The following procedures modify & extend exploration based travel.
When making a Wayfinding check, the party simultaneously rolls 1d10. If the result is equal or less to the HOSTILITY TIER, the party veer off their intended path, and their Wayfinding check determines how far they travel in the wrong direction. If they don’t, the Wayfinding check doesn’t matter.
Regain Heading: On a success with a spark, the party regain their heading immediately and travel in the right direction without any lost time.
Detour: On a success with no sparks, the party goes astray briefly, then regain their heading. They travel half the normal distance on their advance.
Traveling in Circles: On a failure with no shadows, the party travels gets lost in their current hex and does not move this advance.
Full Digression: On a failure with shadows, the party travels in the wrong direction, then regain their heading afterward. Roll a 1d6 (rerolling 6’s) and count that many hex faces clockwise from their intended direction for the full distance of their advance.
Upon Entering a new unexplored, Hex roll 1d8 (Hostility) and 1d20 (Terrain) together, following the procedures below.
If moving into a tile you already know has a River or Road, follow the appropriate procedures under the Hex Features section.
When a player character uses the Explore camp action and succeeds on their check, follow the Hex Features procedure to check for and generate points of interest.
When a player character uses the Scout camp action and succeeds on their check, include the following among their choices (in addition to the other options included in the Scout action):
Reveal an adjacent unexplored hex following the Hostility and Terrain procedures.
Using the advance action you may spend 4 points of movement per day.
2. Leaving a hex as part of an Advance action costs a specific number of movement points depending on Terrain:
At the end of an advance action, roll two d10s vs Hostility: one for an encounter, one for a POI. If the result of either is less than hostility, it occurs. On doubles of any value, both occur.
Hostility Generation
When Advancing into an unexplored Hex, generate the hex’s Hostility Tier by rolling a 1d8 and adding only the highest known Hostility Tier among adjacent hexes:
1d8 + Adjacent Hostility
Hex Hostility
2 – 5
Tier I - Bleak
6 - 7
Tier II - Sinister
8 – 9
Tier III - Frightening
10 – 11
Tier IV - Harrowing
12 – 13
Tier V - Nightmarish
Terrain
When Advancing into an unexplored Hex, generate the hex’s Terrain type by rolling 1d20 on the chart appropriate to the current region. Select the result from the column associated with the terrain type you are entering the new hex from.
Whenever you roll a natural 1 on terrain, roll on a trait table. Newly generated tiles of the same terrain type adjacent to the hex inherit its Trait. Dungeons and Settlements generated in that hex inherit that Trait instead of rolling a random Trait.
d6 Roll
Temperate
Subarctic
Tropical
Arid
1
Tropical
Temperate
Temperate
Temperate
2
Tropical
Temperate
Temperate
Temperate
3
Subarctic
Temperate
Temperate
Temperate
4
Subarctic
Temperate
Arid
Temperate
5
Tropical
Temperate
Arid
Tropical
6
Arid
Arid
Arid
Tropical
Temperate
Roll
Plains
Forest
Marsh
Hills
Mountains
Water
1-10
Plains
Forest
Marsh
Hills
Mountains
Water
11-16
Forest
Plains
Water
Mountains
Hills
Marsh
17-18
Marsh
Hills
Forest
Water
Plains
Mountain
19
Mountains
Mountains
Plains
Forest
Forest
Plains
20
Water
Marsh
Hills
Marsh
Water
Hills
Subarctic
Roll
Steppe
Forest
Glacier
Hills
Mountains
Tundra
1-10
Steppe
Forest
Glacier
Hills
Mountains
Tundra
11-16
Forest
Steppe
Tundra
Mountains
Hills
Glacier
17-18
Glacier
Hills
Forest
Tundra
Steppe
Mountain
19
Mountains
Mountains
Steppe
Forest
Forest
Steppe
20
Tundra
Glacier
Hills
Glacier
Tundra
Hills
Tropical
Roll
Jungle
Rain Forest
Swamp
Hills
Mountains
Water
1-10
Jungle
Rain Forest
Swamp
Hills
Mountains
Water
11-16
Rain Forest
Jungle
Water
Mountains
Hills
Swamp
17-18
Swamp
Hills
Rain Forest
Water
Jungle
Mountain
19
Mountains
Mountains
Jungle
Rain Forest
Rain Forest
Jungle
20
Water
Swamp
Hills
Swamp
Water
Hills
Arid
Roll
Savannah
Thickets
Desert
Hills
Mountains
Dunes
1-10
Savannah
Thickets
Desert
Hills
Mountains
Dunes
11-16
Thickets
Savannah
Dunes
Mountains
Hills
Desert
17-18
Desert
Hills
Thickets
Dunes
Savannah
Mountain
19
Mountains
Mountains
Savannah
Thickets
Thickets
Savannah
20
Dunes
Desert
Hills
Desert
Dunes
Hills
Hex Features
When checking if a hex has a feature, roll 1d10 - if the result is lower than the hex’s Hostility rating, roll on the feature table. Add +1 for each adjacent Overlord Domain or Haven:
1d8 + Hostility
POI Category
Notes
2-4
Villages & Towns
Settled areas with signs of local life, often in disrepa
5 – 8
Dungeon
Catch‐all for ruins & relics, lurid lairs, or temples & shrin
9-10
Rivers & Roads
If the tile already has river or road, re-roll on the feature ta
11+
Overlord’s Domain: Dungeon or Settlement under an Overlord’s control.
Increase that Overlord’s Domain level by 1, and roll on the Domain table to see what is discovered. by 1
Rivers & Roads
When generating a river or road, roll 1d4 to determine how many tiles it connects. Rivers always reroll a 1.
Using the result of the d4 roll, roll Xd6 to determine which directions the river / road connects to - starting with North at 1, numbered clockwise.
Do not reroll duplicates, they are ignored.
When generating a hex connected to an existing river or road, roll for river & road generation automatically. This does not count against that hex’s POI roll.
If following a river or road from a previous Hex, and none of the dice match the direction you’re moving from, replace the nearest result with your entry point.
If a road or river connects to a Water Hex, it ends.
Overlord Domains
When generating an Overlord’s domain roll 1d4 on the Overlord table to determine which Overlord the territory belongs to. If the Overlord already has an assigned Trait, apply it to the Domain - Otherwise, roll on the Traits table to assign a trait to the Overlord and their Domain.
If an Overlord’s Domain already exists within 6 Hexes of a newly generated Domain hex, the new Domain belongs to that Overlord.
After determining the Overlord & Trait, roll 2d6 on the Domain Table to determine what kind of Domain is found:
2d6 Roll
Result
2-5
Settlement
6-12
Dungeon
If the Domain is in a Hostility IV or V hex and the 2d6 result is less than the Overlord’s current Domain level, you discover their Haven.