1. Notes

Exploration Rules

Hexcrawl Movement Rules:
(Note these movement speeds take into consideration how far mounts can go before getting tired)

Mounted, Fast Movement
-up to Half its carry weight, 4 hexes a turn
-Cannot be pulling a wagon or cart
-Can hide while moving
-Can't climb mountains without any paths

Mounted, Normal Movement
-Up to max carry or pull weight, 2 hexes a turn
-Pulling means hitched to carts and wagons generally.
-Easy to spot
-Can't hide while moving
-Can't climb mountains without any paths

Unmounted, Slow movement
-Up to max carry weight, 1 hex a turn
-Hard to spot
-Can move stealthily
-Can climb mountains

Flying Mounted, Fast Movement
-up to Half its carry weight, 4 hexes a turn
-Cannot be pulling a wagon or cart
-Can't hide while moving
-Unimpeded by difficult terrain

Flying Mounted, Normal Movement
-Up to max carry, 2 hexes a turn
-Cannot be pulling a wagon or cart
-Can't hide while moving
-Unimpeded by difficult terrain
How turns, time, and locations work:
-Each act will have a number of turns available to players.
-Each turn is one days in game time. End of a turn is at midnight.
-You can move onto a mission objective and start the quest immediately same turn. Time of day you arrive is up to the DM running it.
-Long rests can only be completed at locations of safety marked on the hex map. Allied, etc.
-Short rests can be completed anywhere. Risk of the short rest is determined by a DM.
-Each act consists of 32 turns.
-Treat each hex as about 10 miles in diameter
-Cities and villages have to be friendly with you or work a deal with them to rest in their towns.
-Once you complete 32 turns you have to wait for the opposing team to complete their turns before given a new set of turns.
-After 32 turns are completed there will be a 2 weeks interval where personal projects can be completed and no quests in game are accomplished. For example, doing crafting.
Player Projects:
-Leaders can start projects to complete public works. Some examples are below:
* Espionage(collect information on enemies)
* Building new long rest locations
* Building defenses and watchposts
* Completing Public Information(Truth) Campaigns
* Completing Public Propaganda(Lies) Campaigns
* Negotiate more influence in a city
-Leaders can run two projects at a time. Players can run one project.
-A Dungeon master will assign the cost to the project. General Cost:
* Scope: Village, City, County, Nation
* Probability: Plausible, Implausible, Extraordinary, Impossible.
* Time: 1 turn, 4 turns, 8 turns, 16 turns
* Monetary Cost: 400, 800, 1600, 3200. All costs in silver.
* Glory: Glory earned may be required or able to reduce the cost by one level.

Quest Rewards:
-Earn glory with a city or village.
(Gaining a trophy that can be traded to a location for influence.)
-Earn treasure.
-Find artifacts and magic.
-Earn unique mounts and companions.
-Earn influence for a city for your faction.
-Knowledge about locations, lore, or other things.

Player actions:
-Scouting
* You learn about any creatures, unexplored ruins, and dangers in a 1 hex radius.
-Moving
-Entering a location
* Typically the start of a quest or entering a city.
-Setting up an ambush.
*Ambush covers up to a 1 hex radius.
-Scout a location
(This is not a definitive list and additional actions be available and up to a DM. Feel free to ask.)

End goal:

Earn enough influence to convince a city or village to join your faction. When all Cities and villages have picked a vote on the nations leadership shall be held.

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