Tuesday, February 28, 2023

D23- Temple of the Leaping Oracle; 2-33 Lounge

 


Beg'carxi moved into the abandoned cloister of a forgotten order when it was founded. Several of the old dorms have been cleared out and repurposed to form a fully functioning settlement within the Dungeon.

Design

A coral room with a Brazier, Table, and four stools

Entries

East Entry  

Simple Wooden Door (DC 10 to break; 10 hp) to the Lesser Gallery

West Entry

An Unlocked Stone Door


Marching From Golarion; Exploration (Working Draft)

  Source Core Rulebook pg. 496 4.0

Exploration mode is intentionally less regimented than encounters. As a result, during exploration, you’ll be making judgment calls on just about everything that happens.

Fundamentally, exploration is all about rewarding the PCs for learning about their surroundings. To facilitate this, it’s especially important to have and convey a clear mental picture of the group’s surroundings. You’ll be better able to keep track of where the players are and describe the sights, sounds, and other sensations of their adventuring locales. Encourage the players to have their characters truly explore, and reward their curiosity. The things they try to do in exploration mode show you what they’re interested in and what they consider important. As you play, you’ll get a good feel for the aspects of exploration that intrigue certain players, and you can add more of those things to your adventures or emphasize these points in published adventures.

Stakes: Low to moderate. Exploration mode should be used when there’s some amount of risk, but no immediate danger. The PCs might be in an environment where they’re likely to face monsters or hazards, but they usually stay in exploration mode until they enter a fight or engage in some other direct interaction.

Time Scale: When the PCs are in exploration mode, time in the game world passes much faster than real-world time at the table, so it’s rarely measured out to the second or the minute. You can speed up or slow down how quickly things are happening as needed. If it’s important to know exactly how much time is passing, you can usually estimate time spent in exploration mode to 10-minute increments.

Actions and Reactions: Though exploration isn’t broken into rounds, exploration activities assume the PCs are spending part of their time using actions, such as Seeking or Interacting. If they have specific actions they want to use, they should ask; you can decide whether the actions apply and whether to switch to encounter mode for greater detail. PCs can use any relevant reactions that come up during exploration mode.

Exploration Activities

Source Core Rulebook pg. 496 4.0

In exploration mode, each player who wants to do something beyond just traveling chooses an exploration activity for their character. The most common activities are Avoid Notice, Detect Magic, Hustle, and Search, though there are many options available. While players usually hew close to these default activities, there’s no need for them to memorize the exploration activities and use them exactly. Instead, allow each player to describe what their character is doing. Then, as the GM, you can determine which activity applies. This also means you determine how an activity works if the character’s actions differ from those on the list.

Avoid Notice

Decipher Script

Defend

Detect Magic

Follow the Expert

Hustle

Investigate

Repeat a Spell

Research

Scout

Search

Improvising New Activities

If a player wants to do something not covered by other rules, here are some guidelines. If the activity is similar to an action someone could use in an encounter, such as Avoid Notice, it usually consists of a single action repeated roughly 10 times per minute (such as using the Sneak action 10 times) or an alternation of actions that works out similarly (such as Search, which alternates Stride and Seek). An activity using a quicker pace, corresponding to roughly 20 actions per minute, might have limited use or cause fatigue, as would one requiring intense concentration.

You might find that a player wants to do something equivalent to spending 3 actions every 6 seconds, just like they would in combat. Characters can exert themselves to this extent in combat only because combat lasts such a short time—such exertion isn’t sustainable over the longer time frame of exploration.

Hexploration

Source Gamemastery Guide pg. 169

Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities.

While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.

The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.

Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.

Setting a Party Order

Source Core Rulebook pg. 497 4.0

In exploration mode, it often matters which characters are in the front or back of the party formation. Let the players decide among themselves where in the group their characters are while exploring. This order can determine who gets attacked first when enemies or traps threaten from various directions. It’s up to you to determine the specifics of who gets targeted based on the situation.

When you come out of exploration mode, the group usually remains in the same general formation. Decide the PCs’ exact positions, with their input, if you’re moving to a grid (as usually happens at the start of a combat encounter). If they come out of exploration mode on their own terms, they can move around as they see fit. For example, if they detect a trap and the rogue starts attempting to disarm it, the other characters can move to whatever locations they think are safe.

Adverse Terrain and Weather

Exploration gets slower when the party faces dense jungles, deep snow, sandstorms, extreme heat, or similar difficult conditions. You decide how much these factors impact the characters’ progress. The specific effects of certain types of terrain and weather are described starting on page 512.

Difficult terrain, such as thick undergrowth, usually slows down progress. Unless it’s important how far the group gets in a particular time frame, this can be covered with a quick description of chopping through the vines or trudging through a bog. If the characters are on a deadline, adjust their progress on Table 9–2: Travel Speed (page 479), typically cutting it in half if almost all of the land is difficult terrain or to one-third for greater difficult terrain.

Hazardous terrain, such as the caldera of an active volcano, might physically harm the player characters. The group might have the option to travel directly through or go around by spending more time. You can transition into a more detailed scene while the characters move through hazardous terrain and attempt to mitigate the damage with spells or skill checks. If they endure hazardous terrain, consider giving the PCs a minor or moderate XP reward at the end of their exploration, with slightly more XP if they took smart precautions to avoid taking damage.

Dangerous crevasses, swampy bogs, quicksand, and similar dangers are environmental hazards, which are described beginning on page 512.

Hazards

Source Core Rulebook pg. 498 4.0

Exploration can get broken up by traps and other hazards (see Hazards on page 520). Simple hazards pose a threat to the PCs only once and can be dealt with in exploration mode. Complex hazards require jumping into encounter mode until the hazard is dealt with. Disabling a trap or overcoming a hazard usually takes place in encounter mode. PCs have a better chance to detect hazards while exploring if they’re using the Search activity (and the Detect Magic activity, in the case of some magic traps).

Rolling Initiative

Transitioning from exploration to an encounter usually involves rolling for initiative. Call for initiative once a trap is triggered, as soon as two opposing groups come into contact, or when a creature on one side decides to take action against the other. For example:

A group of PCs are exploring a cavern. They enter a narrow passage patrolled by a group of kobold warriors. Now that the two groups are in the same area, it’s time to roll initiative.

Amiri and a kobold champion agree to have a friendly wrestling match. They square off on a patch of dirt, and you call for initiative using Athletics.

Merisiel and Kyra are negotiating with the kobold king. Things aren’t going well, so Merisiel decides to launch a surprise attack. As soon as she says this is her plan, you call for initiative.

Harsk and Ezren are trying to Balance across a narrow beam to reach an isolated kobold treasure trove. When they get halfway across, a red dragon who was hiding behind the mountain flies around to attack! As soon as the dragon makes its appearance, you call for an initiative roll.

Monitoring Spell Durations

Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn’t mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn’t as precise as encounter rounds. If a question arises about whether a spell has expired, you make the call. You shouldn’t be punitive, but you also shouldn’t treat characters like they move with clockwork precision and perfect efficiency between encounters.

There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell and when they want to use a spell before a fight and keep it in effect during the encounter.

Multiple Encounters

A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out.

Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.

Before a Fight

Casting advantageous spells before a fight (sometimes called “pre-buffing”) gives the characters a big advantage since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative.

Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can’t hold up in every situation! In many cases, the act of casting spells gives away the party’s presence. In cases where the PCs’ preparations could give them away, you might roll for initiative before everyone can complete their preparations.

Initiative After Reactions

In some cases, a trap or a foe has a reaction that tells you to roll initiative. For instance, a complex trap that’s triggered might make an attack with its reaction before the initiative order begins. In these cases, resolve all the results of the reaction before calling for initiative rolls.

Choosing the Type of Roll

When choosing what type of roll to use for initiative, lean toward the most obvious choice. The most common roll is Perception; this is what the kobolds would use in the first example, as would Kyra and the kobold king in the third example. The next most common skills to use are Stealth (for sneaking up, like the dragon in the last example) and Deception (for tricking opponents, like Merisiel in the third example). For social contests, it's common to use Deception, Diplomacy, Intimidation, Performance, or Society.

If you're unsure what roll to call for, use Perception. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or Perception and let the player decide. Don't do this if it's absolutely clear another kind of check matters more than Perception, such as when the character is sneaking up on enemies and should definitely use Stealth.

You can allow a player to make a case that they should use a different skill than Perception, but only if they base it on something they've established beforehand. For example, if in the prelude to the attack, Merisiel's player had said, “I'm going to dangle down off the chandelier to get the drop on them,” you could let them use Acrobatics for their initiative roll. If they just said, “Hey, I want to attack these guys. Can I use Acrobatics?” without establishing a reason beforehand, you probably shouldn't allow it.

Character Placement

When calling for initiative for a combat encounter, you’ll need to decide where the participants in the encounter go on the battle map. Use the party’s order, described on page 497, as a base. You can move forward characters who are using Stealth to get into position, putting them in a place they could reasonably have moved up to before having a chance to be detected. Consult with each player to ensure their position makes sense to both of you.

Resting

Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:

  • The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).

  • The character loses the fatigued condition.

  • The character reduces the severity of the doomed and drained conditions by 1.

  • Most spellcasters need to rest before they regain their spells for the day.

A group in exploration mode can attempt to rest, but they aren’t entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.

Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.

If a character goes more than 16 hours without going to sleep, they become fatigued.

Taking long-term rest for faster recovery is part of downtime and can’t be done during exploration. 

Watches and Surprise Attacks

Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night’s schedule needs to account for everyone’s time on guard duty. 

If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don’t automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character’s watch automatically. However, you might have the ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach.

Daily Preparations

Source Core Rulebook pg. 500 4.0

Just before setting out to explore, or after a night’s rest, the PCs spend time to prepare for the adventuring day. This typically happens over the span of 30 minutes to an hour in the morning, but only after 8 full hours of rest. Daily preparations include the following.

  • Spellcasters who prepare spells choose which spells they’ll have available that day.

  • Focus Points and other abilities that reset during daily preparations refresh. This includes abilities that can be used only a certain number of times per day.

  • Each character equips their gear. This includes donning their armor and strapping on their weapons.

  • Characters invest up to 10 worn magic items to gain their benefits for the day.

Starvation and Thirst

Typically characters eat and drink enough to survive comfortably. When they can't, they're fatigued until they do. Without water, after a number of days equal to a creature's Constitution modifier + 1, the creature takes 1d4 damage each hour that can't be healed until it quenches its thirst. After the same amount of time without food, it takes 1 damage each day that can't be healed until it eats.


Marching From Golarion; Hexploration (Working Draft)

 Source Gamemastery Guide pg. 169

Few activities epitomize adventure as much as pure exploration through an unknown wilderness. Leaving the city streets and trade roads behind and striking out into the unknown can test the mettle of the most experienced adventurers, but such efforts reward those seeking fantastical sites, natural resources, and unforeseen opportunities.

While you can represent long, heroic journeys using normal exploration, if you want something more detailed, you can use the hexploration subsystem instead. This is a method where the overland map is divided into individual hexagonal sections of territory. During their exploration, the PCs travel through and explore individual hexes, finding interesting sites, secrets, resources, and dangers.

The pace of travel is measured in days rather than hours or minutes. This means choosing hexploration activities are more akin to choosing downtime activities than exploration activities. Each day, the PCs explore or travel through a region of the wilderness measured in hexes on a map to survey, discover resources, forage, find sites, and reconnoiter potential foes and allies.

Hexploration is ideal for sandbox-style campaigns, where the players are at liberty to set the course of their own adventure. The GM populates a region with interesting locations and situations that the players explore in any order they see fit.

Types of Terrain

The following are examples of the types of terrain you can use when creating your hexploration map. Each section provides the difficulty of traversing that terrain (either open, difficult, or greater difficult terrain) and the potential resources and secrets found there.

  • Aquatic 

  • Arctic

  • Desert

  • Forest

  • Mountain

  • Plain

  • Swamp 

Designing a Hexploration Map

Source Gamemastery Guide pg. 170

The best way to map the area is with a hex grid. Each hex represents a discreet area 12 miles from corner to corner, which can be traveled across and explored in about 1 day even by slower-moving groups. Hexes track the distance the party travels while exploring and define the bounds of certain types of terrain.

When designing your hex map, it’s best to have each hex represent one primary terrain type. This doesn’t mean that’s the only feature of the land in this hex, but it is the predominant type and represents the challenges of traveling across and exploring that hex. You can also give your hex other elements: a river or a road might snake through the area, or it could contain a castle, cave, village, fort, or some other type of encounter setting. You can quickly draw your map using just a few colors, some basic symbols, and letters or numbers for reference.

But this is only the start. This detailed map is your GM map, holding all the secrets for the PCs to discover. Give the players a blank map that they can fill in as they explore the wilderness hex by hex. The more they explore, the more their map will look like yours.

Populating Hexes

When populating a hexploration map, keep in mind that you have little control over which areas the players choose to explore first—or if they’ll explore those areas at all. Because hexploration leads to nonlinear, player‑guided play, consider providing hooks within encounters and sites for them to explore in several directions from their starting point. You can provide some direction by presenting jobs like exploring a site on behalf of an NPC, escorting travelers, delivering goods, or scouting a region for a local noble. This typically leads to a set encounter (see below).

Set Encounters

Even a sandbox adventure has a story or is the setting of multiple stories. Set encounters, be they just a simple encounter or an entire adventuring site, can serve as important beats in the story behind the PCs’ exploration. These are typically the points on the hex maps the PCs are searching for, and the discovery of one set encounter will often incorporate story points that lead to the next.

Random Encounters

You can instill additional danger into your hexploration by including random encounters, whether they take the form of interesting features, natural hazards, or creatures native to the terrain. It can help to create a series of short lists in advance, each including a mix of three types of encounters: harmless, hazards, and creature encounters. Then create tables to randomize the results, or simply pick whichever encounter you think would work best for your hexploration narrative when these encounters occur (as described in Random Encounters on page 173). It’s often easier to create a list by terrain rather than for each hex. The forest hexes could have their own random encounter list while the plains beyond have a different list, possibly with some overlap.

A harmless encounter is just that: the party is in no danger from it. Harmless encounters can be opportunities to flesh out the world with interesting bits of set-dressing, like a shrine on the side of the road dedicated to a minor god, opportunities for the party to interact with other travelers, or simply interesting or noteworthy moments on the road, like a distant and dazzling electrical storm.

Hazard encounters can include those located in the Hazards section on pages 520–529 of the Core Rulebook and pages 77–81 of this book, primarily the environmental hazards and haunts. You can also create your own hazards using the rules found in Building Hazards on page 74.

Creature encounters can use the creatures found in the Bestiary, or you can create your own using the rules found in Building Creatures on page 56.

Plan your hazard and monster encounters with a degree of flexibility so you can tailor them to the PCs’ current level, perhaps by creating a lower-level encounter and including notes on how to scale it up. Alternatively, if you want to run a more challenging or open-world hexploration, don’t adapt to your players at all. Make a variety of encounters, some of which are so powerful that the correct tactic is to flee. You can even create a chase to make the escape exciting (see Chases on page 156).

Terrain

Source Gamemastery Guide pg. 171

While each hex should have a predominant terrain type, your terrain can come alive using the info in the Environment section on pages 512–519 of the Core Rulebook. A hex might also include a river or road. These can cut through the terrain, making it easier for the PCs to travel through the hex, so long as they follow the path. Additionally, each hex might have special features like resources and secrets (see the Types of Terrain sidebar on page 172).

Generating Random Hex Maps

If you’d like to create your map randomly, begin by selecting a hex on a blank map as the starting point. Then decide the type of terrain for that starting point or roll it on Table below. From that point onward, let the players decide which direction they travel. If they enter an unexplored hex, generate that hex by rolling 1d20 on the terrain type table and teh terrain feature table to determine a type and element for that hex. Apply common sense when producing terrain in this way. Unless magic is involved, it is unlikely a patch of arctic ice would appear in the heart of a desert—though figuring out a way for that to occur could lead to an interesting encounter or subplot later on.

Random Terrain Type


1d20

Result

1-3

Plains

4-5

Desert

6-7

Aquatic

8-9

Mountain

10-11

Forest

12

Swamp

13

Arctic

14-20

Match the Previous Hex


Random Terrain Feature


1d20

Result

1-3

Landmark A feature of some significance that distinguishes the hex as noteworthy.

4-6

Secret The hex contains a secret the party uncovers upon exploring the hex.

7-9

Resource The hex contains some valuable resource appropriate to the terrain.

10-20

Standard A standard representation of the terrain type.



Running Hexploration

Source Gamemastery Guide pg. 172

Once you have your hexploration map ready, it’s time for the PCs to start exploring! Each day, the PCs decide how they plan on exploring, either learning more about their current hex or traversing a new hex. They do this by declaring one or more hexploration activities for the day. These activities take two forms: group or individual. The number of hexploration activities a group can accomplish each day is based on the Speed of their slowest member. If a group is willing to split up, faster members can perform more hexploration activities based on their own Speed, but such a decision may be deadly given the threat of random encounters. A group moving at a Speed of 10 feet or less is so slow it can’t even traverse an open hex in a single day; it takes such a group 2 days for each hexploration activity.

Hexploration Activities Per Day

Speed

Activities per Day

10 feet or less

1/2

15–25 feet

1

30–40 feet

2

45–55 feet

3

60 feet or more

4

This rate assumes the PCs are taking time to camp and rest at healthy intervals. When a new day of hexploration begins, the group can decide to take a forced march as long as no one in the group is fatigued. Doing so allows them to gain an extra Travel activity (or perform a full Travel activity each day if their Speed is 10 feet or less), but this is the only activity they can perform that day. A character can participate in a forced march safely for a number of days equal to the character’s Constitution modifier (minimum 1 day). Any additional days of forced march make the character fatigued until they spend an entire day of downtime resting.

Group Activities

Group activities require the entire party to work together in order to be effective; these activities each count as one of the day’s hexploration activities for the whole group. For instance, if the group had 2 hexploration activities per day and decided to Travel and Reconnoiter, no one would have any additional hexploration activities that day. There are two group activities: Travel and Reconnoiter.

Individual Activities

Source Gamemastery Guide pg. 173

Not all hexploration activities need to be accomplished as a group. In place of using a hexploration activity to Travel or Reconnoiter, each individual group member can instead perform one of these individual activities.

  • Fortify Camp

  • Map the Area

Random Encounters

Source Gamemastery Guide pg. 173

When exploring, there is always a chance the PC will stumble upon random encounters, depending on the terrain. At the start of each day of hexploration, roll a flat check and consult the appropriate terrain type on Table 3–7: Random Encounter Chance. If the flat check is a success, the PCs have a random encounter, and on a critical success, they have two random encounters. Roll on Table 3–8: Random Encounter Type to determine the type of encounter. Once you know the type of the encounter, either choose from the list you made for that region or choose your own.


Terrain Type

Encounter DC

Aquatic

17

Arctic

17

Desert

17

Forest

14

Mountain

16

Plains

12

Swamp

14

On a road or river, decrease the DC by 2. If PCs are flying, increase the DC by 3, but choose a hazard or monster that is relevant to flying PCs.


Encounter Table

1d10

Encounter

1–5

Harmless

6–7

Hazard

8–10

Creature

Switching out of Hexploration

Source Gamemastery Guide pg. 173

Most short encounters do not affect the number of hexploration activities that the PCs can perform during the day, but when the PCs take on multiple encounters or engage in activities that take hours rather than minutes, you’ll want to deduct the time from their available hexploration activities. For the story’s sake, it’s best to think of hexploration activities as the various things that the PCs have time to do in the daylight hours. For instance, maybe the group spends 2 of their 3 hexploration activities Reconnoitering a hex, finding a tengu monastery, and learning that it is a sprawling complex underneath a small wooded hill. You might decide that the PCs found it in the evening, and they have the choice between making a foray into the complex late in the day or pursuing some individual activities, camping for the night, and starting off fresh in the morning.


Magic Flavored Masterminds; Cerdon G1

  Adapted from Dominaria - MTG Wiki Cerdon’s rich history tells a story of a diverse and thriving world that nearly collapsed from the weig...