Traveling

Jun 16, 2024 12:33 pm
Traveling
When traveling in the hexmap, besides the Forbidden Lands regular game rules, we will also use the following:

1. The map is hidden. PCs only know the terrain of visited and adjacent hexes. This is due to the centuries of isolation while the Blood Mist killed all travelers.

2. When you successfully LEAD THE WAY into a new hex, you learn of its landmark (if it exists and you didn't already knew about it). Landmarks are the anchors of exploration. They generally represent easily identifiable terrain features that allow one to locate oneself clearly on the map. Landmark features might be a settlement, a ruined castle on a hill, a volcano, a temple half-buried in the shifting sands or even a massive tree looming over the rest of the forest. Adventure sites are always landmarks, but not all landmarks are adventure sites. An hex where you know its landmarks are represented in the map by drawings.

3. When you spend a Quarter Day to EXPLORE a hex without an adventure site, you also learn of all the landmarks in nearby hexes. This must be done by all adventurers if you want to stay together.

Moreover, when you EXPLORE a hex for the first time, the GM will roll a D6. On a result of 6, he will tell you about a hidden feature in that hex that the party has found. Hidden features are encounters, locations and things that aren’t immediately obvious as soon as the party enter the hex but are relatively easy to notice once they start poking around the area. It could be an ogre’s shack in a swamp, a series of small caves in a hillside, mineable ore, a small hamlet or even a forest ent. Because of the odds above, most hexes don't have hidden features, to encourage exploration across the hex map rather than meticulously digging deeper into every single hex. Explored hexes are marked in our map with a small white banner.

4. Another way to fill in the map is by talking to people. Sometimes, gossips, rumors and legends provide the precise or approximate location of a landmark. I will try to represent that with arrows, banners or even by showing some hexes that you didn't explore yet.
Jun 24, 2024 11:43 am
Spring weather, near Willowbrook Village
Roll (2d6)Weather ConditionDescriptionEffect
2Unseasonably ColdTemperatures drop significantly, possible frost, cloudy skies. Roll ENDURANCE to prevent COLD every quarter day not in camp.
3Overcast and CoolThick clouds dominate the sky, cool temperatures, light breeze. Roll ENDURANCE to prevent COLD if not in camp during the Evening and the Night
4Heavy RainPersistent rain throughout the day, with potential for minor flooding in low-lying areas. LEAD THE WAY-2
5Light ShowersIntermittent light rain throughout the day, with some sunny intervals.LEAD THE WAY-1
6 - 7Breezy and MildGentle breeze with mild temperatures, scattered clouds. No effects
8Light ShowersIntermittent light rain throughout the day, with some sunny intervals.LEAD THE WAY-1
9Partly CloudyMix of sun and clouds, mild temperatures, pleasant day overall. MAKE CAMP +1
10Warm and SunnyWarm temperatures, abundant sunshine, perfect for outdoor activities.LEAD THE WAY +1
11Scattered ThunderstormsWarm and humid, with occasional thunderstorms rolling through.MAKE CAMP –2. In addition, during a random Quarter Day, all player characters must succeed with an ENDURANCE check to HIKE or keep moving.
12Unseasonably WarmTemperatures much higher than usual, clear skies, feels like early summer.Each HIKING player character must succeed with an ENDURANCE roll every Quarter Day not to get THIRSTY.

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