Survey
Last updated
Last updated
Some hexes a character travels through might include a point of interest. A point of interest can be anything from a landmark, to an abandoned quarry, and to a town. Simply travelling through a hex does not reveal if it has a POI. A hex must be surveyed to determine if it has a POI.
To conduct a survey, spend a watch in that hex and roll a d6. There is a 1/6 chance that you will stumble upon a point of interest. In such a case, roll a d66 to determine the POI and roll an additional two d6s to determine the age of the structure, and POI’s status.
d6 | Result |
---|---|
If you roll 1 on a survey roll, roll a d66 and refer to the table below. It lists the basic six types of a POI: settlement, fortification, religious, landmark, underworld, and lair.
Settlement | Fortification | Religious | Landmark | Underworld | Lair |
---|---|---|---|---|---|
And next, roll two d6s; one to determine the age and condition, and another for status.
d6 | Age and condition | Status |
---|---|---|
Abandoned means that the structure is not in use and left. In-use means that the structure might still be operating under its original purpose. Occupied means that the structure is in use outside of its original purpose, and probably used by others than its original builders.
If the POI is occupied, roll a d6 to determine the occupiers.
If the roll is 2 to survey, you stumble upon a body of water.
*For river and creek, roll a direction die, then roll a d6 to determine the length. If you roll a 5 or 6, roll another d6 and add it to the initial roll. The final result determines the number of oxgangs it runs along. For creeks and rivers there’s 2/6 per hex that you will stumble upon a ford or a bridge.
To determine the size of a marsh, a pond, or a lake, roll a d6. It covers oxgangs equal to the roll. If you roll a six, re-roll and add the result to the initial roll.
And if you discover a path or a road, use flat terrain movement rates regardless of the terrain typeas you travel through that hex.
Surveying also prevents getting lost. Whenever you are leaving a hex you have not surveyed, roll a d6. There’s a 1/6 chance that you’ll get lost, and if the weather is foggy, snowy, or rainy, receive there's a 2/6 chance you'll get lost. Lost characters spend an additional watch if its daytime, additional two watches if its night time to re-orient themselves.
d6 | Occupied by |
---|---|
d6 | Body of Water | Direction |
---|---|---|
1
2
3
4
Nothing
5
Nothing
6
Nothing
11 Camp
21 Outpost
31 Altar
41 Cairn
51 Cellar
61 Bugbear
12 Cottage
22 Tower
32 Shrine
42 Totem
52 Pit
62 Ogre
13 Hamlet
23 Garrison
33 Chapel
43 Obelisk
53 Quarry
63 Giant
13 Village
24 Keep
34 Hermitage
44 Pillar
54 Mine
64 Troll
15 Manor
25 Barracks
35 Reliquary
45 Monolith
55 Cave
65 Dragon
16 Town
26 Castle
36 Temple
46 Statue
56 Dungeon
66 Demon
1
Current: newly built
Long abandoned
2
Recent: slightly aged
Recently abandoned
3
Old: worn
Partially in-use
4
Historical: crumbling
In-use
5
Ancient: in ruins
Partially occupied
6
Alien/Unknown: foundations only
Occupied
1
Beasts
2
Criminals
3
Heretics
4
Abhumans
5
Legendary Monster
6
Demon
1
Marsh
North
2
Creek*
Northeast
3
River*
Northwest
4
Pond
Southeast
5
Lake
Southwest
6
Spring
South