Friday 4 December 2015

Hexcrawl Movement Rules, Pt. 2

(Credit goes to Steven Lumpkin of Rollplay: the West Marches for the original mechanics that inspired the version presented here).


Modes of Journeying and Journeying Checks

The party chooses a mode of journeying: Exploring (Survival), Sneaking (Stealth), and Travelling (Athletics). One member makes a Journeying Check by rolling the appropriate skill and the result determines the number of journeying actions they can take. Which skill they use determines which set of journeying actions they can choose from, and the bonus action they get to take.
The store of actions gained from a Journeying Check lasts until the party decide to change their mode of journeying or until the beginning of the next journeying day. The party may only change their mode of journeying at the beginning of a new watch.


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A roll of 25+ also gives a special bonus, depending on the used skill.
Travelling Journeying Actions
  • Endure: Spend 1 Journeying Action to give your party advantage on saves against weather.
  • Keep Pace: Spend 1 Journeying Action to increase your pace, gaining 1 hour of movement.
  • Motivate: Spend 1 Journeying Action to give your party advantage on Athletics and Acrobatics tests for 1 hour.
Bonus Action:
  • Forced March: Gain 1 march of movement at the cost of 1 level of Exhaustion.
Sneaking Journeying Actions
  • Camouflage: Spend 1 Journeying Action to halve the chance of an Encounter for one march.
  • Hide Camp: Spend 1 Journeying Action to locate a hidden camp site for resting.
  • Ambush: Spend 1 Journeying Action to set up a surprise attack on an encounter.
Bonus Action:
  • The Long Route: Spend 1 day to avoid an enemy’s notice.
Exploring Journeying Actions
  • Find: Spend 1 Journeying Action to gain your bearings, and avoid becoming Lost.
  • Make Camp: Spend 1 Journeying Action to locate a secure camp site for resting.
  • Scout: Spend 1 Journeying Action to double the chance of an Encounter for one march.
Bonus Action:
  • Forage: Spend 1 day to give your party advantage on tests to hunt and forage for food.
Coming up next: Finding Locations and Getting Lost

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