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EXPLORATION GUIDE

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EXPLORATION Exploration of an Unexplored Hex should take a number of days out of your week according to the exploration chart by hex type found in Exploration in Ultimate Campaign.   You can only explore revealed hexes and new revealed hexes will appear based on exploration that week during the next update.   A plain takes 1 day while a jungle takes 2 days Exploration should be recorded as an activity for a number of days in your downtime log You cannot explore hexes until they are DISCOVERED Hexes are shown on the  World Map Hexes are Discovered each week according to hexes that were explored the week before. If exploring a hex that is away from a settlement you should use travel time in your downtime log. Make sure you roll for random wandering monsters any time you travel.  This is outlined below in the travel section of this thread. Exploring a hex REVEALS any missions or quests associated with Clearing that hex. If you explore a hex, please roll a survival check and record your result on that hex page and the fact that you explored that hex Each hex page will have a survival guide for that hex which tells what your survival roll means. More than one person can explore a hex as long as it is done before the weekly update and the revealed hex becomes explored. Hexes may be explored as a team with other members aiding in a survival check. Boons discovered through exploration will apply to a team if a team is exploring and a designee may post for an entire team. Scouting a hex is a way to head into the unrevealed areas and gather general information.   Scouting has the effect of revealing the hexes around the scouted hex and the scouted hex at the next update. Scouting might be useful if you wanted to forge a path to the north or explore out further away from a settlement. Scouting takes time according to a scouting check and travel into any unrevealed hex to scout takes travel as a non-plain hex based on speed. HEX EXPLORATION =   Scouting > Revealed > Explored > Claimed Travel and scouting rules are further along in this thread.
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EXPLORATION EVENTS EXPLORATION EVENTS: Short Delay - Add 1 to the number of days of exploration required to explore the hex. Long Delay - Add 1d4 to the number of days of exploration required to explore the hex. Hidden Resource - Resources are found on the hex and it will be marked as having a valuable resource determined by the resource table Treasure Cache - Secret cache of resources is found somewhere within the hex. Use the cache table to determine what you find. Mishap Table - A very bad thing happens during the exploration. Use the mishap table to determine the mishap. Nothing Special - No additional resources or treasures or creatures are discovered on the hex. Secret Lair - The lair to a dangerous beast is discovered within the hex. Use the Encounter Tables to determine the lair found. (Temperate) Mysterious Find - Evidence of a strange past on the island. Use Mystery Table to Gain artifacts and points towards understanding the mystery Landmark - The hex contains a remarkable landmark that might provide some benefit or curse to the hex. Revealed by GM Later Hazard Table - While exploring, a hazard is encountered which has an effect based on the hazard table.
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Travel Time (1 Hex) Party Speed Plain All Other Terrain 15 feet 11 hours 16 hours 20 feet 8 hours 12 hours 30 feet 5 hours 8 hours 40 feet 4 hours 6 hours 50 feet 3 hours 5 hours Exploration Time (1 Hex) Party Speed Plain or Hill Desert, Forest, or Marsh Mountain 15 feet 3 days 4 days 5 days 20 feet 2 days 3 days 4 days 30 feet 1 day 2 days 3 days 40 feet 1 day 1 day 2 days 50 feet 1 day 1 day 1 day
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SCOUTING Scouting a hex is a way to head into the unrevealed areas and gather general information. Scouting has the effect of revealing the hexes around the scouted hex and the scouted hex at the next update. Scouting might be useful if you wanted to forge a path to the north or explore out further away from a settlement. Scouting takes time according to a scouting check and travel into any unrevealed hex to scout takes travel as a non-plain hex based on speed. Report your scouting of a hex and the results in the  scouting hexes forum  When scouting a hex you should make a primary check (knowledge Geography or profession cartographer)  A secondary check (survival or perception) may be used to assist with every 5 over giving an additional +2 bonus A spyglass, sextant or mapmaking kit gives an additional +2 circumstance bonus on this check. Time used for scouting is based on your scouting check 0-10 = 16 hours, 11-20 = 12 hours, 21-30 = 8 hours, 31+ = 4 hours A scouted hex can be mapped.  Hex maps made of hexes might be useful in future exploration of those hexes.   Hex maps are Different than area maps (which offer mapping on a larger scale)   The details of a hex map provide a +2 circumstance bonus to navigating a specific hex and reduces the time travel in that hex by half A hex map costs 50 gold.   HEX MAP Price  50 gp; Weight 2 lbs. A specific map to a terrain hex.  This highly details the relevant geographically and grants a user a +2 circumstance bonus on Survival checks made to explore and travel in the hex. Using a hex map reduces the travel time in that hex by half. Crafting Note:  This can be made on site at the hex but does not have to be.  This type of crafting is considered intricate
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TRAVEL ENCOUNTERS -  MONSTERS & HAZARDS When traveling it is possible to encounter a random monster.  Whenever you travel into a hex there is a chance that there is a random encounter with a wandering monster or hazard. Traveling INTO A CLAIMED HEX = 0% chance encounter  (These hexes are well monitored as part of the kingdom) Traveling INTO An EXPLORED HEX = 5% chance encounter (these have a torch) Traveling INTO A SCOUTED HEX = 10% chance encounter (these have an eye) Traveling INTO A REVEALED or WHITE HEX = 20% chance encounter (white or blank hexes) For Each Encounter there is a 20% chance it is a HAZARD and an 80% chance it is a WANDERING MONSTER HAZARD ROLLED If you are entering a known hex type, use the hazard chart for standard hazards listed in encounter tables If you are entering an unknown hex type, use the 1d8 table below to determine the hex type for the hazard.  DC 20 Roll 1d8 1. Forest 2. Jungle 3. Savannah (Plains) 4. Swamp (Marsh) 5. Underground 6. Ruined City 7. Desert 8. Hill/Mountain WANDERING MONSTER ROLLED If you are entering a known hex type, the wandering monster is based on that hex.  Moving into an unrevealed hex may discover a wandering monster that is NOT tied to a terrain type and should be determined by rolling the following table and using the  Random Encounter Tables : Roll 1d8 1.  Forest 2.  Jungle 3.  Savannah (Plains) 4.  Swamp (Marsh) 5.  Underground 6.  Ruined City 7.  Desert 8. Hill/Mountain If you encounter a wandering monster, you have a choice to either run away or engage the encounter in combat.   Random encounters should be reported and coordinated on the  random encounters thread Random Encounter MP Rewards Your Player APL - 3 or more than encounter CR= 0 MP This encounter may be ignored and bypassed Your Player APL +/- 2 of the encounter CR = 1 MP this encounter may be fought or ran from Your Player APL +3 or more than the encounter CR = 2 MP this encounter should be run from. GMs should try to kill the players if they choose to fight. Ex. Level 4, 5 and 6 fight an encounter. Their APL = (4+5+6)/3 =5. The encounter is CR 2 so they would get 0 mp They choose to bypass it and move on without running the encounter. The treasure and MP is not worth it. If you choose to run away you will lose one day of downtime in your downtime log to represent travel to and from that encounter and retreat to the hex you came from.   If you choose to engage the creature(s) then you should act out the combat in the VTT.  You might need to make a bestiary entry or have one made.  You should choose another player in the VTT to play the part of the creature(s) and the party will face it.  If they are successful they will gain mp for the successful encounter and random loot from the cache table.  Should they be forced to retreat the penalty is the same as running away.  If they die then they die. TRAVELING PARTIES It is advisable to travel in parties to deal with encounters and improve your exploration or scouting attempts.  If you form a party, you should try and communicate (with a forum or some other way) and figure out your ONE check for your party for exploration or scouting.  Please report ONLY this ONE party post in the hex forum and record any results for scouting or exploring you may have as a party.   When rolling as a party you should have each member roll the check and take the highest result and have the others assist.