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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Hexploration / Encounters & Camping

Encounters & Camping

The Encounter Roll

Each activity block (a continuous stretch of time in one hex doing one kind of thing: travelling through it, Searching it or camping in it) gets one d20 Encounter Roll from the GM.

  • An encounter happens if the d20 is at or under Danger Value × effective hours in the block.
  • A natural 20 is always safe passage, whatever the numbers, so no block is ever more than a 95% chance.
  • Leylines: in a hex with effective Leyline Strength 2 or higher, the Danger Value is +1. Apply this before camp preparations or other reductions.

Effective hours are the block's hours of exposure:

  • Travel block: the hex's travel time (1 hour open, 4 wilderness), including Cautious Travel's 1½ (rounded up) and the extra hours from getting lost or a Blunder, and less an Amazing Success's saved hour. Speedy Travel and Amazing Successes lower the risk by saving hours; Cautious Travel and getting lost raise it. Faster-than-walking travel (Conveyance) rolls once per travel hour at 1 effective hour instead.
  • Search block: the time spent searching (see the search-time table), or however long the party lingers.
  • Short Rest: its 1 hour.
  • Camp block (Long Rest): the full 8 hours, with no discount for being asleep. This is deliberate: camping in a dangerous hex should risk an interrupted rest and make the party plan ahead. Camp preparations reduce the Danger Value, the hours, or both.
DangerDV1-hour hex4-hour hex8-hour camp
Trivial15%20%40%
Low210%40%80%
Moderate315%60%95% (24, capped)
Severe420%80%95%
Extreme525%95% (20, capped)95%

Aether-Touched Encounters

An encounter triggered in a hex with effective Leyline Strength 2 or higher (or under a tear in the sky; Aether Weather 8) is Aether-touched: local creatures twisted by the Aether. Roll or choose the hex's usual creatures as normal, then give each one Aether-Touched mutation (two at Strength 3 or under a tear in the sky). The mutations are Identity Traits in the Adversary Maneuvers compendium (Aether-Touched). Each counts as an extra Build Selection, worth +10% XP as usual. The random encounter tables also lean a little toward Aberrations, Outsiders and Elementals in leyline country.

Camping

Making camp is a real decision, not a free safe action. The camp block rolls the full 8 hours of the Long Rest, so an unprepared camp in a Moderate or worse hex is all but certain to be interrupted (capped at 95%). Camping is a Safe or Trivial choice by default; anything riskier needs preparation, or a move to a calmer hex. An encounter during a Long Rest interrupts it under the usual rules: rolling Initiative interrupts it, at least 1 hour rested still grants Short Rest benefits, and resuming after an interruption costs 1 more hour.

Each preparation below lowers the Danger Value, the effective hours, or both, and is chosen during Make Camp. Limits: the Danger Value can't drop below 1 in a hex that isn't Safe, and effective hours can't drop below 2. Apply the DV reductions first, then the hour reductions, so a fully prepared party in an Extreme hex still doesn't get a nearly free night.

PreparationRequirement or costEffect
Good SiteA Reading a Hex answer, a Discovery (shelter, hollow, overhang, high ground) or a vista pointDV −1
Cold Camp (no fire)A Survival check against the hex's Stealthy Travel DCDV −1, or −2 on a critical success. No fire means no cooked food, and cold weather hits harder. Can't be combined with Fire and Smoke.
Fire and SmokeA fire is litEffective hours −2 (animals and natural threats keep away), but DV +1 against intelligent threats; the GM decides which applies from what the hex's danger actually is. Can't be combined with a Cold Camp.
Fortify+1 hour of Make Camp, taken from Free HoursEffective hours −2 (barricades, traps, alarms). If an encounter happens, the party isn't surprised.
Standing WatchA party of 2 or more taking turns; the Long Rest takes 9 hours, and the extra hour counts as exposureIf an encounter happens, the party has Advantage on Initiative. Watchers still get full rest.
Move FirstSpend a travel block moving to a calmer hexNo special rule: the new hex's DV applies, and the move gets its own Encounter Roll.
Wagon or riverboat shelterTravelling with oneCounts as shelter: the Long Rest is never halved for lack of it.

Worked Examples

  • Moderate hex (DV 3), no preparation: 3 × 8 = 24, capped at 95% (only a natural 20 is safe).
  • Moderate, Good Site and Cold Camp: DV 1 × 8 = 8, a 40% chance.
  • Moderate, Good Site, Cold Camp and Fortify: DV 1 × 6 = 6, 30%.
  • Severe hex (DV 4), Good Site and Cold Camp: DV 2 × 8 = 16, 80%; adding Fortify, 2 × 6 = 12, 60%. Severe hexes push the party to move on.