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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.
Food:
Leave a Mist Hex → ⊙ Food.
Food 0 → Gain Delirium instead.
Nothing:
Enter a Mist Hex → Gain Delirium.
Water:
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. If a Hum Token is later placed on a Hex that already has an Area, resolve the Area before the Hum Token.

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:
  1. Stealth: Commit Skill (+Stealth).
    • ★★− → Gear ⇩
    • ★★★+ → No effect.
  2. Perception: Commit Skill (+Perception).
    • ★★− → Water ⇩
    • ★★★+ → No effect.
  3. Attunement: Commit Skill (+Attunement).
    • ★★− → Resolve ⇩
    • ★★★+ → No effect.
  4. Influence: Commit Skill (+Influence).
    • ★★− → Resolve ⇩
    • ★★★+ → No effect.
  5. Athletics: Commit Skill (+Athletics).
    • ★★− → Food ⇩
    • ★★★+ → No effect.
  6. Resistance: Commit Skill (+Resistance).
    • ★★− → Gear ⇩
    • ★★★+ → No effect.
  7. Analysis: Commit Skill (+Analysis).
    • ★★− → Battery ⇩
    • ★★★+ → No effect.
  8. 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.