Exploration Grixis NF
Exploration in Grixis goes like this. Every hour or so, you roll a check against the environment (Endurance because of the necrotic energy that pervades it. If you have a resistance/immunity to necrotic energy, you automatically succeed) (failure = loss of healing surge) and then roll a check against not getting lost (Arcana)(failure = move back 2 hours worth of progressing). Then roll 1d20 to see if any special encounters occur
5: Reroll twice and add the effects together.
6: Shortcut-you make an extra hour of progress.
7: Human corpse with bread or gold
8: Fresh human corpse with intact fresh organs
9: Acid swamps Endurance or Music failure=Loss of surge
10: Darkening skies Navigation or Perception Failure=Move back 1 hours worth of progress
11: Plague Bomb Initiative or Heal Failure=Loss of surge+special condition
12: Kathari raid=Move back 2 hours worth of progress
13: Roll 1d4 1-Skeleton 2-Zombie 3-Little Ooze thing
14: Roll 1d4 1-Human Survivor 2-Zombie posse 3-Fleshbag 4-Kathari
15: Roll 1d4 1-Lich 2-Warlord 3-Undead Colussuss 4-Demon
16: Roll 1d4 1-Druid 2-Healer 3-Priest 4-Hunter
17: Roll 1d4 1/2/3-Survivalist 4-Human Warlord
18: Roll again until you get an encounter or skill check. If it goes successfully, you get a ancient wizardry tools
19: Roll again until you get an encounter or skill check. If it goes successfully, you get dinosaur bones
20: Mini-dungeons Roll 1d6 1-Ruined Building 2-Necromancer’s war camp 3-Ancient Prison 4-Pit of Bones 5-Ruined Zoo 6-Infected Settlement
Not getting lost check info: If you are knowledgable about the area you’re exploring, you get +2 to your not getting lost check. If you have a map you get +6. If you’ve been here before, you get a cumulative +1 for each time you’ve been here. If a natural 20 or 19 is rolled, then the PCs make 3 hours worth of progress in 1.