
RETURN TO EXPLORATION GUIDE Resource Table (Roll a 1d4) Roll Hill Plains Mountain Forest Desert Marsh 1 Quality Stone Edible Plants Quality Stone Valuable Lumber Ore Poisonous Plants 2 Precious Metal Useful Plants Precious Metal Medicinal Herbs Fresh Water Medicinal Herbs 3 Gems Fresh Water Gems Fresh Water Medicinal Herbs Coal 4 Coal Poisonous Plants Coal Valuable Pelts Quality Stone Valuable Pelts Quality Stone: 1d4, 1 = obsidian, 2 = decorative stone, 3 = bloodcrystal, 4 = viridium; Claimed + Quarry unlocks Edible Plants: Plants like wheat or cactus - Claimed + Farm unlocks. Valuable Lumber : 1d4, 1 = Darkwood, 2 = Greenwood, 3 = Living Steel , 4 =Whipwood ; Claimed + Lumbermill unlocks Ore: 1d4, 1 = Mithril, 2 = Adamantine, 3 = Cold Iron, 4 = Iron; Claimed + Mine unlocks Precious Metal : 1d4, 1 = Copper, 2 = Silver, 3 = Gold, 4 = Platinum; Claimed + Mine unlocks Useful Plants: Plants like flax or cotton - Claimed + Farm unlocks Medicinal Herbs : 1d4, 1 = mild (Fast heal 1 for 2d4 rounds), 2 = moderate (fast heal 2 for 2d4 rounds), 3 = strong (fast heal 3 for 2d4 rounds + lesser restoration), 4 = miraculous (Fast heal 4 for 2d4 rounds + restoration). Curative Herbs can be harvested from this hex. Ingredient for Poultices. Knowledge Nature 15 = 1d4 herbs (+ 1 per 5 over) Fresh Water: Streams, Springs or Oasis in this hex. Water is not consumed in this hex. Normal - Desert consumes double water. Gems: 1d4, 1 = low quality, 2 = semiprecious, 3 = medium quality, 4 = high quality; Claimed + Mine unlocks Valuable Pelts : Hunting in this hex provides valuable pelts. Survival 15 = 1d4 pelts (+1 pelt per 5 over) Coal: In the form of peat or coal deposits. Claimed + Quarry unlocks Poisonous Plants: 1d10, 1 = Striped Toadstool, 2 = Arsenic, 3 = Belladonna, 4 = Blue Whinnis, 5 = black Lotus, 6 = Hemlock, 7 = Malyass Root, 8 = Terinar Root, 9 = Wolfsbane, 10 = Sassone - Poison use and Poision Rules Allow Harvest On This Hex