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.
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.
Each day of hexploration consists of:
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.
The party may choose to perform activities at a careful, normal or reckless pace. The pace affects the number of hexploration activities received, the ability to hide tracks and the ability to use stealth. See the table below for details.
| Pace | HA | Guide | Track | Forage | Lookout |
|---|---|---|---|---|---|
| Careful | 1 | Adv. | Normal | Normal | Adv. |
| Normal | 2 | Normal | Disadv. | Disadv. | Normal |
| Reckless | 3 | Disadv. | None | None | Disadv. |
| Pace | Hide Tracks | Reconnoiter | Stealth |
|---|---|---|---|
| Careful | Adv. | Adv. | Normal |
| Normal | Normal | Normal | Disadv. |
| Reckless | Disadv. | Disadv. | None |
The most exhausted character in the party determines the penalty: every 2 levels of exhaustion they have reduces the group’s HA by 1. A character with exhaustion level 5 or higher cannot Travel at all. The party can still Travel, but that character cannot participate in Travel activities (they must be carried, left behind, or otherwise accommodated). Some penalties can reduce the party’s available HAs below 1, but the party always has at least 1 HA unless special rules (such as being unable to travel due to exhaustion) say otherwise.
If the party is traveling with mounts or vehicles, this penalty might be reduced or eliminated, depending on whether the mounts or vehicles are able to carry the exhausted party members and provide rest for them.
This grants one extra hexploration activity for the day, but that HA is the only HA activity possible that day (no additional Travel, Reconnoiter or other HA‑based activities). The party still camps normally and may perform Pre‑camp, Large Rest and Small Rest activities as usual.
Each character must make a Constitution saving throw at the end of the day. The DC is 10 + 5 for each day past the first in a row (i.e. DC 15 the second day, DC 20 the third day, etc.). On a failed saving throw, a character suffers one level of exhaustion and cannot benefit from a forced march the following day.
A character with the Endurance skill, does not need to make a saving throw for the first day of a forced march, but must make a saving throw on subsequent days (then the DC would be 10 for the second day, 15 for the third day, etc.).
If the party is traveling with mounts or vehicles, the check may be made with advantage, depending on whether the mounts or vehicles are able to carry the party’s gear and provide rest for the party members.
Heavy rain, snow, a blizzard or strong winds count as difficult conditions. Post-blizzard terrain also counts as difficult terrain until the snow clears, which may additionally increase the Travel activities required per hex.
Only one of the following skills can grant an extra hexploration activity per day, and only if the party has a character with that skill.
A character with Pathfinding can deduce the most efficient route through untracked wilderness, effectively treating the terrain as if it had a road. This grants one extra hexploration activity for the day when traveling through wilderness terrain.
If the party has a character with the Mountain Routefinding skill, they gain one extra hexploration activity for the day when traveling through mountainous terrain.
There might be other skills that grant an extra hexploration activity, depending on the campaign and the GM’s discretion.
Group activities require the whole party; each counts as one of the day’s hexploration activities for everyone.
The party travels toward an adjacent hex. Assign Guide, Forager, and Lookout roles as described in the Travel rules.
In open terrain, such as plains or grasslands, 1 Travel activity is enough to move from one hex to an adjacent hex. Traversing difficult terrain, such as a typical forest or desert, requires 2 Travel activities. Traversing greater difficult terrain, such as a steep mountain or typical swamp, requires 3 Travel activities.
A road improves the terrain by one step. For example, a road over a mountain pass counts as difficult terrain instead of greater difficult terrain.
Travel assumes that the party is moving overland on foot. If the party is flying or traveling on water, most hexes count as open terrain, although the GM may assign a higher terrain category when appropriate.
Flying through a storm or strong winds counts as difficult or greater difficult terrain. Traveling downstream on a river counts as open terrain, while traveling upstream counts as difficult or greater difficult terrain.
If there are HAs remaining after moving to the next hex, the party can continue traveling into another adjacent hex or perform other activities. If more HAs are required to move into the next hex than the party has available, the party can spend the remaining HAs to “travel closer” to the next hex, so that if they continue traveling the next day to the same hex, they will have already covered part of the distance.
You spend time surveying and exploring a specific area, getting the lay of the land and looking for unusual features and specific sites. Reconnoitering a single hex takes a number of hexploration activities equal to the Travel cost for that hex: 1 HA for open terrain, 2 HAs for difficult terrain and 3 HAs for greater difficult terrain. Traveling on roads doesn’t lessen the time required to Reconnoiter. Once the hex has been Reconnoitered, you can Map the Area to reduce your chance of getting lost in that hex. You automatically find any special feature that doesn’t require a check to find, and you attempt the appropriate checks to find hidden special features.
For instance, if you were looking for an obvious rock formation among some hills, you would spend 2 hexploration activities to Reconnoiter the hex, and you’d find the rock formation. But if you were looking for a hidden tengu monastery somewhere in some deep forests, after spending 2 activities to Reconnoiter the forest hex, you would have to succeed at a Perception check as part of your Reconnoiter activity to find the monastery.
Skills that can be helpful when Reconnoitering a hex include Investigation, Nature, Perception, Terrain Knowledge, Tracking, Scouting, Survival and more. Depending on what there is to be found, the DM may call for other skills as well.
| Terrain | Travel | Reconnoiter |
|---|---|---|
| Open terrain; plains, grasslands, downstream | 1 | 1 |
| Difficult terrain; typical forest, desert, upstream | 2 | 2 |
| Greater difficult terrain; steep mountain, typical swamp | 3 | 3 |
| Road | -1 | +/-0 |
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.
Each character can perform one Pre-camp Activity when the party first arrives at camp for the day. These are things characters do immediately on arrival, before settling into rest.
Each character can perform one Large Rest Activity during their rest period. These represent more involved tasks that take a significant portion of the evening or downtime.
Each character can perform one Small Rest Activity during their rest period. These represent quicker, less demanding tasks that can be done alongside other downtime.
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 | Pre-camp | Large Rest | Small Rest | Skills | Description |
|---|---|---|---|---|---|
| Prepare Campsite | ✓ | Wisdom (Survival), Logistics | Secure site selection and camp defenses |
| 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 |
You pitch in to help another character with any Pre-camp, Large Rest or Small Rest activity - holding the torch while they work, steadying the cooking pot, hauling brush for camouflage, assisting with site reconnaissance, carrying supplies, helping set up key defenses or other tasks. The first helper grants advantage to the lead character’s check; each additional helper grants a further +1 bonus.
You work to keep the camp hidden while it’s occupied; banking the fire to a low glow, screening light with cloaks or brush, positioning bedrolls in natural hollows and hushing the party. Make a Wisdom (Survival) check - having Scouting gives Expertise - or Dexterity (Stealth) at a higher DC. The better the concealment, the less likely something hunting in the dark will notice the warmth, the smell of food or the murmur of voices.
You focus on crafting, following the downtime crafting rules (or generic craft skill rules for more detail). This represents an evening of focused work while at camp.
You prepare a special meal for the party beyond basic rations. Attempt a Wisdom (Survival) or Intelligence (Cooking) check; on a success, the meal provides a small benefit.
| Result | Benefit |
|---|---|
| ≤ 4 | Some food got spoiled, 1d4 extra rations lost |
| 5-14 | No effect |
| 15-19 | You make something out of little; the party saves 1d4−1 rations (minimum 0). |
| 20-24 | As 15-19, and each character who eats it gains a +1 status bonus to all saving throws until the end of Breaking Camp. |
| ≥ 25 | As 20-24, and each character who eats gains 5 temporary hit points and advantage on all saving throws against disease or poison before the end of Breaking Camp. |
You attempt to read a magical, scholarly or coded text. Coded or ciphered writing: Make an Intelligence (Investigation) check. If you have the Ciphers sub-skill, you have Expertise on this check. Magical or scholarly writing: Make an Intelligence (Research) check. If you are in a library or similar place of study, you have Expertise on this check.
The GM sets the DC based on the complexity of the text (simple notes might be DC 10–12, complex magical treatises or advanced ciphers DC 15–20 or higher). On a success, you understand the general meaning or can read the text fluently. On a critical success, you grasp subtle details, hidden meanings or additional insights. On a failure, the text remains gibberish; on a critical failure, you misinterpret it badly, possibly drawing false conclusions.
You examine a magical item or effect to discern its properties. Make an Intelligence check and consult the table based on your applicable skills. If done as a Small Rest activity, you get disadvantage on the check.
| Result | Normal | Knowledge (Arcane) | Artifice/Antiquities |
|---|---|---|---|
| ≤ 4 | - | - | - |
| 5-9 | - | - | Basic |
| 10-14 | - | Basic | Enhanced |
| 15-19 | Basic | Enhanced | Complete |
| ≥ 20 | Enhanced | Complete | Detect Curses |
Basic (Testing & Experimentation) By carefully handling and testing the item, you discover its obvious function and effects: Does it require attunement? What happens when you activate it? What are the visual and sensory effects (glowing, humming, warmth, vibration)? How do you activate it (command word, mental focus, gesture)? What is its general purpose?
Enhanced (Skilled Examination) Through expertise and deeper investigation, you additionally discover: What are the specific magical effects and their mechanical details? What restrictions or limitations does it have? What school of magic created it, and approximately when? Does it have any hidden properties or drawbacks?
Complete (Full Identification) You identify all properties of the item exactly as if you had cast the Identify spell, including attuned requirements, command words and all mechanical details.
Detect Curses You can additionally determine if the item is cursed and understand the nature and severity of the curse.
You attempt to improve an NPC companion’s attitude. Make an appropriate social check (Charisma (Persuasion), Charisma (Deception), etc.) against a DC set by the DM. Success improves the NPC’s attitude toward you. A failure may worsen it.
You study and practice a new language during your downtime at camp. See Languages for details on available languages and the rules for learning them.
Sharpened stakes along the perimeter, trip-lines between the trees and gear stowed where it can be grabbed in the dark - a well-fortified camp turns a patch of wilderness into something that at least resembles a defensible position. Make an appropriate Intelligence (Craft) check; the DC reflects the terrain and available materials. On a success, anyone keeping watch or defending the camp gains a +2 bonus to initiative rolls and Perception checks to detect approaching threats.
You spend time cleaning, repairing, and otherwise maintaining your equipment. See Crafting and Maintenance for details and make an appropriate Intelligence (Craft) check.
You sit down with parchment and charcoal and commit what the party has learned to a proper map - trails, landmarks, hazards and the way the ridgeline bends. A good map means you’ll never waste time second-guessing the route again. Make an Intelligence (Investigation) or Wisdom (Survival) check; on a success, the DC of any navigation check in that hex is permanently reduced by 2.
The hex must have been successfully Reconnoitered at some point (not necessarily today). Once Reconnoitered, any character can later attempt to Map the Area as a Pre‑camp or Large Rest activity without needing to Reconnoiter again.
You carefully organize the party’s supplies, checking for spoilage and managing rations. Make an Intelligence (Survival) or Wisdom (Survival) check.
| Result | Benefit |
|---|---|
| ≤ 4 | You misplace a random piece of group equipment, roll on the Group Equipment table. |
| 5-14 | No effect |
| 15-19 | Your supplies are well-protected from spoilage, rats, and vermin for the next 24 hours. |
| 20-24 | As 15-19, and your organization and small surprises lift spirits. The party gains +2 to the next skill check during the evening. |
| ≥ 25 | As 20-24, and you can roll on the Lucky Finds table. |
You study your maps and notes and make small trips in different directions to be able to plan the most efficient route for tomorrow’s travel. Make an Intelligence (Nature) or Wisdom (Survival) check using maps and notes. On a success, the party gains advantage on the Guide’s check for Travel through this hex on the next day or on checks made as part of Reconnoiter in this hex.
Attempt a Wisdom (Survival) check against the Zone DC (the DC set by the current hex/zone) or Logistics with Expertise if the character has it, reflecting their skill at organizing camp defenses and site selection. Once a campsite is prepared, you can use the Prepare Campsite activity in this same hex again in the future (but no more than once per 24 hours) to automatically achieve the same degree of success with only an hour of work.
Success by more than 5 The site is exceptionally well chosen. The first hour of camping activities has a reduced risk of random encounters.
Success A serviceable campsite, suitable for camping activities.
Failure A subpar site. Camping activities that require checks take a -2 penalty.
Failure by more than 5 The site is unusable for activities - only rest and daily preparations are possible.
Multiple attempts: Multiple characters can each try to Prepare a Campsite; the group uses the best result. A character who critically fails may face any triggered encounter alone unless nearby allies choose to stay.
You repair a damaged item or restore its durability. Make an appropriate Intelligence (Craft) check to repair a damaged item or restore durability.
You focus purely on recovery during your rest. This allows extra focus on healing and meditation. If done as a Large Rest, you gain advantage on all healing and recovery rolls made during this rest. If done as a Small Rest, you gain advantage on one healing or recovery roll of your choice during this rest.
You scout the immediate area around the campsite, watching for signs of danger and potential threats. Make a Wisdom (Survival) or Wisdom (Perception) check. On a success, the party gains advantage on the first Perception check to detect ambushes or surprise attacks that night in this hex. On failure, no benefit; on a critical failure, the party has disadvantage on that first check.
While the others are busy cooking, camouflaging or tending wounds, someone needs to keep their eyes up and their hand near their weapon. You forgo other activities to stay alert, watching the treeline and listening for anything that shouldn’t be there. Your Perception check is used if a threat approaches during the evening’s activities - success means the party has time to react; failure means they’re caught mid-task.
You spend the evening regaling your companions with a rousing tale - perhaps one of your previous adventures, a legend from your homeland or a story passed down through generations. Make a Charisma (Performance) check against DC 15, or DC 10 if your story is particularly relevant to the party’s recent events, upcoming challenges or the personal stories of those listening.
Your story affects all allies in camp, but those who spend the evening Relaxing gain the greatest benefit. Allies who are elsewhere performing other activities (such as Trapping or Scout Perimeter) or outside camp are not affected.
For inspiration, if you don’t know what to tell, you can roll on the Campfire Stories table below to determine the story you tell.
On a success your allies are moved and uplifted. Until the end of Breaking Camp, each ally who was Relaxing gains a +2 bonus to attack rolls, ability checks, and saving throws during any combat at this campsite. Other allies in camp who were not Relaxing gain a +1 bonus to the same rolls.
On a failure your allies appreciate the effort, but your story fails to inspire them. No mechanical benefits are gained.
You set snares and traps around the campsite to catch game overnight. Make a Wisdom (Survival) check; if you have a relevant foraging, hunting, or trapping skill, you have Expertise. The DC is based on terrain. On a success, the traps yield enough food for one character the following day. For every 5 points by which the check exceeds the DC, the traps yield food for one additional character the next day. On a critical success, double the amount of food gained.
Food is collected during the next day’s Prepare Campsite or Breaking Camp activity; if the party leaves the hex before collecting, the traps and food are lost unless the DM rules otherwise. Multiple characters can take Trapping; each makes their own check and results stack.
You tend to cuts, bruises, infections, lingering pain, disease, poison and exhaustion from the day’s travel and combat. Wash bandages in fresh water, apply salves and poultices, set splints, administer antitoxins and encourage proper rest. Make a Wisdom (Medicine) check; if you have a healer’s kit or access to medical supplies, you have advantage. The DC is 10 for routine wounds or higher (DC 15+) for severe wounds, infections, active poison effects or diseases.
Success The patient recovers hit points normally or is stabilized if dying. If done as a Large Rest activity, the patient gains one additional benefit: recover an additional 1d4 hit points, reduce exhaustion by 1 level, remove the poisoned condition or gain advantage on the next saving throw against a disease (choose one).
Failure Recovery proceeds normally, but the patient gains no additional benefit. The patient makes no progress against disease, poison, or exhaustion. On a critical failure, a wound reopens or an infection worsens; the patient has disadvantage on Constitution saving throws against disease until successfully treated again.
Multiple characters can treat the same injured character; each makes their own check and any success grants an additional benefit. Benefits stack-a character treated by multiple healers may recover more hit points, remove multiple exhaustion levels, or receive multiple disease/poison treatments in a single rest period.
Once the party has eaten, it is time for a Long Rest with rotating watch assignments. A long rest is at least 8 hours in a safe place.
| Group Size | Total Time | Each Watch |
|---|---|---|
| 2 | 16 hours | 8 hours |
| 3 | 12 hours | 4 hours |
| 4 | 10 h 40 min | 2 h 40 min |
| 5 | 10 hours | 2 hours |
| 6 | 9 h 36 min | 1 h 36 min |
| 7 | 9 h 20 min | 1 h 20 min |
| 8 | 9 h 9 min | 1 h 9 min |
| 9+ | 9 hours | 1 hour |
At the end of the long rest, each character gains the standard Long Rest benefits: restored spell slots, Hit Dice recovery, and one chosen benefit (recover hit points, remove exhaustion, etc.). Sleeping in armor may reduce these benefits.
The DM determines each day’s weather during Breaking Camp. Weather affects travel, visibility, foraging, and fatigue.
Light rain or snow may occur during any season. Heavier precipitation and severe weather - downpours, blizzards, hailstorms, sandstorms, etc. - are determined by the DM and may also reduce the number of hexploration activities available for the day (see Activities per Day).
When the party travels overland in precipitation or severe weather, for each hexploration activity (HA) they spend on Travel, each character must make a Constitution saving throw at the end of that activity or gain one level of exhaustion. The DC and associated Perception penalty depend on the severity of the weather:
| Weather | DC | Perception |
|---|---|---|
| Light Rain or Snow | 5 | -1 |
| Heavy Rain or Snow | 10 | -2 |
| Hailstorm | 15 | -4 |
| Blizzard | 20 | -6 |
| Sandstorm / Tornado / Hurricane | 25 | -8 |
Temperatures are typically mild in spring and autumn. During winter, cold snaps can occur.
When they do: For each hexploration activity (HA) the party spends on overland travel, each character must make a Constitution saving throw at the end of that activity or gain one level of exhaustion. The DC is set by the DM based on severity. Characters with the Arctic Survival skill make this saving throw with advantage.
Light precipitation falls as snow rather than rain. Characters without cold-weather gear may be subject to additional exposure rules at the DM’s discretion (for example, additional saves per hour of exposure when not actively traveling).
Any character with Wisdom (Survival) can spend 10 minutes observing the sky, wind and wildlife at Breaking Camp to attempt to predict the day’s weather. The DM sets the DC based on conditions - typically 15 in clear conditions, higher in poor visibility or unfamiliar terrain. Characters with a relevant terrain-specific Survival skill (such as Forest Survival or Arctic Survival) have Expertise.
Critical Success You accurately predict precipitation, temperature, wind, and whether a significant weather event will occur - what it is and roughly when. Advantage on Survival checks to prepare for it.
Success You accurately predict precipitation, temperature, and wind, and know whether a weather event will occur, but not what or when. +1 to Survival checks to prepare for it.
Failure No useful prediction.
Critical Failure You reach a wrong conclusion. The DM gives you false information as though you had a critical success.
| d10 | Equipment |
|---|---|
| 1 | A length of rope or cord |
| 2 | A light source (lantern, torch, or candles) |
| 3 | Shelter gear (tent, tarp, or groundsheet) |
| 4 | Cooking equipment (pot, pan, or utensils) |
| 5 | A water container (waterskin, flask, or canteen) |
| 6 | Bedding (bedroll, blanket, or sleeping mat) |
| 7 | Fire-starting supplies (flint, tinder, or matches) |
| 8 | Climbing or utility gear (hook, pegs, or extra cord) |
| 9 | Food supplies (rations, dried meat, or hardtack) |
| 10 | Medical or repair supplies (bandages, salve, or twine) |
| d10 | Find |
|---|---|
| 1 | Forgotten pouch of spices or tea. +2 morale bonus to party. |
| 2 | Mislabeled rations from weeks ago - salvage 1d4 rations. |
| 3 | Hidden pocket in a pack yields 1d3 useful small items. |
| 4 | Cache of coins or trade goods worth 1d6 × 10 sp. |
| 5 | An old letter or map you didn’t know you had. |
| 6 | Perfectly preserved delicacy. Each party member gains advantage on the next check made in the next hour. |
| 7 | Dry components for a healing salve. Automatically heal 1d6+2 hp to one character. |
| 8 | Extra seasoning and preserved fruit. Next meal is so good each character heals additional 1d4 hp. |
| 9 | A forgotten luxury item (wine, cheese, or fine tobacco). +2 morale bonus to party. |
| 10 | Uncover a surprising stockpile - gain 1d8 days worth of rations from supplies no one remembered having. |
| d10 | Activity/Event |
|---|---|
| 1 | Skill Practice: One character teaches another a practical skill. The student gains advantage on their next relevant check made within 3 days. |
| 2 | Stargazing & Navigation: Characters study the stars and sky. Gain +1 to the next Travel or Reconnoiter check in this region. |
| 3 | Local Wildlife Observation: A curious but harmless animal (deer, fox, birds) visits camp. Characters can make checks to learn about the local ecosystem. |
| 4 | Reminiscing & Bonding: The party shares stories and laughs. Each character gains 5 temporary hit points from improved morale. |
| 5 | Maintenance & Sharpening: A character spends time caring for weapons and gear. Gain advantage on the first attack roll made the next day. |
| 6 | Foraging Discovery: While gathering firewood or water, a character finds 1d6 useful plants, herbs, or mushrooms worth 1d4 × 5 sp. |
| 7 | Natural Spring or Stream: The campsite is near fresh water perfect for bathing and washing. All characters feel refreshed; gain +1 to initiative the next day. |
| 8 | Quiet Meditation: A character meditates or prays. They gain one additional Hit Die that can be spent during this rest. |
| 9 | Games & Entertainment: Cards, dice, or improvised games ease tensions. All characters gain advantage on their next saving throw against fear or despair effects. |
| 10 | Perfect Evening: Everything comes together beautifully-the fire burns bright, the food tastes amazing, the company is warm. All characters gain 1d4 temporary hit points and advantage on one ability check within the next 24 hours. |
| d10 | Story |
|---|---|
| 1 | The Monster Hunt: A harrowing tale of pursuing a dangerous creature through treacherous terrain. The hero’s cunning and bravery overcome brute strength. |
| 2 | A Lover’s Sacrifice: A bittersweet romance - two souls from different worlds, impossible odds and an ending both tragic and beautiful. |
| 3 | The Fool’s Fortune: A comedic misadventure where the protagonist stumbles into success through luck, mistakes, and sheer audacity. |
| 4 | The Curse Broken: A mysterious curse plagued a land for generations until one brave soul discovered the secret and lifted it, restoring hope. |
| 5 | The Ancestor’s Wisdom: An elder’s tale passed down through generations-a lesson from the old days that proves relevant even now. |
| 6 | The Unlikely Alliance: Sworn enemies forced to work together discover their common humanity and become unexpected allies against a greater foe. |
| 7 | The City’s Fall & Rise: The dramatic story of how a once-great place fell into ruin and the heroes who brought it back from the brink. |
| 8 | The Phantom Thief: A clever rogue outwits guards, nobles, and traps with wit and cunning. Their motives are more noble than anyone expected. |
| 9 | The Last Stand: A desperate battle against overwhelming odds where courage and determination matter more than numbers or strength. |
| 10 | The Hidden Truth: A mystery unravels to reveal a shocking revelation-nothing was as it seemed, and the real enemy was hidden in plain sight. |