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Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage | Name | Class | Level | HP | AC | Initiative | Main Weapon | Attack Bonus | Damage | ||
− | + | [https://ddb.ac/characters/8927441/5qqavF Doriac] (Medley) | Rogue 5/Fighter 1 | Level 6 | 47 HP | 16 AC | +4 Initiative | Longbow +1 | +10 | 1d8+5 | Cold Resistance | [https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)] | |
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− | : ''retainers'' | + | [https://www.dropbox.com/s/rmkh65bh6x6wxpr/vorodos.pdf?dl=0 Vorodos] (Hituro) | Fighter 6 | Level 6 | 42 HP | 14 AC | +3 Initiative | Longbow +2 | +10 | 1d8+5 ([[exile_kings_vorodos_money|money]]) |
− | :* | + | |
− | :* | + | : '''retainers''' |
− | :* | + | :* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner |
− | : ''familiar'' | + | :* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod |
+ | :* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please | ||
+ | : '''familiar''' | ||
:* Nix - a white raven | :* Nix - a white raven | ||
− | + | [https://ddb.ac/characters/8931697/mg37tg Hiram] (Safid) | Cleric 6 | 40 HP | 19 AC | +0 Initiative | +6 warhammer 1d8+3 | SQ: Resist fire, Resist 3 weapon damage | |
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− | + | [https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5 | |
− | + | Please create your PC in D&D Beyond and link it here, for now. | |
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==Gazeteer== | ==Gazeteer== | ||
+ | [[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]] | ||
=== The Hartmut Empire=== | === The Hartmut Empire=== | ||
* Emperor Rouland II | * Emperor Rouland II | ||
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** The Royal College of Magisters | ** The Royal College of Magisters | ||
− | ===White River | + | ===White River=== |
* NE Quadrant, middle-class homes | * NE Quadrant, middle-class homes | ||
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* NW Quadrant, defender's keep, church of the faith | * NW Quadrant, defender's keep, church of the faith | ||
* SW Quadrant, cheap wooden houses, market | * SW Quadrant, cheap wooden houses, market | ||
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* Good Graces, the ship we arrived on | * Good Graces, the ship we arrived on | ||
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* Labourour's Guild | * Labourour's Guild | ||
** Perraveth "call me Perry" Brer, rotund guild leader | ** Perraveth "call me Perry" Brer, rotund guild leader | ||
+ | |||
* Constable Dunn | * Constable Dunn | ||
Nearby Locations | Nearby Locations | ||
− | + | * Coopertown, 15 miles west | |
− | * Coopertown, 15 miles west | ||
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* Cooper's Creek | * Cooper's Creek | ||
* Hester's tower, 10 miles beyond Coopertown | * Hester's tower, 10 miles beyond Coopertown | ||
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* The Harden, a river to the south | * The Harden, a river to the south | ||
* Harden Swamp, a swamp to the south | * Harden Swamp, a swamp to the south | ||
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==House Rules== | ==House Rules== | ||
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Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance. | Every day a PC eats Foraged food or Iron Rations, there is a small chance they get Sick. Consecutive days of that type of food will increase the chance. | ||
− | *On days | + | *On day 1, the PC needs to pass a DC 5 Constitution save |
− | *On days | + | *On days 2-4, the PC needs to pass a DC 10 Con save |
− | *On days 8+, the PC needs to pass a DC | + | *On days 5-7, the PC needs to pass a DC 15 Con save |
+ | *On days 8+, the PC needs to pass a DC 20 Con save | ||
− | PCs eating raw Foraged | + | PCs eating raw Foraged food need to pass a DC 15 Con save or become Sick. PCs eating raw fish need to pass a DC 5 Con save or become Sick. |
Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance. | Every day a retainer or hireling eats Foraged food or Iron Rations, there is a small chance their Loyalty decreases by 1. Consecutive days of that type of food will increase the chance. | ||
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Precipitation: | Precipitation: | ||
− | If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC | + | If the weather is Cold and it’s raining or snowing, PCs must succeed on a DC 10 Con saving throw at the end of each hour or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw. |
If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level. | If a PC attempts a Long Rest in the rain without a tent/shelter, they regain only one quarter of their spent Hit Dice (minimum of one die). If they have any levels of Exhaustion, the rest doesn’t reduce their Exhaustion level. | ||
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===Movement and other Actions=== | ===Movement and other Actions=== | ||
Making the assumptions that: | Making the assumptions that: | ||
− | *The travel day is eight hours | + | *The travel day is eight hours |
*The party is moving at Normal Travel Pace | *The party is moving at Normal Travel Pace | ||
Each PC gets 24 Movement Points (MP) per day. | Each PC gets 24 Movement Points (MP) per day. | ||
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PCs can spend MP in the following ways: | PCs can spend MP in the following ways: | ||
− | *Foraging in place – Spend 3 MP to forage for one hour, within a one mile | + | *Move – Spend 1 MP to move one mile |
+ | *Foraging in place – Spend 3 MP to forage for one hour, within a one mile radius | ||
*Foraging while moving – Spend 1 MP to move one mile and forage as you go | *Foraging while moving – Spend 1 MP to move one mile and forage as you go | ||
− | *Hunting – Spend 3 MP to hunt for one hour, within a one mile | + | *Hunting – Spend 3 MP to hunt for one hour, within a one mile radius |
*Fishing – Spend 3 MP to fish for one hour | *Fishing – Spend 3 MP to fish for one hour | ||
+ | *Keeping Watch – Spend 1 MP to move one mile and keep watch for hidden threats | ||
*Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels | *Map Making – Spend 1 MP to move one mile and draw a map of the party’s travels | ||
*Make Camp – Spend 1 MP to find a suitable campsite to camp for the night | *Make Camp – Spend 1 MP to find a suitable campsite to camp for the night | ||
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*Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination | *Navigating – Spend 1 MP to move one mile and direct the party toward their chosen destination | ||
*Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party | *Pathfinding – Spend 1 MP to move 1/2 mile and blaze a trail for the party | ||
− | *Scouting – Spend 3 MP to reveal any hidden features within a one mile | + | *Scouting – Spend 3 MP to reveal any hidden features within a one mile radius |
*Tracking – Spend 1 MP to find a trail to track | *Tracking – Spend 1 MP to find a trail to track | ||
====Descriptions of MP actions==== | ====Descriptions of MP actions==== | ||
− | * | + | *Foraging in place allows a PC to roam within a one mile radius, looking for sources of food and water. Use the DCs from the DMG. Foraging in place gives a small chance of finding rare plants or herbs. |
− | * | + | *Foraging while moving allows a PC to look for food and water while moving. Use the DCs from the DMG but add a +10 modifier. Foraging while moving gives a very small chance of finding rare plants or herbs. |
− | * | + | *Hunting allows a PC to roam within a one mile radius, either hunting or trapping small to medium sized game. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any meat that is eaten raw gives a high chance of becoming Sick (see Food & Drink). Cooked meat served with foraged vegetables is treated as Standard Rations. Any meat not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled meat is guaranteed to get Sick and must pass a DC 25 Con check or become Diseased (use Sewer Plague). |
− | * | + | *Fishing allows a PC to fish in any river, pond, or lake. It requires fishing tackle. The PC makes a DC 15 Wisdom (Survival) check to see if they succeed. Any fish that is eaten raw gives a small chance of becoming Sick. Cooked fish served with foraged vegetables is treated as Standard Rations. Any fish not immediately cooked is considered Spoiled as of the next day and must be discarded. Any PC eating Spoiled fish is guaranteed to get Sick and may also contract a disease. |
− | * | + | *Make Camp – During Spring, Summer, or Fall season, there is enough daylight outside of the normal travel day to find a campsite without spending MP. Only in Winter, when the daylight hours are short, does a PC need to spend MP to find one. If a PC spends one MP to Make Camp, they have a chance to find an exceptional campsite (which usually affords the party against inclement weather and/or wandering monsters). |
− | + | *Navigating – As per the standard 5e rules. | |
− | * | + | *Pathfinding – The PC moves more slowly but marks the path that the party is taking. The Pathfinder does this by carving glyphs into trees, stacking small rocks on top of each other, noting obvious landmarks, etc… Once a path is marked, as long as the marks aren’t tampered with, the party can follow the path and not get lost. |
− | + | *Scouting – The PC explores a one mile sub hex, looking for lairs, secret entrances, game trails, etc. There are 25 one mile sub-hexes within a six mile hex, so completely Scouting a six mile hex requires 75 MP, or a little over three days. There are obscure features in some hexes that will only be discovered by Scouting. | |
− | * | + | *Tracking – As per the standard 5e rules. |
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===Banned spells=== | ===Banned spells=== |