Curabel Campaign Exploration Rules Cheat Sheet
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Exploration Quick Reference Sheet: Dungeons
- Random Encounter Check (Every Three Turns – 30 min – 6 on d6 standard)
- Party announces intention:
- Move:
- Exploration: 1” = 10’ per turn with mapping
- 5x speed through familiar areas (no mapping)
- 10x speed when fleeing
- Listen:
- One Round per attempt
- 2 in 20 standard (elves 3 in 20)
- Limit of 3 attempts
- Open a Door:
- One Round per attempt
- Unlimited attempts (bend bars/gates is one try)
- Pick Lock takes 1-4 rounds (depending on complexity)
- Chopping down a wooden door takes 1 turn
- Search for Traps:
- One Turn per 10’x10’ area; 1-4 rounds for one object
- Casual Examination of Room
- One Turn per 20’x20’ area
- Thorough Examination of Room & Search for Secret Doors
- One Turn per 10’x10’ area
- Cast Spells (Details per description)
- Rest
- Required 1 Turn in every 6
- Miscellaneous Other
- Move:
- Encounters (See Encounter Quick Reference Sheet)
- Book-keeping
- Mark the passage of the turn
- Subtract resources as needed (light, spell duration, etc.)
Exploration Quick Reference Sheet: Wilderness & Outdoors
- Daily Setup
- Check weather and announce it to party
- If traveling across wilderness, check if party is lost (see Hexcrawl Document)
- Check weather and announce it to party
- Determine Total Movement for Day
- 1” = 1 mile standard
- Adjust for terrain as follows:
- ¾ for Rugged; ½ for Very Rugged
- Roll for Random Encounters (see Hexcrawl Document)
- Resolve Rolled Encounters
- Resolve Miscellaneous Party Actions
- Camping in Wilderness
- Give party two or more options for campsite
- Roll for Random Encounters (see Hexcrawl Document)