6×4 hour watches Dawn, Morning, Noon, Afternoon, Evening, Night. One action per watch.
Check for encounters at Dawn (2in6) and Nightfall (1in6)
Resolve a Day encounter during the first 4 watches and roll for a Nightfall encounter (1in6) during Evening or Night watches.
Not eating for more than 8 watches causes hunger and a disadvantage to all rolls.
Evening Watches not spent resting or camping requires Wis saves, taken with disadvantage, to avoid getting lost and torch usage die is reduced in size.
Night Watches not spent resting or camping requires Wis saves, taken with disadvantage, to avoid getting lost and a torch fully burns out.
Move to adjacent Hex
Navigator saves WIS to avoid getting lost (if they have maps or directions, all lost rolls are at an advantage.)
If lost, no progress. Next move roll with DIS. Spend one watch to remove disadvantage.
Travel along Roads or waterways is faster and 1 watch gains 2 hexes of movement.
Rough Terrain takes 2 watches per hex.
4in6 chance to find a new location.
Can find previously discovered locations without rolling.
Check for an encounter again.
WIS Test to gather food and water.
Success gives each participating member of the party 2 Rations. Critical Success gives each member of the party 5 rations.
Set watch order
Rest: Gain HP equal to Con Modifier.
Bad Dreams: 1 or more PCs talk about a dream or vision they had. Worth 20xp
Make Camp – 2 Watches
Set watch Order
Fireside Chat. 1 or more PCs tell a story, sing a song, ect. Worth 20xp
Bookkeeping: Divy Treasure, Repair goods, study, pray, plan, update maps.
Rest: gain 1d8+con HP
Coastal Sea Encounters
Minor Hex Features
When the party explores a hex with no keyed location choose one from below.
If the party explores a hex with a known location. Roll a d6, on a 4.5.6 pick from below, otherwise, they find nothing of interest.
Geyser. Geyser with something shiny in it. Geyser goes off every 1d2turns. There is a crawlspace accessible inside the fumarole that leads to a small room containing a shrine and a magic item for small people. Getting caught in the geyser is save or die.
Demon Idol. A 16′ stone idol of a demonic, spine-headed humanoid stands covered with vines. Its white opal eyes stare blankly ahead, but if approached by anyone with a visible spellbook, the idol begins to weep as deep azure pupils appear in the opals and follow the mage’s movement. If the mage attempts to provide comfort or assuage the idol’s sorrow, he gains the idol’s sight for 1d4 days. Any attempt to remove the eyes causes the offender to weep constantly (CHA -2) until treated with Remove Curse
Dinosaur Graveyard. Clearing filled with Bones of giant lizards. Bones animate?
*Meteorite. A steaming porous cone of flakey greyish stone about 4 feet tall rises from the center of a desecrated clearing. No plants grow here and the soil is ash grey. Blood red moths fly around the stone. Stepping into the clearing results in extreme internal pain, and immediate bleeding from the eyes and nose. Con Save every turn or take 1d6 Con damage. The stone itself is brittle and chips away easily at its center is a Crimson ball of liquid. It holds its shape, and can be held in hand, but is clearly a liquid. If crushed, the Moths liquefy instantly and the resulting liquid is blood red and irritating to the skin. Wounds exposed to the liquid, no matter how old bleed heavily causing 1d4 Con damage.
A 3-inch diameter ball of red liquid. It retains it’s shape at all times and can be held like a solid, but it is most certainly a liquid. It is corrosive to nonmagical metal, but not anything else. Ingesting it will cause all spells cast by the PC to de doubled in some way. And tests the PC must make regarding their spell casting are done at a disadvantage. The sphere empowers but can make spells harder to cast. If a double 1 or double 20 is rolled on any of these tests, the PC immediately burst into a pool of blood, their flesh and possessions seemingly vanishing. The Pool acts as a permanent portal to a Blood Hell. Any possessions carried are now there.
A rotting log. hums quietly but aggressively. The log contains 4d6 2 foot long velvet worms. The in a mating frenzy and disturbing them would be unwise as they secrete a sticky caustic substance. They are quite valuable to magicians and medicine makers.
2d6 Baboon's sit in the trees surrounding a stone Dias in the middle of a small clearing. They chatter and howl at any who enter. If anyone steps on the dias the Baboons fall silent and give that person their full attention.They like funny songs, bad jokes, and love stories. They hate boasting, war stories, and art critique. They will reward those they like with 2d100 gold, and pelt those they do not with fruit.
Small Ruined Building. Covered in mushrooms and moss. Inside, a mushroom obscured statue of an Ancient Elf Warrior standing atop a dead demon, sword through it's chest. There is a 1 in 6 chance anyone standing within the ruin for more than a round causes the mushroom weakened floor to collapse. Increase this chance by 1 for each other person in the ruin. Dex save to cling to ropey shrooms and avoid falling. Anyone who falls will do so for 50 or so feet before coming to rest safely in a canopy of giant mushrooms. They will find themselves in a large underground valley, with vertical walls. It is filled with giant mushrooms. Most glow. Within the valley is a mushroomfolk "village" and an Ancient elven ruin.containing a sealed demon, and the tomb of the elf who slew him.
Clear – Nothing
Light Rain – Limited Visibility. Saves to avoid getting lost are made at +1
Thunderstorm – Very Limited Visibility. Saves to avoid getting lost are made with Disadvantage. Resting without shelter heals no HP.
Heatwave – Traveling during Morning or Noon Watches requires a Con save. If more than 50% fail, then no progress is made. If less than 50% fail, progress can still be made, but those who fail were pushed too hard and take 1d6 damage.
Fog – Very Limited Visibility. Saves to avoid getting lost are made with Disadvantages.
Heavy Wind – Missile Weapons roll with disadvantage.
Lighting Storm – 2 in 6 chance of a nearby lightning strike every watch. Dex save to avoid if out in the open. 10d6 damage on a critical failure. Have fun with it.