Special Hexes
CAVE HEX (C)
A safe Hex to Rest.
Creatures cannot enter this Hex.
MIST HEX (M)
Mist Hexes use the Toll chosen in Area E.3.
Blood:
Leave a Mist Hex → −d6 HP.
Leave a Mist Hex → −d6 HP.
Food:
Leave a Mist Hex → ⊙ Food.
Food 0 → Gain Delirium instead.
Leave a Mist Hex → ⊙ Food.
Food 0 → Gain Delirium instead.
Nothing:
Enter a Mist Hex → Gain Delirium.
Enter a Mist Hex → Gain Delirium.
Water:
Leave a Mist Hex → ⊙ Water.
Water 0 → Gain Delirium instead.
Leave a Mist Hex → ⊙ Water.
Water 0 → Gain Delirium instead.
RUIN HEX
If a Hum Token is already on an Undiscovered Hex, do not place an Area there when you enter it. A Hum Token cannot be placed on a Discovered Hex, whether it has a Region or an Area. If this would happen, roll the Compass Die again and follow that direction until you reach an Undiscovered Hex.
SPORE HALL
Any Hex touched by the line created in Area E.2 gains Spore Hall.
Spore Hall: Moving out of a Hex with Spore Hall costs one extra ★ when you Commit Move to Travel or Escape.
Travel: ★★ → Move 1 Hex.
Run: ★★★★+ → Escape.
UNKNOWN AREA TABLE
When instructed to roll on the Unknown Area Table, roll d6.
1: Face a Major Creature.
2: Face a Minor Creature.
3: Roll d8. Commit Skill using the result:
-
Stealth: Commit Skill (+Stealth).
- ★★− → Gear ⇩
- ★★★+ → No effect.
-
Perception: Commit Skill (+Perception).
- ★★− → Water ⇩
- ★★★+ → No effect.
-
Attunement: Commit Skill (+Attunement).
- ★★− → Resolve ⇩
- ★★★+ → No effect.
-
Influence: Commit Skill (+Influence).
- ★★− → Resolve ⇩
- ★★★+ → No effect.
-
Athletics: Commit Skill (+Athletics).
- ★★− → Food ⇩
- ★★★+ → No effect.
-
Resistance: Commit Skill (+Resistance).
- ★★− → Gear ⇩
- ★★★+ → No effect.
-
Analysis: Commit Skill (+Analysis).
- ★★− → Battery ⇩
- ★★★+ → No effect.
-
Repair: Commit Skill (+Repair).
- ★★− → Battery ⇩
- ★★★+ → No effect.
4 — Blocked: Return to the Hex you came from. Mark this Hex X.
5 — Large Area: ★★+ required to Commit Move out of this Hex.
6 — Clear Area: No threat.