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Overland Travel

How the hex-crawl overland layer works — rolling for hex contents, shelters, features, dungeons, NPCs, trouble, and combat.

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Overland Travel

The overland travel layer lets parties explore a world map between dungeon delves. Each hex on the map is undiscovered until the party moves into it, at which point you roll d66 to determine its contents.

The d66 Contents Roll

Roll two d6 — the first is the tens digit, the second is the units digit — to produce a result from 11 to 66. Results fall into six categories:

| d66 range | Category | What it means | |---|---|---| | 11–16 | Shelter | A safe place to rest, trade, recruit, or get a quest | | 21–26 | Feature | A point of interest: shrine, well, portal, wizard tower, etc. | | 31–36 | Dungeon | An entrance to an underground adventure site | | 41–46 | NPC | A wandering person or group the party can interact with | | 51–56 | Trouble | A hazard, setback, or environmental complication | | 61–66 | Combat | An enemy encounter |

Shelters (11–16)

Shelters are rest stops. All shelters allow the party to Rest (recover Life). Many also offer services:

| Roll | Shelter | Rest cost | Notable services | |---|---|---|---| | 11 | Camp Site | Free | Rest only | | 12 | Inn | 3 gp/hero | Rest, Recruit, Trade (no magic items), Hire | | 13 | Abbey | Free | Rest, Recruit (Cleric/Paladin/Martial Mystic only), Visit Temple | | 14 | Hidden Village | Free | Rest, Recruit, Trade (≤10 gp items), Stable, Feast, Night Hunt, Get Quest | | 15 | Special Terrain Shelter | Free | Varies by current terrain type | | 16 | Castle | Free | Rest, Recruit, Trade, Repair, Hire, Stable, Magic Tuition, Quest, Dungeon |

Special Terrain Shelters have a different name and effect depending on where you are: Hunter's Perch (Grassland), Merchant Oasis (Desert), Hag's Hollow (Swamp), Log Cabin (Forest), Unnatural Lair (Dense Forest), Mining Settlement (Mountains), or Sunken Ship (Drained Lake).

Features (21–26)

Features are points of interest. Most require a further d6 roll to determine the outcome:

  • Nature Node (21): A lush sanctuary — fight a guardian for full healing, gain wilderness travel bonuses, or receive Nature's Blessing.
  • Shrine (22): Offerings and candles — fight a guardian, receive healing, or receive a one-use ward.
  • Well (23): Ancient water — risk poison, gain oracle-predicted dice rolls, or discover a dungeon entrance.
  • Teleportation Portal (24): High Elf magic — teleport to a known destination (2-in-6 failure or random redirect).
  • Tower of Wizardry (25): A dark spire — fight an experiment, access a library, visit an inventor, or get discounted Magic Tuition.
  • Flying Island (26): A levitating mass — observe adjacent regions, ride it as a vessel, or find treasure.

Dungeons (31–36)

Rolling in the dungeon band means the party has found an entrance to an underground site. These include:

Caves (31), Keep (32), Fallen Temple (33), Ruins (34), and two further variants. Each dungeon type has special terrain rules and up to six unique chambers (rolled on d66) that appear at most once per dungeon run. Unique chambers give bonuses, extra encounters, or special loot.

Select the active ruleset when entering to determine monster tables and content rolls.

NPCs (41–46)

NPC encounters involve people the party meets on the road:

  • Mercenaries (41): Hire fighters (cost scales with level).
  • Traveling Merchant (42): Buy/sell equipment; roll d6 for their stock and mood.
  • Wandering Minstrel (43): Their song grants fame or infamy — free rest everywhere, or a reputation tax at every inn.
  • Wagon Train (44): Friendly travellers, cultists, or a shape-changing mimic in disguise.
  • Witch (45): Offers a potion — grants night vision or permanently marks a hero as the unluckiest in the party.
  • Traveler in Peril (46): Fight off attackers; reward scales with the traveler's social rank.

Trouble (51–56)

Trouble results impose setbacks with no enemies to fight:

  • Smoky Clouds (51): +2 travel hours, or adjacent regions blocked for d6 days.
  • Bad Weather (52): Forced rest with Life loss, lost scrolls/rope/armor, or +3 travel hours.
  • Food Spoils (53): Half your rations are ruined. Spices cancel this.
  • You Become Lost (54): +d6 travel hours. A Compass cancels this.
  • Camp Disease (55): A random hero gets a level-3 Disease. Herbs cancel this.
  • Mosquito Swarm (56): Every hero loses 1 Life.

Combat (61–66)

| Roll | Enemy | |---|---| | 61 | Vermin (weak) | | 62–64 | Minion (standard) | | 65 | Weird Monster (tough) | | 66 | Boss (very strong) |

Use the active ruleset's encounter tables to determine the specific enemy.

Class bonuses for overland play

Several Wayfarers and Adventurers classes have special overland abilities:

  • Wood Elf — generates food for 2 per day outdoors; reduces surprise chance by 1 in forests; can craft leafsteel armor from forest materials.
  • Druid — animal companion available; Expert druid spells can be learned in the wilderness.
  • Ranger (not yet in app) — wilderness tracking and survival.