floods, sweeping away or drowning any creature in their path. Survival checks to avoid getting lost or to become un-lost in this hex gain a +1 bonus. Survival checks to get along in the wild increase by 5.

Treat a flash flood as an avalanche, except instead of suffocating from being buried under rock, creatures who are buried must hold their breaths or start drowning.

Feature: A desert hex feature might be a city or tomb long buried under the sands, one or more geoglyphs, an unusual mesa, a majestic canyon, a tar pit, or an oasis. A tall structure—such as a mesa or ruined tower—can be used as a landmark for navigation or an observation point to get a better view of the surrounding area. Other features might point to hidden treasures, ley lines, or celestial conjunctions.

Hunting Ground: The hex might be home to one or more kinds of flying predators (typically dragons and sphinxes), poisonous monsters capable of tracking wounded prey over long distances, or subterranean creatures that use burrowing and similar tactics to make ambush attacks. The desert might also be home to nomadic raiders, genies, or elementals of a type fitting the desert's environment. The chance of random encounters within these deserts increases by 10%.

Resource: This hex might contain valuable ore, water (such as an oasis), or a rare but useful plant (such as a cactus used for medicine or exotic beverages).

Secret: A secret desert hex might have shifting sand dunes, acrid winds, poisonous terrain, elemental portals, or some other strange feature that hides its secrets.

Ruins half-buried in the desert could still contain lost treasures or might already be looted. In either case, the ruins can be used as a place to take shelter from storms or as a lair for monsters. PCs who take shelter in these ruins suffer no effect from storms and similar hazards, but the chance of random encounters increases by 25%.

Forest
A normal forest hex can be any sort of common forest: sparse patches of trees in the lowlands, thickly needled pines of the taiga, a lush tropical jungle, or even an ancient fruit tree grove turned overgrown and wild.

Difficult: A difficult forest is a treacherous place, full of rotting trees that can fall without warning, twisted scythe trees that lunge at their victims, or witch-lights that lead expeditions off the path. For each hour spent traveling through a difficult forest, there is a 5% chance of a falling tree hazard. Survival check DCs to avoid getting lost increase by 5.

Feature: A forest hex feature could be either a cluster of massive old-growth trees or some type of tree that is unique to that region. In an old-growth forest, the canopy limits how much light reaches the ground, so undergrowth tends to be low-lying, tough plants like mosses and ferns.

Hunting Ground: This kind of forest hex is often treated with awe by local people, as hunting grounds are full of a terrifying array of arboreal creatures. The chance of random encounters within these forests increases by 10%.

Resource: This hex contains valuable lumber, medicinal herbs, or plentiful sources of game meat. Survival checks to get along in the wild gain a +5 bonus.

Secret: A secret forest hex has thick mists or deep shadows that make fully exploring it a time-consuming prospect. Exploration time increases by 50%.

Hill
A hill is lower and less steep than a mountain. Hills are often transitional terrain between mountains and plains.

Difficult: Full of short cliffs and jagged stones, a difficult hill hex requires extra caution to avoid dangerous falls. For the purposes of travel and exploration times, treat the party's speed as one category slower.

Feature: The hex might be the site of a famous historical battle or the burial mound of long-dead chieftains. It provides a commanding view of the surrounding region and is useful as a waypoint. Survival checks to avoid getting lost or to become un-lost in this hex gain a +1 bonus.

Hunting Ground: The hex is cut with valleys and trenches that obscure predators from view. The chance of random encounters increases by 25%.

Resource: The hex contains resources such as quality stone, coal, precious metals, or gems.

Secret: Hidden caverns provide shelter and lairs for monsters. Locating these caverns requires a successful DC 10 Perception or Survival check. PCs who take shelter here suffer no effect from storms and similar hazards, but the chance of random encounters increases by 10%.

Marsh
Marshes, swamps, and bogs are challenging ground to traverse. Survival check DCs to avoid getting lost increase by 1 in a marsh hex.

Difficult: A difficult marsh hex is a deadly place, replete with quicksand, poisonous plants, and treacherous water. The DCs for Survival checks to get along in the wild increase by 5. For the purposes of travel and exploration times, treat the party's speed as one category slower.

Feature: The hex might be the location of a marsh creature's den (such as a hag), a sunken ruin, a large water causeway, or a shallow lake.

Hunting Ground: Attacks in this hex are equally likely to come from underwater as from the surface. The chance of random encounters increases by 25%.

Resource: Marsh resources primarily come in the form of medicinal plants and herbs.

Secret: Unfortunate explorers died in the marsh and left behind all their gear. With a successful DC 25 Survival check, the PCs can each salvage equipment worth 10 gp per character level.

Mountain
Mountains form long barriers across the landscape that greatly impede the movement of travelers.

Difficult: All Climb DCs in a difficult mountain hex increase by 2. For the purposes of travel and exploration times, treat the party's speed as one category slower.

Feature: The mountain is the highest in the vicinity or has an unusual shape, perhaps resembling a face or creature. Alternatively, use a feature from the Feature section of the hill hex terrain type.

Hunting Ground: Bandits and monsters frequent these hexes, falling upon weary travelers. The chance of random encounters increases by 10%.

Resource: The hex contains resources such as quality stone, coal, precious metals, or gems.

Secret: Hidden pathways carved through the mountains offer speedier paths. If the PCs succeed at a DC 20 Perception check to find the pathways, they can ignore the default travel time increase for the mountain hex.

Plain
Plains can be fields of high grasses, permanently frozen tundra, or flat badlands.

Difficult: Dangerous plains tend to be filled with small sinkholes and pits that can twist or break the legs of the unwary. For the purposes of travel and exploration times, treat the party's speed as one category slower.

Feature: The plain might be the site of an old battlefield, with the remnants of earthwork defenses and trenches.

Hunting Ground: Ambush predators abound in these plains hexes, using the cover of tall grass to outflank and strike surprised prey. In tundra and badlands terrain, predators lie in wait underground using abilities such as burrow, or by digging shallow pits to hide in. The chance of random encounters increases by 25%.

Resource: The hex has edible plants (such as wheat or cacti) or useful vegetable matter (such as flax or cotton).

Secret: Stolen goods are buried in the hex and marked with an innocuous sign, such as an out-of-place river rock. With a successful DC 25 Perception check, the PCs recognize the marker and can each salvage treasure or nonmagical gear worth 10 gp per character level.

Settlement
Normal settlement hexes are small villages or military encampments. Settlements usually appear with another terrain type they're built upon. Frequently used trails or even simple roads reduce travel time through the hex by 25—50% depending on the terrain type for that hex.

Difficult: A difficult settlement hex holds the ruins of an abandoned town or one full of the victims of famine, plague, or another devastating event. Decrepit buildings might collapse at any moment (treat as a cave-in or collapse; ).

Feature: The settlement hex has a community with a well-known reputation or historical significance.

Hunting Ground: This settlement is lawless, frequently attacked by brigands or pirates, or plagued by civil unrest. The chance of random encounters increases by 25%.

Resource: The settlement is a trading post, merchant camp, or small fort on a crucial crossroad or river crossing, and goods of many types (particularly trade goods and natural resources from nearby hexes) pass through the area.

Secret: A secret settlement is a bandit fort, pirate town, village inhabited by monsters, or secret home of someone trying to avoid normal civilization. The hex primarily resembles an adjacent hex type, and access to the settlement is usually hidden.

Water
Whether a river, lake, or ocean, this type of hex is predominantly water. If the PCs lack swim speeds or boats, it is best to treat lakes and oceans as obstacles for the PCs to travel around rather than through. Treat the shores of the water hex as the adjacent terrain type.

Difficult: Whitewater rapids, strong tides, or underwater vortexes mean this water is more challenging to cross. The Swim DCs to cross these waters increase by 5.

Feature: The hex is part of a large or well-known river's course, or has a sturdy bridge that facilitates easy crossing.

Hunting Ground: The hex might be home to predatory aquatic creatures or opportunistic hunters waiting to strike prey that comes to drink. The chance of random encounters increases by 10%, or 25% if the PCs spend most of their time in the water.

Resource: Fish, shellfish, and pearls are plentiful in the hex. In some situations, the benefit of this resource is the availability of fresh water rather than the contaminated water or salt water available in nearby hexes.

Secret: The hex might contain an oasis, a connection to the Plane of Water, or a spring with magical powers.

Random Map Generation
Not everyone has the time to create a detailed map to use in-game. You and your players can also use the following rules to create a whole new map randomly during play. This can empower your players to discover the unexplored world around them. The options presented below are intentionally designed to be generic types of temperate terrain; adjust them for your own game. In a frozen wasteland, plain hexes could represent great expanses of icy ground, while in an arid climate they could represent massive alkali flats. Use these examples as a springboard to create a unique campaign of exploration.

To generate a new map, begin by selecting a hex on your blank map as the starting point. Then decide the type of terrain for that starting point (such as a settlement in a forest hex). From that point onward, the reins of exploration are in your players' hands. Let them decide which direction they travel, and let each player take a turn generating the next hex by rolling 1d20 twice to determine the terrain type and terrain element for that hex using the tables below.

d20 Terrain Type
1—3 Forest
4—6 Hill
7—8 Marsh
9—10 Mountain
11—13 Plain
14 Settlement
15—16 Water
17—20 As previous terrain type
d20 Terrain Element
1—3 Difficult
4—6 Feature
7—10 Hunting Ground
11—12 Resource
13—14 Secret
15—20 Standard
Hazards
Hazards are dangerous obstacles or events relevant to a hex's terrain type. They represent the natural disasters, harsh weather, and bad luck that can befall an expedition, and are included to liven up the PCs' journey as they explore the world. In addition to these hazards, you might use an environmental danger that's suitable to the current terrain (—433). After the effects of a hazard have been resolved, treat the hex as a standard example of that terrain.

Bad Weather (Any)
Bad weather can range from minor precipitation to a serious storm. The weather can include lightning strikes and cause floods, landslides, and other natural hazards.

Blight (Any)
Whether from a lack of water, a plague, or hostile magic, the plants and wildlife in the hex are suffering. A blight affects the hex and all adjacent unexplored hexes, and lasts for 1d4+2 weeks. During a blight, Survival DCs to get along in the wild increase by 5.

Deadly Gas (Desert, Marsh)
In a marsh, pockets of flammable gas can build up under the surface before violently erupting, throwing rocks, mud, and debris in all directions with startling force. In a desert, toxic fumes from a natural vent, old mine, or magical disaster might leak into the air, poisoning or mutating nearby creatures.

In a marsh, PCs can attempt a DC 15 Perception check to notice the smell and swelling before it erupts. The eruption deals 2d6 points of bludgeoning damage in a 20-foot radius, or 4d6 points of fire damage if the area contains open flame.

In a desert, PCs can attempt a DC 15 Perception check to notice the fumes and get out of their path before coming to harm. Otherwise, they must succeed at a DC 15 Fortitude save or take 1d4 points of Constitution damage and be nauseated for 10 minutes.

Dust Devil (Desert, Hill, Plain)
A dust devil is a whirlwind not associated with a storm, particularly in a region with little or no topsoil. Treat a dust devil as a duststorm, sandstorm, or tornado.

Grass Fire (Hill, Plain)
Grass fires are often caused by lightning or careless camp fires. A grass fire is similar to a forest fire, except it can be spotted at twice the normal distance, and a PC caught in its area saves against heat damage only every 10 rounds.

Volcanic Tremor (Hill, Mountain)
Though active volcanoes are rare, even dormant volcanoes can produce tremors. Tremors last anywhere from 1d4 rounds to 2d6 minutes and increase Climb DCs by 2. The tremors might start an avalanche or collapse a cave or cliff (similar to an earthquake spell).
The Spirit of the Land
GM, 437 posts
The storyteller
The referee
Sun 30 Dec 2018
at 14:53
  • msg #14

Re: Hex map for exploration

The Spirit of the Land:
The Western Plains

E1 (assuming it is already explored) = 0.33
D1: 1.66 = Prairie dogs, turnips, onions and carrots, hawks, shed reptilian skins, a cockatrice
C1: 4.00= herds of sheep; goblin shepherds; a talking eagle
B1: 5.33
A1: 6.66 = stirge attack on the horses
A2: 8.00
B2: 9.33 = barbarian cairn and ring of swimming
C2: 10.66 = standing stone waymarker. Fallen, covered with underbrush;
10 bear traps
D2: 13.16
E2: 14.50
F2 (return): 14.83
=================
9 total hexes explored

The Spirit of the Land
GM, 654 posts
The storyteller
The referee
Sun 2 Jun 2019
at 22:22
  • msg #15

Re: Hex map for exploration

F3: The spider's nest

G6: Kobold lair
F5: Mite's tree

G5: Nettle's River Crossing
H4: The Giant's Cairn
This message was last edited by the GM at 00:56, Sat 26 Oct 2019.
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