Activities

  • Decide on how you want to go about the adventuring day.
    • Learn more about the current hex, or traversing a new hex
    • Group activities are limited by the slowest member of the group:
SpeedActivities Per Day
10ft or less1/2
15-25 ft1
30-40 ft2
45-55 ft3
60+ ft4
  • Assumes camping time and healthy resting intervals
  • It is possible to split up, if you so desired, to accomplish more activities, but this would likely create distance between groups. Bear that in mind.

Forced March

  • At the beginning of the day, you can choose a forced march, as long as no one is fatigued. Gain an extra travel action, but traveling is all that you are able to do that day.
  • Can forced march for a number of days equal to your Constitution Modifier
    • Extra days of forced marching results in that character becoming fatigued until a full rest

Group Activities

  • These each count as one of the day’s hexploration activities for the whole group.

Travel

  • Progress toward moving into an adjacent hex.
    • In open terrain, such as a plain, 1 Travel moves from one hex into another.
    • Difficult terrain (forests, desert) require 2 Travels
    • Greater terrain (mountains, swamp) require 3 travels
    • Road reduces the travel time by one

Reconnoiter

  • Surveying and exploring the area, looking for unusual features or specific sites.
  • Hexploration activities = actions needed to traverse the hex (plains=1, forest=2, etc.)
    • Roads do not lessen reconnoiter times
  • Automatically find visible landmarks and locations; attempt checks to find anything secret or hidden, if present.

Individual Activities

Exploration Activities

  • Avoid Notice
    • Stealth for initiative, potentially avoid combats.
  • Defend
    • Have Shield Raised at the start of combat
  • Detect Magic
  • Follow the Expert
    • Use the aid of someone who is an Expert in a given skill to give yourself a bonus on your own checks in the same action. (+2, +3, +4 for Expert, Master, Legendary, respectively)
  • Investigate
    • Recall Knowledge to discover clues among things you have seen
  • Repeat a Spell
    • Constantly cast a cantrip to have it active for combat.
  • Scout
    • Travel away from the group, ahead and behind to give everyone in the party +1 to initiative rolls.
  • Search
    • Seek meticulously for hidden doors, concealed hazards, etc.
  • Sustain an Effect
    • Similar to Repeat a Spell, just sustaining it to keep the effects active rather than recasting it.

Skill Exploration Activities

  • Borrow an Arcane Spell
    • Arcana check to do so.
  • Coerce
    • Intimidate a creature
  • Cover Tracks
    • Survival Check
  • Decipher Writing
    • Understand complex or archaic texts that you may have
  • Gather Information
    • Diplomacy check, usually around people
  • Identify Alchemy
  • Identify Magic
  • Impersonate
    • Use a disguise kit to make yourself look like someone else
  • Learn a Spell
    • Use the skill corresponding to its tradition to learn a new spell
  • Make an Impression
    • Diplomacy Check
  • Repair
    • Use a repair kit to fix a damaged item
  • Squeeze
    • Acrobatics to squirm through very tight spaces
  • Track
    • Survival check to follow tracks
  • Treat Wounds
    • Medicine Check to heal a creature