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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Hex Sites & Scenery / Entering a Hex

Entering a Hex

When something in a hex needs a grid, the party enters the hex: a 30 by 30 map of 5-foot squares for one place inside it. The ground and scenery follow the hex's terrain, its marker is gathered near the middle, and its road and river run through. The party starts in the middle; enemies start about ten squares off to one side, or in a ring around the party in an ambush. A hex can hold any number of such places and each is kept for a return visit.

What scenery does. Pieces marked sight and movement stop movement and hide whatever is beyond them, though the piece itself can be seen. Pieces marked movement can be seen past. The rest are set dressing.

Climbing scenery. Climbing costs 2 feet of Speed per foot climbed, or 1 with a climb Speed, plus 1 more per foot in difficult terrain. A check is only needed when the surface calls for one, at a DC the GM sets; the DCs below are only where the box starts. With a climb Speed no check is needed. Results are the Athletics Climb action's: a critical success climbs at 1 for 1, a failure cannot move, a critical failure falls. A climber with no climb Speed is Off-Guard while part-way up. The only benefit of height is cover through line of sight, which the GM rules.