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Avernus Travel Cheatsheet
Avernus Travel Cheatsheet
2. WEATHER CHECK. Roll 1d6 (Blue). On a roll of 6 consult the Avernus Oppressive Conditions Table.
Repeat this each watch.
6. HEX PROGRESS
● Track movement based off of environment movement per time. Mark a rough estimate on your
map.
● It takes 40 miles of progress to exit one of the hex’s 3 far faces.
● It takes 20 miles of progress to exit one of the hex’s 2 near faces.
● Changing direction within a hex will result in the loss of 2 miles of progress.
● If characters double back, reduce progress until they exit the hex. If they leave the hex by any
other route, it requires an additional 1d6-1 miles of progress to exit the hex.
LEAVING A HEX:
● Determine new hex (by applying current veer to the expedition’s direction of travel).
● If they were lost, make a Navigation check to see if they recognize it. If they do, they can attempt
to reorient. If they do not, veer accumulates. (Note: Using a compass automatically resets veer at
the hex border even if they don’t recognize they were off course.)