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Surface Excursion

Sequence Per Hour

  • Party decides course. A character or entity can move the number of hexes in their character sheet's Move section, per hour. A party can only move as fast as its slowest member.
  • Each time the party moves into an unexplored hex, follow Generating a new Hex below.
    • When the party enters an already-explored hex, feature and encounter presence should be rolled again.
    • If the new hex is impassible, the party should follow the edge of a hex around it instead.
    • If using the Hex Interiors optional rule below, the party decides which part of the hex (edge, border, or center) they're moving to.

At the End of the Day

When the Time Pool is full, it should be rolled and any events handled. All one-day effects expire, and per-day resources should be rolled.

Terrain Flower Charts

If the party lands on an unexplored surface, mark them down on hex 1 of the environment's Terrain Flower Chart.

If the party is embarking from a known hex, consult the Terrain Flower Chart for the hex marked "S" that matches the current hex's type. For example, if the party is moving from a hex called Plains, there should be a Plain hex on the flower chart marked "S".  This is the hex that should be started from when rolling for the unexplored one.

When the party is exploring unknown territory, record the last index of the terrain flower chart. Every time the party enters a new hex, roll 2d6 and use the compass to determine which hex the party moves into. The type of this hex on the chart is the type of the newly-explored one. If the compass indicates a move off of the flower chart, wrap around to the opposite side of the chart instead. If there is a solid line in the direction of movement, no movement occurs. The new hex is the same type as the hex being moved from.

Generating a new Hex

  1. Roll on the appropriate Terrain Flower Chart to determine hex type.
  2. Roll for Feature Presence.
    1. If a feature is presence, roll on the features table to determine which kind.
  3. Roll for Encounter.
    1. If an encounter is triggered, roll on the encounters table to determine what or who the party happens upon, then see Encounters.

Maps

Hexes are 5km. Celestials have a 10x10 hex map for each coordinate (see Celestials) with unique coordinates.

Searching Hexes

The party may stay in an already-known hex and may search it. Roll for feature presence, and add another die to the Time Pool.

Optional Rule: Hex Interiors

Hexes have six borderlands, one per side, and one center. Using this layout, we can establish some basic ranges for easier reckoning.

MEASURE DISTANCE
Between tip-to-tip Hex centers 7km
Between touching Hex centers 5km
From one hex edge to another 5km
From one hex center to an adjacent hex's edge region 3km
From a hex center to any of its edge regions 2km
From adjacent edge regions 1km

Sub-Hex Movement. If the party moves at least a kilometer but not far enough to reach the next hex, feature and encounter presence rolls should be made at the end of the move.