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Weather by Hexflower in a Sea Campaign

We're back, with more hexflower action. Over in the Crazy Seawitch Pirate Queen campaign, the party explores the Bay of Broken Dreams in their ship, the SS Biscuit. Hexflower-based weather has become an important part of the gameplay, as I'll demonstrate below.

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Summer Hexflower

 

A. High winds

B. Hail

C. Wild weather

D. Thunderstorm

E. Rainy

F. Windy

G. Mild

H. Overcast

I. Sun showers

J. Drizzle

K. Hot winds

L. Balmy

M. Still

N. Partly cloudy

O. Muggy

P. Hot

Q. Sunny

R. Humid

S. Scalding

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In this sea navigation tool, each notated hex corresponds to the weather hex above. When the crew takes the day to sail, the corresponding weather hex indicates how the conditions will affect the voyage.

Movement Speed - Teal

The base distance the party can sail in one day is 4 hexes (on a different map, not these hexes). This number is modified by the number indicated on the corresponding weather hex. The number can be altered by ship upgrades or damage, and the party can row to move 2 extra hexes in exchange for exhaustion the next day.

Ship Damage - Red

In rough weather, the ship will take the damage amount indicated in the red section. Saving throws can be made to reduce the damage by half.

Crew Damage - Purple

Some weather poses danger to the crew. The purple sections indicate whether a saving throw can be used to negate half or all of the damage taken and avoid exhaustion effects.

Getting Lost - Green

For each new hex of sailing in the open ocean, a baseline DC10 roll is required to avoid getting lost. The green sections indicate changes to this difficulty. Navigation items and special skills can be used to improve the roll.

 

Use d6 rolls to determine where the crew moves when lost. While lost, the party does not receive clear information as to their location on the setting hexmap.

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