Broken Sorcery
Chapter 15

Exploration

While your GM may bring some preconceived aspects for your game world, Broken Sorcery encourages GMs to randomly generate your world in collaboration with you.

The World Map

Your GM displays a blank Hex-Map in the center of the table and asks if you wish to start the game in a Village, Town, City/Keep, or the Wilderness. Alternatively, you may opt for a random starting location. The hex-map may be pre-filled with coastlines and mountain ranges.

While exploring or gathering information, roll a d10 to determine the Hex’s Biome (25% it is the same as a revealed adjacent Hex), and a d100 for the Hex’s Bioluminescence Level. Your GM may secretly roll d30s for the Hex’s Points of Interest, indicating if rumors exist.

Areas may appear mundane at first—you may unknowingly pass a secluded Wizard’s Tower just a stone’s throw through the brush. The GM should track undiscovered Points of Interest which you might discover later. Information gathering and rumors are your best allies to uncover secrets.

# BIOME
1 Canyon (d4)
2 Dark Forest
3 Desert (d2)
4 Grasslands
5 Hills
6 Lake (d2)
7 Mountains (d2)
8 River
9 Swamp
10 Tranquil Forest
# POINT OF INTEREST
1 Abandoned Mine
2 Ancient Observatory
3 Ancient Temple
4 Bandit Hideout
5 Broken Landscape
6 Castle / Keep
7 Cave / Cavern
8 City / Megalopolis
9 Cottage (d4)
10 Dragon's Lair
11 Druid Cult
12 Dryad Tree
13 Fairy Glade
14 Fountain
15 Giant Bones
16 Gnome Workshops
17 Goblin Tunnels
18 Graveyard
19 Monastery
20 Necromancer’s Tower
21 Old Battlefield
22 Orc Fortification (d4)
23 Ruined Keep / Tower (d2)
24 Sacred Grove
25 Spawning Ground
26 Standing Stones
27 Town
28 Village
29 Windmill
30 Wizard’s Tower (d4)

Travel

Long distance movement is measured in Hexes. Each Hex is approximately 6 miles.

A normal day’s Travel consists of about 9 hours of hiking or riding—a few hours of which are spent resting and scouting. Your base movement on foot through plains, hills, and farmlands is 2 Hexes per Day.

Travel is hastened or slowed depending on your mode, landscape, and conditions.

TRAVEL MODIFIERS HEXES
Deserts, swamps, or forests -1
Mountains or ice -2
Forced march (Constitution Check) +1
Established roads +1
Mounted +2
Heavy rain, snow, or extreme heat –1
Hurricane or blizzard –2

Time

Time should be recorded in Days. Your Earth has four seasons: Spring, Summer, Autumn, and Winter, each of which lasts a period of 90 days, with a total of 360 days in a year.

At the start of the campaign choose a Season (or roll a d4), roll 2d100 for the current year, and 3d30 for the current day.

Note the starting date for the campaign—for example, Day 45 of Winter, Year 123.

Weather

As seasons change, so does the Weather.

# SPRING (day 1–90)
1–2 Unchanged
3–4 Drizzling
5 Sunny & Calm
6 Overcast
7 Thick Mist
8 Clear & Windy
9 Soft Thunderstorm
10 Hailstorm
11 Late Frost
12 Violent Rainstorm
# SUMMER (day 91–180)
1–6 Unchanged
7–9 Warm & Clear
10–11 Hot
12 Thundershowers
# AUTUMN (day 181–270)
1–3 Unchanged
4 Crisp & Clear
5 Steady Rain
6 Cold & Overcast
7 Thick Mist
8 Cold & Windy
9 Sleet
10 Snow Flurries
11 Rainstorm
12 Cold Snap
# WINTER (day 271–360)
1–6 Unchanged
7 Cold & Clear
8 Steady Rain
9 Light Snow
10 Heavy Snow
11 Blizzard
12 Dire Frost

Survival

You require food, water, and shelter.

Hunting

Hunting takes several hours and requires a ranged Weapon.

  • Check: Perception

  • If you have the Hunting Background, get an automatic success (d4 for 17–20)

A success provides enough to feed the party for one or more days.

# RESULT
1–14
15–16 Squirrel stew tonight
17 Pheasant or waterfowl
18 Boar
19 Deer
20 Bear

Foraging

Foraging for edible food and drinkable water takes a few hours.

  • Check: Perception

  • There is a small chance—noted in the column marked with an exclamation (!)—you’ll get sick: –1 Constitution and –2 max HP for d4 days

  • If you have the Herbalist Background, get an automatic success (d4 for 17–20)

A success provides enough to feed d4 people for one day.

# RESULT
1–14
15–16 Water
17 Water
18 Mushroom soup!
19 Nuts & berries
20 Stewed greens & roots

Planes

The Universe holds ancient mysteries and places beyond imagination: The Planes of Existence, accessed only through Magic, such as the Portal Spell.

Material Plane: The physical world: Earth.

Elemental Planes: Earth, Fire, Water, and Air: Harsh environments dominantly composed of a single element. Conjure Elemental taps into these Planes and transfers energy and consciousness from the Elemental Plane to another.

Astral Plane: An amorphous galaxy Plane made of stars and cosmic fabric. When you gaze at the sky at night you look into the Astral Plane. Home to many Celestials who may descend to the Material Plane at will.

Ethereal Plane: A misty realm of smoke and vapor overlapping the Material and Elemental Planes in key locations, allowing travel between these places to those who can find it. Considered “Wells of Power” by the Druids.

Otherworld: The chaotic kingdom of the Fey—ripe with Magic.

Shadow Realm: A place of deep dwelling and darkness. Source of the Shadow Reavers.

Underworld: The hollow inner core of the Earth; lair to subterranean Beasts and Demigods.