Editing All Exiles Say They Were Kings
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 4: | Line 4: | ||
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)] | |
+ | |||
+ | [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]]) | ||
:* Spells: 1/3 1st | :* Spells: 1/3 1st | ||
− | : ''retainers'' | + | : '''retainers''' |
− | :* | + | :* Mordig - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner |
− | :* | + | :* 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'' | + | : '''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 | |
:* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd | :* Spells: 3/4 1st, 3/3 2nd, 2/3 3rd | ||
− | + | [https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5 | |
+ | |||
+ | ==Mounts & miscellany== | ||
+ | ===Vorodos=== | ||
+ | * '''On War Horse — Champion (359/540lb)''': Me (167lb), Chain barding (80lb), Bit and bridle (2lb), Military saddle (30lb), Longbow (2lb), Quiver x 2 (4lb), saddlebags (8lb), water skin x 2 (10lb), rations x5 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb) | ||
− | ''' | + | * '''On Mordig's Horse (94+/480lb)''': Mordig, Bit and bridle (2lb), Riding saddle (25lb), Tent 2-person x1 (20lb), feed (3 days) (30lb), rations x3 (6lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs) |
− | ''' | + | * '''On Lanta's Horse (110+/480lb)''': Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), big water skin x1 (40lbs), blanket (3lbs), saddlebags (4lbs) |
− | ''' | + | * '''On Tereos' Horse (70+/480lb)''': Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs) |
− | + | * '''On Pack Horse (207/480lb)''': pack saddle (15lb), saddlebags (8lb), Bedroll (7lb), 10 torches (10lb), Iron Rations x10 (20lb), 50ft hemp rope (10lb), Tent 2-person x1 (20lb), big water skin x1 (40lbs), Quiver (50 arrows) (5lb), Fine clothes (6lb), scroll of pedigree, blanket x2 (6lb), handaxe x2 (4lb), feed (6 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb) | |
− | + | ||
− | * '''On | + | * '''On Mule (?/420lb)''': eight dinner settings made of gold-inlaid porcelain, eight sets of silverware made of pure silver, a jug of wine, a brand-new pair of top-quality boots made of supple leather, several jars of caviar, perhaps half a bolt of silk, and a hand-scribed copy of ''History of the Hartmut Empire'' Vol XII (it appears to be the most recent volume, covering the rise of Emperor Rouland II) |
− | + | ===Doriac=== | |
+ | '''[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]''' (234/540 lb) (w/ Doriac (427 lb) | ||
− | + | '''Riding Horse''' (182/480 lb) (w/ Doriac 375 lb):<br/> | |
+ | * Riding Saddle (25 lb), bit & bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (3 days) (30 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), rain catcher (5 lb), pitons (20) (5 lb), hammer (3 lb), grappling hook (4 lb), climbers' kit (12 lb) | ||
− | + | '''Warhorse''' (60+/540 lb) (w/ Doriac 253+ lb):<br/> | |
+ | * Riding Saddle (25 lb), bit & bridle (1 lb), saddlebags (2) (16 lb), pouch (1 lb), 50 ft of hempen rope (10 lb), [https://forum.rpg.net/index.php?threads/all-exiles-say-they-were-kings.841828/post-22477984 foreign copper coins], 50 Imperial gold (1 lb), fine silken clothes (6 lb), a fine jacket, and a crude map. | ||
− | + | '''Food''':<br/> | |
+ | *Standard rations (2) (2/3 days)<br/> | ||
+ | *Iron rations (4) (29/30 days)<br/> | ||
+ | *Feed (3) (29/30 days)<br/> | ||
− | + | '''Money and gems'''<br/> | |
− | + | *333 GP in coins<br/> | |
+ | *1500 GP in various gems<br/> | ||
===Sury Geles=== | ===Sury Geles=== | ||
Line 53: | Line 66: | ||
===Hiram=== | ===Hiram=== | ||
− | ''War horse'' (359/540 lb) (w/ | + | ''War horse'' (359/540 lb) (w/ Geles 435 lb):<br/> |
* Warhorse, 60', 255/540 lbs | * Warhorse, 60', 255/540 lbs | ||
Bit, bridle, military saddle, saddlebags | Bit, bridle, military saddle, saddlebags | ||
Line 66: | Line 79: | ||
''Food'':<br/> | ''Food'':<br/> | ||
− | *Standard rations (3) ( | + | *Standard rations (3) (3/3 days)<br/> |
*Iron rations (10) (30/30 days)<br/> | *Iron rations (10) (30/30 days)<br/> | ||
− | *Feed (14) ( | + | *Feed (14) (30/30 days)<br/> |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Maps== | ==Maps== | ||
− | + | [[File:Frontier_map.png]] | |
− | |||
− | |||
− | |||
− | [[File: | ||
− | |||
− | |||
==Gazeteer== | ==Gazeteer== | ||
+ | [[File:Frontier map 21FEB19.png|200px|thumb|Frontier Map]] | ||
=== The Hartmut Empire=== | === The Hartmut Empire=== | ||
* Emperor Rouland II | * Emperor Rouland II | ||
Line 154: | Line 141: | ||
* The Guild Master — A bald man with a large bushy white beard | * The Guild Master — A bald man with a large bushy white beard | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==House Rules== | ==House Rules== | ||
Line 172: | Line 149: | ||
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. | ||
Line 234: | Line 212: | ||
===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. | ||
− | |||
− | |||
PCs can spend MP in the following ways: | PCs can spend MP in the following ways: | ||
+ | *Move – Spend 1 MP to move one mile | ||
*Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex | *Foraging in place – Spend 3 MP to forage for one hour, within a one mile sub-hex | ||
*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 sub-hex | *Hunting – Spend 3 MP to hunt for one hour, within a one mile sub-hex | ||
*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 | ||
− | |||
*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 | ||
Line 255: | Line 232: | ||
====Descriptions of MP actions==== | ====Descriptions of MP actions==== | ||
− | * | + | *Foraging in place allows a PC to roam within a one mile sub-hex, 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 sub-hex, 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, but completely Scouting a six mile hex requires 72 MP, or three days. There are obscure features in some hexes that will only be discovered by Scouting. | |
− | * | + | *Tracking – As per the standard 5e rules. |
− | * | ||
− | * | ||
===Banned spells=== | ===Banned spells=== |