The Alexandrian

Archive for the ‘Roleplaying Games’ category

Go to Part 1

In general, an expedition can navigate through the wilderness by landmark or they can navigate by compass direction.

NAVIGATING BY LANDMARK

Generally speaking, it’s trivial to follow a road, river, or other natural feature of the terrain. It’s similarly easy to head towards any visible landmark. The landmark or terrain feature will determine the route of travel and there’s no chance of becoming lost, so you can simply track the number of miles traveled.

IDENTIFYING LANDMARKS: If the PCs are unsure of a landmark but have had previous experience with it, it may be possible to identify it with a Wisdom (Survival) check, at the DM’s discretion. The accuracy and detail of the identification will depend on prior experience.

Example: A ranger is passing through the woods when they encounter a river. If it’s a river they’ve walked up and down before, the Wisdom (Survival) check might let them confirm that it is, in fact, the Mirthwindle. If they’re less familiar with the region, the check might tell them that this is probably the same river they crossed earlier in the day – it must be taking a southerly bend. If this is the first time they’ve ever seen this river in an area they’re not familiar with, the Wisdom (Survival) check won’t tell them much more than “this is a river.”

NAVIGATING BY COMPASS DIRECTION

Characters trying to move in a specific direction through the wilderness must make a navigation check using their Wisdom (Survival) skill once per watch to avoid becoming lost. The DC of the check is primarily determined by the terrain type the expedition is moving through, although other factors may also apply.

BECOMING LOST: Characters who fail the navigation check become lost and may veer away from their intended direction of travel, as indicated by a 1d10 roll on the diagram below. When lost characters exit a hex, they will exit through the face of the hex indicated by the die roll.

Characters who are lost remain lost. In the new hex neither their intended direction of travel nor their veer will change.

If characters who are already lost fail another navigation check, their veer can increase but not decrease. (If they have not yet begun to veer – i.e., they rolled a 5 or 6 on their initial veer check – then their veer can increase in either direction.)

Example: A lost party is already veering to the left when they fail another navigation check. A roll of 1-4 on 1d10 would cause them to exit the next hex two hex faces to the left of their intended direction, but any other result would not change their veer at all.

ALTERNATE VEERS: These alternate methods of determining veer may be useful, particularly if you are adapting these rules to be used without a hex map.

Absolute Degree: Roll (1d10 – 1d10) x 10 to determine the number of degrees off-course.

Compass Direction: Roll 1d10 and consult the diagram below. (The blue arrow indicates the intended direction of travel.)

USING A COMPASS: Compasses grant advantage to navigation checks. In addition, they automatically eliminate veer at hex borders even if the user doesn’t recognize that they were lost. (Even if you don’t recognize that you ended up off course, the compass constantly reorients you towards your intended direction of travel.)

LOST CHARACTERS

Once a character becomes lost, there are several factors to consider.

RECOGNIZING YOU’RE LOST: Lost navigators continue making a navigation check once per watch. If the check succeeds, they will recognize that they are no longer certain of their direction of travel.

Navigators who encounter a clear landmark or unexpectedly enter a distinctly new type of terrain can make an additional navigation check to realize that they’ve become lost.

Note: Some circumstances may make it obvious to the characters that they have become lost without requiring any check.

REORIENTING: A navigator who realizes that they’ve become lost has several options for reorienting themselves.

Backtracking: A lost character can follow their own tracks (see the Tracking watch action). While tracking allows them to retrace their steps, they must still recognize the point at which they went off-track. If a character is successfully backtracking, they may make a navigation check (using the Navigation DC of the terrain) each watch. If the check is successful, they’ll correctly recognize whether they were previously on-track or off-track. If the check is a failure, they reach the wrong conclusion.

Compass Direction: It requires a DC 10 Wisdom (Survival) check to determine true north without a compass or similar device. On a failed check, randomly determine the direction the navigator thinks is true north.

Setting a New Course: A lost navigator can attempt to precisely determine the direction they should be traveling in order to reach a known objective by making a navigation check at the Navigation DC of the terrain + 10. If the navigator fails the check, they immediately become lost. Determine their direction of travel like any other lost character.

CONFLICTING DIRECTIONS: If several characters in a single party all attempt to determine the correct direction of travel, make their Wisdom (Survival) checks separately. Tell the players whose characters succeeded the correct direction in which to travel, and tell the other characters a random direction they think is right.

Alternative Rule – Group Check: Alternatively, you can use the rules for group checks. If at least half the group succeeds on their Wisdom (Survival) checks, they have determined the correct direction of travel. If not, they immediately become lost.

FINDING LOCATIONS

The difficulty and complexity of finding a specific location within the wilderness varies depending on the character’s familiarity and approach.

Visible Locations: As described in Part 5: Encounters, some locations are visible from a great distance. Characters within the same hex as the visible location (or within a certain number of hexes, as indicated by the key) automatically spot a visible location.

On Road: If a location is on a road, river, or trail, then a character following the road, river, or trail will automatically find the location. (Assuming it isn’t hidden, of course.)

Familiar Locations: Familiar locations are those which a navigator has visited multiple times. Navigators within the same hex as a familiar location can be assumed to automatically find the location. (Within the abstraction of the hexmapping system, they’ve demonstrated sufficiently accurate navigation.) Under certain circumstances, navigators may also be considered “familiar” with a location even if they’ve never been there. (Possibilities include possessing highly accurate topographic maps, receiving divine visions, or using certain types of divinatory magic.)

Note: If navigators are flailing about in their efforts to find a familiar location – by repeatedly “missing the hex,” for example – the GM can decide to treat the location as being unfamiliar until they find some way to reorient themselves.

Unfamiliar Locations: Unfamiliar locations (even those a navigator has been to previously) are found using encounter checks.

In other words, when the navigator has gotten the expedition into the correct hex and a location encounter is generated, that indicates that the navigator has found the location they were looking for. Expeditions can also spend time to specifically search an area in order to increase the odds of finding a location. See Part 7: Hex Exploration.

Go to Part 5: Encounters

“Where’s Carlos?”

“Who?”

“Your hireling.”

“Oh. Crap. Right… uhh…. He’s been here the whole time.”

“Really? Even when that dragon attacked us?”

“I guess so?”

Never let this happen to you again.

Subscribe Now!

Player's Map of Avernus

Go to Table of Contents

It’s time to explore Hell itself on the war-torn plains of Avernus!

… except there’s a problem.

Descent Into Avernus frequently talks about how the PCs are going to be “exploring” Avernus. Unfortunately, it goes out of its way to stop them from doing that in almost every way possible.

For example, it’s impossible to make a map. And the reason it’s impossible to make a map is because navigation is meaningless. Descent Into Avernus revamps the metaphysics of the Lawful Evil plane of Avernus into a chaotic, ever-shifting place where direction and distance are unfathomable and any attempt to make a map drives the cartographer insane. If the PCs attempt to go somewhere, you just roll a completely random die to determine if they get there or not.

Why have they done this?

I honestly have no idea

Despite maps being both impossible and meaningless, the adventure nevertheless gives the players a poster map (pictured above).

It’s unlabeled and, again, the spatial relationships it depicts don’t actually exist, so it’s utterly useless for literally anything you might actually use a map for. The map also doesn’t include Elturel (where the PCs would begin their exploration of Avernus) or Fort Knucklebones (the first place they’re likely to be going), but the DM is instructed to put these locations anywhere on the map they want. (Although, once again, this is totally meaningless.)

The module actually says:

Your players should never feel like they understand Avernus geographically, providing an unsettled and disorienting feeling as they roam the hellscape.

And, to be clear, this is not how things used to work in Avernus. The designers of Descent Into Avernus did this deliberately. They repeatedly sell the experience – in both marketing and the book itself – as “exploring” Avernus, but then go out of their way to discard the existing lore and the established 5th Edition rules for wilderness travel in order to create a custom experience designed to make actual exploration completely impossible.

I should mention that the one thing the map DOES do is magically talk to the PCs: Every time they go somewhere, the map tells them exactly what the location is before they have a chance to explore and find out for themselves.

Without actually seeing it in the book, it’s difficult to believe the lengths Descent Into Avernus goes to in order to make sure that the players absolutely cannot explore Avernus in any possible way.

THE AVERNIAN HEXCRAWL

For the Remix, we’re basically going to just toss all of that out:

  • The geography of Avernus will be comprehensible.
  • Navigation (and therefore exploration) will be possible.
  • The map the players receive will be meaningful.

To achieve this, we’ll be redesigning Avernus to use a hexcrawl scenario structure for wilderness exploration.

Now, one thing I’ve heard from a number of people while working on the Remix is that they’re really looking forward to seeing how I redesign Avernus as a sandbox. So I think it’s important to make something clear:

I am NOT going to be redesigning Avernus as a sandbox.

An RPG sandbox exists when the players can either choose or define what the next scenario of the campaign will be. For example, the opening chapters of Icewind Dale: Rime of the Frostmaiden are a sandbox.

Descent Into Avernus, on the other hand, isn’t a sandbox. It isn’t designed for the players to choose or define the scenario. The scenario is saving Elturel.

By using a hexcrawl structure to create a massively non-linear exploration experience while simultaneously blowing open the potential solution space for saving Elturel (as described in Part 6B: The Avernian Quest), we’re creating a huge playground in which the players will have enormous freedom to chart their own course through the campaign.

But, ultimately, they are not choosing their destination. Their destination is saving Elturel.

And this is significant because our design of the Avernian hexcrawl is going to be driven by that knowledge; it is going to be designed and structured for the PCs to save Elturel.

Now, with that being said, there are almost certainly going to be a lot of sandbox-like elements in our Avernian hexcrawl, and the hexcrawl itself is a very robust and flexible structure. So if you (or your PCs) were to ditch the idea of saving Elturel, it would probably be just a hop, skip, and a jump to use the Avernian hexcrawl as the basis for a pretty cool sandbox campaign. But there are meaningful structural changes and accompanying expansions of material that you’d want (or need) to make to truly shift the focus from saving Elturel and realize a fully functional and effective sandbox.

Note: There’s a fairly popular supplement called Avernus as a Sandbox. It’s also not a sandbox. They are misusing the term to just mean “non-linear scenario.” It’s actually a Choose Your Own Adventure structure. This is a really effective way of repackaging the Choose Your Railroad structure of the published campaign, but it’s not a sandbox.

MAKING THE HEX MAP

The first thing we’ll need for an Avernian hexcrawl is a hex map.

In designing the hex map, we’re going to want to keep the player’s map of Avernus in mind: If the players use their map to navigate, the navigational choices they make need to product coherent results when translated into the hexcrawl system.

(For example, they might be at the Hellwasp Nests and see, on their map, that the Demon Zapper lies to the “southwest.” If they tell the GM that they’re heading southwest, then when the GM plugs that movement into the hex map, they should generally end up at the Demon Zapper.)

The good news is that the player’s map is (a) illustrative instead of strictly representational and (b) lacks a scale. In other words, the only specific navigational information encoded into the map is a directional relationship (and even this can be arguably distorted by the imprecision of the illustrations). This gives us a great deal of latitude in tweaking the map.

(No pun intended.)

To create the map, I’m simply going to drape a hex grid over the top of the labeled DM’s version of the map:

Avernus - Hex Map in Progress

In doing this, I’ve played around with the precise positioning of the grid to (as much as possible):

  • Keep each location in a unique hex; and
  • Maintain as many of the clear directional relationships as possible.

I’m fairly satisfied with the results here, so the next step is to start creating our hex key by assigning all the locations on the map to the corresponding hex. For example:

  • A4 is the Arches of Ulloch
  • B1 is Arkhan’s Tower
  • C1 is the Monument to Tiamat.
  • G6 is the Wrecked Flying Fortress.

And so forth.

MAP DIMENSIONS

I’ve used a 6 x 10 grid here, but because the player’s map has no scale, we have a pretty free rein in what the size of the hex map can be. (We could, for example, have just as easily made this a 10 x 20 grid or even distorted the map to achieve something like a 30 x 30 grid.)

In deciding the initial size of your hex map in a hexcrawl, there are basically two factors. First, you need to stock all these hexes with content, so you don’t want so many hexes that the task is overwhelming. Second, the hex map needs to be large enough that the PCs won’t immediately run off the edge of it and into uncharted territory.

(It’s quite likely they’ll eventually end up deciding to see what’s beyond the edge of the map, but if it happens in every single session including the first it can be problematic.)

In the case of Descent Into Avernus, we also have to consider the amount of time and narrative space we want to dedicate to exploring Avernus. If we had a 30 x 30 grid, for example, there would be 900 (!) hexes. That would probably mean spending twenty or thirty times longer in Avernus than the rest of the campaign combined (which would make it very difficult to maintain focus) OR it would mean the players only experiencing a tiny, tiny fraction of the hexcrawl (which would mean a ton of wasted prep).

Based on my experience, I generally recommend a 10 x 10 or 12 x 12 hex grid for an initial hexcrawl campaign (assuming the PCs’ homebase is located in the center of the map).

Our 6 x 10 map, therefore, is a little undersized in one dimension. I think this will be fine in practice because the existence of the map will act as a soft constraint on the PCs’ navigation: Having a map in hand focuses a group’s attention on the area depicted by the map, and they will tend to make their decisions within the confines of the map. There are also mountain ranges depicted to both the north and south, which will act as natural navigational constraints as well.

ADDING LOCATIONS

There are roughly two dozen locations described in Descent Into Avernus. So even after placing those locations, we’ll still have three dozen empty hexes that we’ll need to fill with new content. We’ll take a closer look at that in Part 7C: Avernian Hex Key.

However, among the existing locations, as mentioned above, there are two that need to be added to map: The Dock of Fallen Cities (where Elturel is currently located) and Fort Knucklebones.

These two locations need to be placed in relation to each other, as Lulu can hypothetically see Fort Knucklebones from the Dock of Fallen Cities. Furthermore, we know that the Dock of Fallen Cities is located on the Styx.

We could put both of these locations in a single hex, but it probably works just as well to put them into two separate hexes.

The map actually has a number of unlabeled locations, and to simplify my life it would also be great if I could grab one of them and use it for either the Dock or the Fort or both. I’d also prefer a relatively central location.

Scanning the map, this hill looks promising:

Proposed Site for Ft. Knucklebones

You could pretty easily make the case for that depicting Fort Knucklebones. That’s in Hex I3, so we’ll go ahead and slot the Dock of Fallen Cities in Hex H3.

Go to Part 7B: Avernian Hex Map

Feng Shui is the action movie RPG of fast and furious combat inspired by the classic Hong Kong films of Jackie Chan, John Woo, Tsui Hark, Michelle Yeoh, and Jet Li. It uses a really cool initiative system featuring a shot counter:

  • Your initiative check determines your initial shot count in the sequence.
  • Each action is rated by the number of “shots” it will take to resolve.
  • This shot cost is subtracted from your initial shot count to determine the next shot count on which you’ll be able to act.
  • When everyone’s shot count hits 0, the current sequence ends and a new sequence begins with fresh initiative checks.

I describe this mostly to provide context for the cool new toy we’re talking about today: mission critical objectives.

Most fight scenes end when everybody on the opposing team is incapacitated. You stand triumphant with bruised knuckles over their unconscious, dead, or groaning forms.

But sometimes, that’s not the point.

Sometimes you’re fighting the bad guys because they’re trying to launch their hijacked nuclear missile or open the gates to the Mongol invaders. And sometimes they’re trying to stop YOU from uploading the virus to their computer network or destroying the Crystal of All-Knowledge.

One way to stop an opposing force, of course, is the aforementioned carpet of corpses. But often these goals can be logically achieved in the middle of the fight (“Hold off those Nazis while I disable the V-2’s fuel line!”), and ideally we’d like to capture the frenetic thrill of the struggle, creating fight scenes that are more varied than just punching hit point pinatas.

The problem is that these scenarios often become anti-climactic when combined with the turn-based nature of most RPG combat systems: On the hacker’s turn they make a Computer Systems check and… that’s it. The virus is uploaded. It’s over. There are ways to work around this, but they can be extremely situational and difficult to pull off.

Fortunately, the Feng Shui initiative system makes it easy to implement a solution.

MISSION CRITICAL OBJECTIVES

Attempting mission critical objective requires a 5-shot action, often accompanied by a skill check (i.e., a Sabotage check to cut the fuel lines). If successful, then the character can achieve the mission critical objective on their next action.

While a character is attempting a mission critical objective, however, other combatants can attempt to interrupt them as a 3-shot action.

If a hero is attempting to stop a GMC from achieving a mission critical objective, they can attempt either an attack stunt or an appropriate skill check (with the foe’s skill AV as the difficult). If they succeed, the GMC fails to achieve the mission critical objective (although they can try again later). If they fail, the GMC achieves the mission critical objective.

If a GMC is attempting to top a hero from achieving a mission critical objective, the hero must make an appropriate skill check (with the foe’s skill AV or Speed as the difficulty). On a success, the hero achieves the mission critical objective. On a failure, they’ve failed (although they can try again later).

ADDITIONAL OPTIONS

Multi-Step Objectives: It can often be satisfying to have multiple mission critical objectives that have to be achieved. (For example, you might need to shut down all three etheric turbines to prevent the Martian death laser from firing.)

Tug-of-War: As a variant of a multi-step objective, each mission critical objective might exist as a kind of “toggle” that can be swapped back and forth. For example, you might need to cut the three pirate harpoon lines to free your ship and sail away. While you can attempt mission critical objectives to cut a lines, the pirates can attempt one to resecure a line you’ve cut.

Mission Critical Boost: Characters can spend 1 Fortune to grant a +3 bonus or +1d6 (their choice) to a character attempting a mission critical objective.

Non-Critical Mission Objectives: For objectives that are involved but not the ultimate goal of the confrontation, you might choose to attempt them as 3-shot actions (instead of 5-shot actions).

Just One Chance: For some mission critical objectives, you might only get one chance. If the mission critical objective is attempted and fails, it cannot be attempted again.

ENDING THE FIGHT

Achieving the mission critical objective means that victory has been attained… but there may still be a bunch of bad guys. So what happens next?

One option, of course, is to just finish the fight – i.e., keep fighting until everyone on one side has been KOed. But this can be rather unsatisfying: Victory (or defeat), after all, has already been achieved.

Mission done? Time to leave! Feng Shui conveniently includes rules for doing that! (See the Cheesing It mechanics on p. 111 of the rulebook.)

Probably the key thing to keep in mind here is the central lesson of the Art of Pacing: The question we used to frame the fight scene (“Can we achieve the mission critical objective / prevent the bad guys from achieving the mission critical objective?”) has been answered. The scene is, therefore, functionally done. And when a scene is done, it’s okay to just wrap it up, cut away, and start the next scene.

CODA: IN OTHER SYSTEMS

Although well-suited to Feng Shui, this same basic concept can be hacked into other roleplaying games. In D&D, for example, mission critical objectives can be actions that take 1 round to complete, finishing on the character’s next turn and allowing other combatants to potentially interrupt them.

 

This is a useful cheat sheet I created for understanding what characters can see in the wilderness. In practice, sight lines will vary quite a bit (due to hills, forest canopies, atmospheric haze, and other obstructions), but I’ve found it’s useful to have some reference points and a few rules of thumb.

HORIZON: The horizon is 3 miles away at sea level.

NEIGHBORING HEXES: Passing through the center of a 12-mile hex, neighboring hexes cannot be seen. If the path is biased, the nearest hexes can usually be discerned (depending on the terrain).

Design Note: This is one of the reasons I prefer a 12-mile hex. Unless the PCs take special action to see farther, you’ll generally be able to focus exclusively on the hex they’re currently traveling through.

MOUNTAINS: Mountains can be seen from 6 hexes (72 miles) away.

Design Note: My research indicates that most mountain ranges have an average height of 3,000 feet. If you do the math, you can see an object 3,000 feet high from about 68 miles away, which I then rounded up to 6 hexes. Or, if you reverse the math, I’m saying that at 72 miles you can see the occasional peak that’s up to 3,500 feet high in that range or thereabouts. A very tall peak of 10,000 feet could theoretically be seen from 10 hexes away on a clear day.

ELEVATION: Distance to the horizon in miles is the square root of (feet above sea level x 1.5 feet). Add the height of tall objects to the viewer’s. Atmospheric haze will eliminate the ability to see even the largest objects more than 3-5 hexes away.

HeightHorizon
Halfling2 miles
Human3 miles
10 ft.4 miles
25 ft.6 miles
50 ft.9 miles
100 ft.12 miles (1 hex)
400 ft.24 miles (2 hexes)
1000 ft.39 miles (3 hexes)
1500 ft.48 miles (4 hexes)
2500 ft.60 miles (5 hexes)

SIGHTING

Characters may seek out a good location for seeing long distances by taking the Sighting watch action. Height is obviously a factor here, but finding the right sight lines can be equally important. (Climbing a tree is all well and good, but if it’s at the bottom of a valley the effect will be mitigated.) This is also why simply being “on a mountain” doesn’t automatically translate to great sighting: you’re usually surrounded by other mountains.

As a general rule of thumb, assume that characters can find a location granting them 50 feet of height (or the equivalent thereof). This will allow them to see into neighboring hexes, and possibly even see notable locations within those hexes or their current hex (which may or may not require a Wisdom (Perception) check).

If you call for a skill check to find a sighting location, consider using a fail forward technique: On a success, the PCs get the normal benefits of sighting. On a failure, they might only be able to make out the terrain type of two or three of the nearby hexes (and no details thereof).

If circumstances suggest that the PCs would have great sight lines without needing to take special effort, that’s great. It might still be appropriate to allow them to take the Sighting action to improve their line of sight even more, extending their vision by another hex.

ENCOUNTER DISTANCE

When an encounter is generated, the distance at which the encounter may be detected will depend on the terrain in which it is occurring. (If the encounter is with a group of creatures and both sides are surprised – i.e., they do not detect each other – it’s technically possible they will pass each other without ever realizing it.)

The figures here represent typical circumstances on the ground. If the PCs are keeping watch from the top of a stone tower, for example, it’s quite possible for them to spot potential threats at much greater distances.

TerrainEncounter Distance
Desert6d6 x 20 feet
Desert, dunes6d6 x 10 feet
Forest (sparse)3d6 x 10 feet
Forest (medium)2d8 x 10 feet
Forest (dense)2d6 x 10 feet
Hills (gentle)2d6 x 10 feet
Hills (rugged)2d6 x 10 feet
Jungle2d6 x 10 feet
Moor2d8 x 10 feet
Mountains4d10 x 10 feet
Plains6d6 x 40 feet
Swamp6d6 x 10 feet
Tundra, frozen6d6 x 20 feet

Back to 5E Hexcrawls


JUSTIN ALEXANDER About - Bibliography
Acting Resume

ROLEPLAYING GAMES Gamemastery 101
RPG Scenarios
RPG Cheat Sheets
RPG Miscellaneous
Dungeons & Dragons
Ptolus: Shadow of the Spire

Alexandrian Auxiliary
Check These Out
Essays
Other Games
Reviews
Shakespeare Sunday
Thoughts of the Day
Videos

Patrons
Open Game License

BlueskyMastodonTwitter

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.