Daily Travel Procedure Summary
Follow these steps for each travel day:
- Weather: Determine the weather for the day using the weather table.
- Party Declares Intent: The players must choose what action to take each day.
- Travel: In which direction? Declare a forced march to travel faster?
- If the party is lost, they cannot move to a new hex. If they spent the day regaining bearings, resolve that check.
- Based on the terrain type and the party’s choices (mounts, forced march), determine how many hexes the party traverses. Update the party’s location on the map.
- Wilderness activities: Forage for food or water, search current hex, regain bearings if lost, deal with specific terrain and challenges, etc.
- Travel: In which direction? Declare a forced march to travel faster?
- Navigation: Roll 1d6 to determine if the party loses their direction. The chances are based on the terrain type of the hex that the party ends their day in.
- Clear, grasslands: 1-in-6 chance.
- Barren, city, forest, hills, mountains: 2-in-6 chance.
- Desert, jungle, swamp: 3-in-6 chance.
- On a positive result, the party leader must make a perception check; on a success, the party is not lost. On a failure, the party is now lost.
- Encounter Check: Roll 1d6 to determine if the party encounters a wandering monster.
- City, clear, grasslands, settled: 1-in-6 chance.
- Air, barren, desert, forest, hills, ocean, river: 2-in-6 chance.
- Jungle, mountains, swamp: 3-in-6 chance.
- On a positive result, the party encounters a creature rolled on the appropriate encounter table based on the terrain of the hex that the party ends their day in.
- If 6 is rolled, a discovery is found:
- Consult the relevant Discovery Table for the current hex’s terrain.
- Describe the discovery, add it to the map or party’s knowledge, and resolve it with the party.
- Track Supplies:
- Track supplies. Each character must consume one ration at the end of each day or go hungry.
- If the party successfully foraged, add any rations found to supplies.
- End of Day Results:
- Describe the final results of the day.
- Check conditions and spell durations.
- Update time tracking.
Overland Travel Speeds
Overland Travel Speed with Light Load
A party carrying a light load (half of their total maximum capacity or less) uses these travel speeds.
- 6-mile Hex:
- Rough Terrain: 1 hex per day (or 2 hexes per day forced march)
- Clear Terrain: 2 hexes per day (or 4 hexes per day forced march)
- Clear Terrain and Mounted: 4 hexes per day (or 8 hexes per day forced march)
- 12-mile Hex:
- Rough Terrain: 2 days per hex (or 1 hex per day forced march)
- Clear Terrain: 1 hex per day (or 2 hexes per day forced march)
- Clear Terrain and Mounted: 2 hexes per day (or 4 hexes per day forced march)
- 24-mile Hex:
- Rough Terrain: 4 days per hex (or 2 days per hex forced march)
- Clear Terrain: 2 days per hex (or 1 day per hex forced march)
- Clear Terrain and Mounted: 1 hex per day (or 2 hexes per day forced march)
Overland Travel Speed with Heavy Load
A party carrying a heavy load (more than half their total maximum capacity) uses these speeds.
- 6-mile Hex:
- Rough Terrain: 1 hex per 2 days (or 1 hex per day forced march)
- Clear Terrain: 1 hex per day (or 2 hexes per day forced march)
- Clear Terrain and Mounted: 2 hexes per day (or 4 hexes per day forced march)
- 12-mile Hex:
- Rough Terrain: 1 hex per 4 days (or 1 hex per 2 days forced march)
- Clear Terrain: 1 hex per 2 days (or 1 hex per day forced march)
- Clear Terrain and Mounted: 1 hex per day (or 2 hexes per day forced march)
- 24-mile Hex:
- Rough Terrain: 1 hex per 8 days (or 1 hex per 4 days forced march)
- Clear Terrain: 1 hex per 4 days (or 1 hex per days forced march)
- Clear Terrain and Mounted: 1 hex per 2 days (or 1 hex per day forced march)
Stealthy Travel: If the party is without mounts and carrying a light load, they may choose to move with extra stealth to avoid encounters. In this case, use the heavy load travel speed.
Fast Mounts: Some mounts (such as riding horses) are quicker than others, moving at twice the rate shown above. Thus, on a map with 6-mile hexes, a riding horse travels 8 hexes per day (or 16 hexes per day forced march).
Overland Travel
A travel day represents the party’s full day of activity, including travel, breaks, and an overnight rest.
- Hex Movement per Day: See the Travel Speed Summary above for per-day hex movement.
- Wilderness Encounters: The referee makes one encounter check per day of travel. If there is an encounter, the referee determines the time of day it occurs, and the type of encounter is then based on the hex the party was most likely traveling through at that time. Using the stealth and awareness rules, the referee determines if either side is surprised. If a side is surprised, the other side has the opportunity to take ambush positions or surround them.
- Forced March: A party can declare a forced march to increase their movement speed.
- Fatigue: Each character must make a Fatigue check at the end of a Forced March. Failure means the character becomes exhausted. The DC depends on the hex that the party ends their day in (Clear DC 12, Hills/Forest/Badlands DC 16, Swamp/Jungle/Mountains DC 20).
- Mounts:
- Clear Terrain Only: Mounts (like horses) increase movement only when traveling exclusively through Clear Terrain. In all other terrain types, mounts provide no speed bonus but do allow for greater carrying capacity. Some special mounts may treat certain terrains as clear, per the referee and the mount’s description. See Vehicles & Mounts.
- Forced March: If pushing their mounts to the absolute limit in clear terrain, the party can double their movement speed. However, each mount must make a fatigue check at the end of the day. Failure means the mount becomes exhausted; multiple failures could injure or even kill the mount. The riders also suffer fatigue as per a forced march.
- Vehicles: Wagons and carts allow for more carrying capacity. See Vehicles & Mounts.
- Visibility: A party can typically see a distance of up to 3 miles in all directions. This distance can be adjusted per the referee depending on terrain type (reduced in a forest, increased in the mountains).
- Maps & Terrain Icons: On a hex map, a hex with a terrain icon is considered rough terrain. Clear terrain hexes have no terrain icon.
- Specific Terrain Challenges: For particularly difficult terrain features within a hex, like raging rivers, steep canyons, or sheer cliffs, the referee may require an ability check (e.g., Strength, Dexterity, or Perception) from one or more party members to successfully overcome the obstacle. Failure could result in a mishap or even prevent movement through that hex entirely for the day. These challenges often take an additional portion of the day, effectively reducing overall movement.
Getting Lost
- Navigation Checks: If there is a navigation event, the party leader must make a Perception check. If they fail the check, the party becomes lost.
- Effects of Getting Lost: A lost party cannot initiate travel to adjacent hexes, becoming effectively “stuck” in their current hex. They must attempt to regain their bearings before they can travel as usual again.
- Regaining Bearings: To get back on track, the party must spend a day focusing solely on finding their bearings again. The character leading the effort makes a Perception check (Clear DC 12, Hills/Forest/Badlands DC 16, Swamp/Jungle/Mountains DC 20).
- Success means they’re no longer lost and can resume normal travel the next day.
- Failure means they remain lost and the party wanders into an adjacent hex (see Deviation below).
- Deviation while Lost: Roll 1d6 to determine the direction the party wanders: (1-North, 2-Northeast, 3-Southeast, 4-South, 5-Southwest, 6-Northwest).
Discovering Features
- Direct Discovery: Any obvious feature located within the hex where the party ends their Travel Day is automatically discovered.
- Incidental Discovery: Obvious features may be revealed in hexes the party passes through, per referee discretion (e.g., “Through a break in the trees, you glimpse the top of a crumbling tower in the hex to your west.”).
- Encounter Check Discovery: When the referee makes an encounter check, a result of 6 on the die signifies a new discovery. The referee can reveal any hidden features already noted in the hex key, or generate a new hex feature and add it to the key.
- Active Search: If the party wishes to actively search a hex they are in for hidden features or specific clues, they must spend their entire travel day doing so. They make no movement that day, but they might make a Perception check (DC set by referee, typically clear DC 12, hills/forest/badlands DC 16, swamp/jungle/mountains DC 20) to find what they’re looking for.
Resting & Supplies
- Overnight Rest: This is automatically assumed at the end of each travel day. It allows for spell re-memorization, healing, and recovering from fatigue.
- Supplies: Assume each character consumes 1 ration per travel day. Without rations, characters automatically fail fatigue checks and become progressively more hungry.
- Foraging: The party may spend a travel day hunting and gathering. The leader of the effort makes a Perception check (DC set by the referee , typically 11-16 based on terrain and season). On a success, 1d6 rations are found, +1 per each additional party member actively assisting in the foraging effort (up to the party’s full size). This activity means the party makes no movement for that day.
- Healing: 1 hit point per night of resting in the wilderness. 1 HD worth of hit points recovered per day of full rest in a safe location.
Optional: The Watch System
For days where granular detail is crucial, you can “zoom in” on a travel day and switch to tracking time in watches.
- Watches: A day has 3 watches: morning, afternoon, and night.
- Typical Day: The party typically travels during the morning and afternoon watches, and rests during the night watch.
- Movement Per Watch:
- 6-mile Hex + Light Load: Assumes maximum of 2 watches of movement per day.
- Rough Terrain: 1 hex per 2 watches (or 1 hex per watch forced march)
- Clear Terrain: 1 hex per watch (or 2 hexes per watch forced march)
- Clear Terrain and Mounted: 2 hexes per watch (or 4 hexes per watch forced march)
- 6-mile Hex + Heavy Load: Assumes maximum of 2 watches of movement per day.
- Rough Terrain: 1 hex per 4 watches (or 1 hex per 2 watches forced march)
- Clear Terrain: 1 hex per 2 watches (or 1 hexes per watch forced march)
- Clear Terrain and Mounted: 1 hexes per watch (or 2 hexes per watch forced march)
- 6-mile Hex + Light Load: Assumes maximum of 2 watches of movement per day.
- Event Checks: Roll 1d6 for Events once per Day as usual. Determine the time of day an event or discovery occurs on 1d6: 1-2 morning, 3-4 afternoon, 5-6 night.
- Activities Per Watch: Other activities (like foraging, scouting, detailed searching) can be declared as taking up one or more Watches of the day, reducing travel time.
- Reverting: Once the zoomed-in day’s events are resolved, revert to the standard daily system.
- Optional: Determine the time of day an encounter or discovery occurs on 1d6: 1-2 morning, 3-4 afternoon, 5-6 night. This may impact light and weather conditions, encounter types, etc.
Outdoor Distances
During overland encounters or outdoor adventure site exploration, movement and distances are measured in yards rather than feet.
- Map squares typically represent a scale of 10 yards instead of 10 feet.
- Character and monster movement speeds are in yards.
- Weapon and spell ranges function in yards instead of feet.
- Encounter distances are measured in yards instead of feet.
- The area of an effect is still measured in feet, however.
Maritime Travel
These rules apply when a group is traveling by way of waterborne vessel.
- Maritime Travel: Water hexes are generally impassable without a suitable vessel. Movement by boat or ship is as follows (assuming 6-mile hexes):
- Open Water (Sailing): Ships travel 1d6 hexes per day (reflecting variable wind currents).
- River Travel: Small ships can travel via rivers at these rates.
- Upriver (Rowing/Poling): 1 hex per day.
- Downriver: 1d6 hexes per day (reflect variables currents and obstacles)
- Measurements: Distances and measurements use wilderness scale (yards) for encounters.
- Navigation: To avoid losing direction, a vessel requires a ranger or specialist (navigator) aboard. With a navigator, the ship cannot lose course while in sight of a coastline but there is a 2/6 chance to lose direction in open water. Without a navigator, there is a 2/6 chance to lose direction within sight of a coastline and a 5/6 chance to lose direction in open water.
- Visibility: In open water, on a clear day, an observer can spot a coastline up to 3 hexes away, reduced by weather and daylight conditions. Ship can be spotted up to 300 yards away, or as little 40 yards during a thick fog.
- Weather:
- Storms and Gales: A storm or gale (very strong storm) at sea can cause a vessel to take on water, sink, or wreck. A vessel that has taken on water has its movement speed reduced by 1/2 until it is repaired at a port. A vessel that sinks is destroyed and typically cannot be recovered for repairs. A vessel that wrecks is destroyed but may be repaired depending on its resting place.
- During a storm: The vessel’s speed is doubled and there is a 2/6 chance it veers off-course (1-3 clockwise, 4-6 counter-clockwise). There is a 1/6 chance for a seaworthy vessel to take on water, and a 3/6 chance for a non-seaworthy vessel to take on water. If a vessel takes on water during a storm, there is a 1/6 chance that it sinks if it’s seaworthy, and 2/6 if not.
- During a gale: The vessel’s speed is tripled and its direction of travel is randomized with a d6 roll. There is a 3/6 chance for a seaworthy vessel and a 5/6 chance for a non-seaworthy vessel to take on water. If a vessel takes on water during a gale, there is a 1/6 chance that it sinks if it’s seaworthy and a 4/6 chance that it sinks if not.
- Wrecking: If a seaworthy vessel is near land during a storm or gale, there is a 3/6 chance it that wrecks against the shore. A non-seaworthy vessel may attempt to beach in order to avoid sinking or wrecking; this is automatically successful unless there are significant obstacles (rocks, cliffs, etc.) in which case there is a 4/6 chance of wrecking against the shore.
- Waterborne Monsters: These monsters are able to surprise ships as per normal, but are not usually surprised by ships, though a heavy fog or similar situation could change this.
Discoveries
When an encounter check results in a discovery, use the table corresponding to the hex’s primary terrain type.
Forest Discoveries (1d6)
- Ancient Grove / Sentinel Tree: A clearing dominated by unusually ancient or majestic trees, possibly with faint carvings or an unsettling aura. This could be a druidic site or a monster’s lair.
- Hidden Spring / Clear Stream: A pristine water source, providing fresh water and perhaps attracting rare flora or fauna. Highly valuable in dense, dry forests.
- Well-Hidden Animal Lair / Nests: Not immediately dangerous, but evidence of significant wildlife: a bear’s den, a wolf pack’s rendezvous, or a rookery of large birds. This might indicate hunting opportunities or a nearby threat.
- Lost Hunter’s Camp / Trapper’s Cache: The overgrown remnants of a small camp or a well-concealed cache of tools, traps, or dried provisions, possibly still salvageable.
- Faint, Overgrown Trail: A barely discernible path winding deeper into the woods, leading to an unknown clearing, a minor ruin, or even an easier passage through a particularly dense section of the forest.
- Unusual Flora / Fungi: A patch of rare, oddly colored, or luminescent plants/fungi. These could have medicinal, poisonous, or minor magical properties (referee discretion).
Mountain Discoveries (1d6)
- Hidden Cave / Mine Entrance: A concealed opening in the rock face, potentially leading to a small cavern, a forgotten mine shaft, or a creature’s den.
- Goat Path / Mountain Pass: A treacherous but faster way through the mountains, perhaps bypassing a difficult ascent or a longer route around peaks.
- Unique Mineral Deposit: A visible vein of unusual ore (e.g., copper, silver, or even glimmering crystals) or valuable stone, tempting to those with mining skills.
- Eagle’s Eyrie / Cliffside Perch: A high vantage point offering a spectacular view, potentially revealing distant landmarks, hidden valleys, or enemy movements. Might also contain valuable eggs or feathers.
- Shrine / Cairn to a Fallen Hero: A weather-beaten monument, a stack of stones, or a small shrine, possibly containing a minor offering or an inscription relating to local legends.
- Meltwater Spring / Glacier Runoff: A source of incredibly cold, pure water flowing from a high altitude, vital in a barren, rocky landscape.
Plains/Grasslands Discoveries (1d6)
- Ancient Standing Stone / Landmark: A solitary, weather-beaten stone, perhaps covered in faded carvings, or a distinctive natural rock formation used as a waypoint for centuries.
- Herd Migration / Watering Hole: Signs of abundant wildlife, perhaps a large herd of grazing animals or a well-used watering hole, indicating good hunting or a potential animal stampede.
- Overgrown Road / Old Caravan Tracks: The faint remains of a much older, less-used road or caravan path that might offer a quicker (or safer) route through parts of the plains.
- Burrow / Den System: Extensive evidence of burrowing animals (e.g., badgers, prairie dogs, giant worms), possibly leading to a vast underground network.
- Abandoned Homestead / Wagon Wreckage: The ruins of a lone farmhouse or the splintered remains of a wagon, potentially containing small, forgotten personal effects or minor salvageable goods.
- Unique Bloom / Herb Patch: A striking field of rare wildflowers or a cluster of potent medicinal herbs, visible across the open terrain.
Hills Discoveries (1d6)
- Overlook / Vantage Point: A naturally elevated position that provides a wide, commanding view of the surrounding hexes. This can reveal distant landmarks, potential threats, or optimal routes ahead.
- Shepherd’s Crook / Hunter’s Blind: Evidence of local activity, such as a rudimentary shelter used by a shepherd, a well-concealed hunter’s blind, or signs of recent grazing animals. This suggests the presence of common folk or abundant game.
- Rocky Outcrop / Small Cave: A cluster of prominent boulders or a shallow cave entrance, offering immediate shelter from weather or a quick place to hide. It might occasionally contain signs of temporary habitation by small creatures or travelers.
- Terraced Farmland Ruins / Abandoned Vineyard: Signs of older, more extensive cultivation on the slopes, like ancient terraces or the gnarled remains of an old vineyard. These speak to the history of settlement and could hint at hidden cellars or forgotten tools.
- Singing Stones / Echoing Rocks: A peculiar geological formation where the wind creates haunting sounds, or where echoes carry in unusual ways. This is primarily atmospheric but might be a local legend or even a minor magical resonance.
- Hidden Spring / Seasonal Stream: A discreet source of fresh water, often tucked away in a dell or between rises, or the bed of a stream that only flows after rains, vital for thirsty travelers and wildlife.
Swamp/Marsh Discoveries (1d6)
- Hidden, Dry Islet / Firm Ground: A small, elevated patch of solid ground amidst the muck, offering a secure place to rest or make a safe camp.
- Crooked, Submerged Path: A treacherous, often invisible path of slightly higher ground or submerged logs that provides a slightly easier (but still dangerous) route through a particularly deep or difficult section of swamp.
- Unusual Plant Growth / Bio-luminescence: Strange, mutated flora, or patches of glowing fungi/plants that illuminate parts of the swamp at night, creating an eerie atmosphere.
- Alligator/Crocodile Nesting Grounds: Evidence of a large population of dangerous reptiles, such as nests, territorial markings, or unusually large tracks. Not an immediate encounter, but a warning.
- Sunk Boat / Wrecked Raft: The waterlogged remains of a small vessel, possibly containing useful (but water-damaged) items, or revealing a past tragedy.
- Mysterious Totem / Weathered Altar: A crude, primitive effigy or a stone altar, partially submerged or overgrown, hinting at local spirits, forgotten rituals, or reclusive inhabitants.
Coastal/Ocean Discoveries (1d6)
- Shipwreck (Shallow Water/Beach): The remains of a vessel, partially submerged or beached, offering potential salvage, loot, or a mystery to investigate.
- Hidden Cove / Sea Cave: A secluded inlet or a cave accessible from the sea, perfect for sheltering a small boat or hiding secrets.
- Rich Fishing Grounds / Oyster Beds: An area where fish are exceptionally abundant, or a discovery of shellfish beds, offering a plentiful source of food.
- Buoy / Driftwood Cache: A floating marker (perhaps indicating a net or a trap) or a large collection of usable driftwood washed ashore, useful for repairs or building.
- Ancient Tide Pool / Unusual Marine Life: A large tide pool containing vibrant and unique marine creatures, or the observation of a rare, non-threatening sea animal close to shore.
- Pirate’s Marker / Smuggler’s Landing: A subtle sign (a specific rock carving, a hidden beacon) indicating a place used by illicit seafarers, hinting at hidden caches or future encounters.
River Discoveries (1d6)
- Shallow Ford / Crossing Point: A rare place where the river is naturally shallow enough to be safely crossed on foot or by mount, or a small, intact bridge.
- Fisherman’s Hut / Trapper’s Cabin: A small, perhaps abandoned, dwelling near the river, possibly containing basic supplies or a small boat.
- Sandbar / Island: A temporary or permanent exposed landmass in the river, offering a resting spot, a unique ecosystem, or a vantage point.
- Signs of River Beasts: Evidence of large, dangerous river creatures (e.g., giant eels, river trolls, monstrous fish) like tracks, disturbed banks, or large nests.
- Downstream Wreckage: Debris or parts of a vessel that have floated downriver, indicating trouble upstream or a lost cargo.
- Clear Water Spring (on bank): A spring bubbling up directly on the riverbank, providing fresh drinking water without needing to filter river water.
Desert Discoveries (1d6)
- Hidden Oasis / Subterranean Spring: The party stumbles upon a rare and vital source of fresh water in the desert: a small oasis, a concealed spring bubbling up from rocks, or a cave with a cool, clear pool. This provides essential hydration and a temporary respite.
- Ancient Ruins / Sunken City Remnants: The shifting sands reveal partially buried structures, the eroded foundations of an ancient city, or a single, worn monument. These hints of past civilizations might contain minor relics, clues to forgotten lore, or attract unusual creatures.
- Deserted Camp / Merchant’s Cache: The remains of a recent camp, quickly abandoned, or a small, sand-buried cache left by a desperate traveler. This could contain discarded supplies, a map fragment, or personal items.
- Unique Cacti / Desert Flora: A patch of unusually large, strangely shaped, or vibrantly colored desert plants. These might have medicinal properties, provide a small amount of edible pulp, or serve as a unique landmark.
- Wind-Sculpted Rock Formation / Natural Arch: A naturally occurring, visually striking rock formation that creates a memorable landmark. This could offer temporary shelter, a vantage point, or be a site of local legend.
- Fossilized Remains / Giant Bones: The party discovers the skeletal remains or massive bones of a creature long extinct that once roamed these lands, partially uncovered by the wind. This is a purely atmospheric find but could hint at larger, buried secrets or attract scavengers.
Settled Lands / Farmlands Discoveries (1d6)
- Hidden Cache / Stash: A small, well-hidden collection of valuable items (e.g., a locked chest, a buried jar of coins, a bundle of useful tools or supplies) often left by a local, a passing traveler, or a petty thief.
- Forgotten Shrine / Old Burial Plot: A small, unassuming shrine to a minor deity or saint, or an overgrown family burial plot on the edge of a field. These might be undisturbed, offering a moment of quiet reflection, or could hint at forgotten local lore.
- Unusually Fertile Spot / Rare Crop: A patch of land that seems exceptionally fertile, growing unusually large produce, or a farmer cultivating a rare or valuable crop (e.g., medicinal herbs, exotic spices, a unique grain) that could be traded.
- Evidence of Local Conflict / Old Border Marker: Signs of past disputes: a crumbling border stone, a section of old, broken fence, or subtle evidence of a skirmish long ago (e.g., an old, rusted arrowhead, a dented piece of armor). This might lead to local history or lingering tensions.
- Abandoned Building / Collapsed Cellar: A derelict farmhouse, a forgotten barn, or a collapsed cellar that holds a few mundane, but possibly useful, items or hints at who lived there.
- Minor Mystery / Eccentric Local: The party observes a strange occurrence (e.g., unusual lights at night, strange sounds, livestock acting oddly) or encounters an eccentric local figure who might offer cryptic advice, a strange side quest, or simply a memorable oddity.
Tropical Jungle Discoveries (1d6)
- Hidden Waterfall / Clear Pool: The party stumbles upon a beautiful, secluded waterfall cascading into a pristine, clear pool. This provides a vital source of fresh water, a chance to cool off, and a momentary respite from the oppressive heat and humidity.
- Overgrown Ruin / Ancient Stone Carving: The dense foliage conceals fragments of an ancient, vine-choked ruin, a crumbling stone wall, or a large rock with faded, enigmatic carvings. These hint at lost civilizations and might hold minor treasures or clues.
- Unique & Potent Flora: A patch of highly unusual and vibrant jungle plants. These could be rare medicinal herbs (e.g., a potent antivenom, a powerful stimulant), a valuable hallucinogenic flower, or a carnivorous plant that, while not immediately dangerous, is a fascinating (and perhaps unsettling) find.
- Well-Used Game Trail / Watering Hole: A clearly defined path through the undergrowth, heavily used by local wildlife leading to a hidden watering hole or a natural salt lick. This indicates excellent hunting opportunities but also the presence of large, potentially dangerous, animals.
- Exotic Bird Roost / Primate Gathering: The party observes a large flock of incredibly colorful and rare birds, or a sizable troop of intelligent primates (monkeys, apes) gathered in the canopy. This is primarily an atmospheric discovery, but could lead to opportunities for observation or, if disturbed, a noisy alert.
- Quicksand Pit / Natural Trap: A dangerous natural hazard, such as a well-camouflaged quicksand pit, a collapsing sinkhole, or a tangle of razor-sharp vines. This is a discovery that requires immediate attention and careful navigation to avoid a mishap or injury.
Badlands Discoveries (1d6)
- Hidden Water Pocket / Scum Pond: A small, often stagnant, pool of water collected in a depression or sheltered by rock formations. While not pristine, it can be a vital, if unappetizing, source of hydration in an otherwise parched landscape.
- Eroded Skeleton / Petrified Forest: The forces of wind and water have exposed the fossilized remains of ancient creatures, or a petrified forest where stone trees stand as eerie monuments to a bygone era.
- Hermit’s Dwelling / Isolated Prospector’s Claim: A crude, almost invisible shelter carved into a rock face, or a small, abandoned mining claim. These might contain a few forgotten tools, cryptic notes, or simply the echo of a solitary existence.
- Weather-Worn Native Art / Strange Carvings: Ancient pictographs or petroglyphs on a canyon wall, or unusual, unnatural carvings in the rock formations, hinting at forgotten cultures, spirits, or territorial warnings.
- Ravine Shortcut / Hidden Pass: A narrow, often precarious, crevice or wash that unexpectedly leads through a seemingly impassable ridge, potentially saving significant travel time but requiring careful navigation.
- Unusual Mineral Seam / Colorful Earth: A striking vein of exposed, brightly colored minerals (e.g., ochre, gypsum, or unusual salts) that might have alchemical, artistic, or minor commercial value.

