Hexploration
Hexploration Activities
Campsites
Weather
Tables

Special Rules for Kingmaker

The rules on this page are temporary rules for the Kingmaker campaign. Anything here is not officially part of the Varlyn ruleset, but is intended to be compatible with it. Perhaps we like the rules well enough to incorporate them into the Varlyn ruleset in the future.

Hexploration

During the Kingmaker campaign, the party explores the Stolen Lands by traveling from hex to hex on the regional map. Each hex represents a 12‑mile hexagon and the party can normally move only to adjacent hexes. The rules on this page combine the official Kingmaker hexploration rules with the site’s travel and adventuring rules, streamlined for play.

Each day of hexploration is divided into a set number of activities. The party uses these activities to Travel or Reconnoiter. When the party camps, additional rules cover preparing a campsite, cooking special meals, keeping watch and dealing with weather.

Each day begins with Breaking Camp, which takes 30 minutes. During this time, the party checks the weather, assigns travel roles for the day, sets their pace and packs up their gear. If the party wishes to remain in the same location, they must Prepare the Campsite again; a previously used site takes only 1 hour to prepare and may not require a new check, depending on circumstances.

Daily Structure

Each day of hexploration consists of:

Amount of Hexploration Activities

The number of hexploration activities (HAs) available is determined by the party’s travel pace. The default is 2 activities per day, but this can be increased or decreased by the party’s pace, weather and other factors. No less than 1 HA and no more than 4 HAs are available per day. The party may choose to spend all of their HAs on Travel or they may split them between Travel and Reconnoitering.

Hexploration Activities

Group activities require the whole party; each counts as one of the day’s hexploration activities for everyone.

Campsites

Camping means locating a safe site, performing useful activities, eating, resting, and completing daily preparations. Each character needs one pound of food per day and access to water - see Travel - Planning a Journey for supply rules. Hunting, cooking, and some campsite activities are unavailable in dungeons or enclosed locations. Characters can choose different activities from the lists below. A character can only perform one activity from each category per day.

Camp & Rest Activities

Activities

The activities listed below are examples of what characters can do while at camp. Each activity falls into one or more of the categories defined above (Pre-camp, Large Rest, Small Rest) and characters can only perform one activity from each category per day.

The only one that is required is the Prepare Campsite activity. The rest are optional and can be chosen based on the party’s needs and the characters’ abilities.

Some small rest activities have fractions or other limitations, indicating that they are not as efficient or effective as full rest activities.

Activity Summary

Required Activity
Activity Pre-camp Large Rest Small Rest Skills Description
Prepare Campsite ✓ Wisdom (Survival), Logistics Secure site selection and camp defenses

Optional Activities
Activity Pre-camp Large Rest Small Rest Skills Description
Aid ✓ ✓ ✓ - Help another character
Camp Camouflage ✓ Wisdom (Survival)/Scouting, Dexterity (Stealth) Hide camp from detection
Cooking ✓ Wisdom (Survival), Intelligence (Cooking) Could provide temporary benefits
Craft Item ✓ Various Downtime crafting work
Decipher Writing ✓ ✓ Intelligence (Investigation), Intelligence (Research) Read magical or coded text
Fortify Camp ✓ ✓ Intelligence (Craft) +2 to initiative and Perception
Identify Magic ✓ ✓ Intelligence (Arcana) Determine magical properties
Influence NPC ✓ ✓ Charisma (Persuasion/Deception) Improve NPC attitude
Learn Language ✓ ✓ Intelligence Study a new language
Map the Area ✓ ✓ Intelligence (Investigation), Wisdom (Survival) Reduce navigation checks in hex
Maintain Gear ✓ Intelligence (Craft) Keep equipment in good condition
Organize Supplies ✓ Intelligence (Survival), Wisdom (Survival) Reduce ration spoilage
Plan Next Day’s Route ✓ ✓ Intelligence (Nature), Wisdom (Survival) +1 to Travel/Reconnoiter checks
Repair Item ✓ Intelligence (Craft) Restore item durability
Relax ✓ ✓ - Focus on recovery
Scout Perimeter ✓ ✓ Wisdom (Survival), Wisdom (Perception) Advantage on detecting ambushes
Stand Guard ✓ ✓ Wisdom (Perception) Watch for threats
Tell Campfire Story ✓ Charisma (Performance) Inspire allies with a rousing tale
Trapping ✓ Wisdom (Survival), Foraging/Hunting/Trapping skills Catch game for next day
Treat Wounds ✓ Wisdom (Medicine) Provide medical care

Activity Descriptions

Resting

Weather

The DM determines each day’s weather during Breaking Camp. Weather affects travel, visibility, foraging, and fatigue.

Tables