Hexploration

All rules references

RANDOM TERRAIN TYPE

1d20Result
1-3Plains
4-5Desert
6-7Aquatic (lake, sea, or ocean)
8-9Mountain
10-11Forest
12Swamp
13Arctic
14-20Match the previous hex

RANDOM TERRAIN FEATURE

1d20Result
1-3Landmark A feature of some significance that distinguishes the hex as noteworthy.
4-6Secret The hex contains a secret the party uncovers upon exploring the hex.
7-9Resource The hex contains some valuable resource appropriate to the terrain.
10-20Standard A standard representation of the terrain type.

HEXPLORATION ACTIVITIES PER DAY

SpeedActivities per Day
10 feet or less1/2
15-25 feet1
30-40 feet2
45-55 feet3
60 feet or more4

Group Activities

Travel

You progress toward moving into an adjacent hex. In open terrain, like a plain, using 1 Travel activity allows you to move from one hex to an adjacent hex. Traversing a hex with difficult terrain (such as a typical forest or desert) requires 2 Travel activities, and hexes of greater difficult terrain (such as a steep mountain or typical swamp) require 3 Travel activities to traverse. Traveling along a road uses a terrain type one step better than the surrounding terrain. For example, if you are traveling on a road over a mountain pass, the terrain is difficult terrain instead of greater difficult terrain.

The Travel activity assumes you are walking overland. If you are flying or traveling on water, most hexes are open terrain, though there are exceptions. Flying into storms or high winds count as difficult or greater difficult terrain. Traveling down a river is open terrain, but traveling upriver is difficult or greater difficult terrain.



Reconnoiter

You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the number of Travel activities necessary to traverse the hex-1 for open terrain, 2 for difficult terrain, and 3 for greater difficult terrain. Traveling on roads doesn't lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn't require a check to find, and you attempt the appropriate checks to find hidden special features.

For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you'd find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery.



Individual Activities

Fortify Camp

You can spend time fortifying your camp for defense with a successful Crafting check (typically at a trained or expert DC). Anyone keeping watch or defending the camp gains a +2 circumstance bonus to initiative rolls and Perception checks to Seek creatures attempting to sneak up on the camp.



Map The Area

As long as your group has successfully Reconnoitered the hex, you can use this activity to create an accurate map of the hex with a successful Survival check (typically at a trained or expert DC). When you have an accurate map of the hex, the DC of any check to navigate that hex is reduced by 2.



Existing Activities

Characters can use the Subsist downtime activity, which follows the same rules but assumes they're using it after 8 hours or less of exploration. Any skill feats or other abilities that apply to Subsist normally still apply here. In general, the various Exploration Activities (except Hustle) can be used as individual hexploration activities, as can Skill Actions, at the GM's discretion.

Random Encounters

RANDOM ENCOUNTER CHANCE

Terrain TypeFlat Check DC*
Aquatic17
Arctic17
Desert17
Forest14
Mountain16
Plains12
Swamp14
*On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs.

RANDOM ENCOUNTER TYPE

1d10Encounter
1-5Harmless
6-7Hazard
8-10Creature

Section: Subsystem and Variant RulesPathfinder GM Core pg. 208-209