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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://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]])
+
[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)]
:* Spells: 1/3 1st
 
  
: ''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
:* '''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
+
: '''retainers'''
:* '''[[exile_kings_teros|Teros]]''' - the squire. Only in his late teens, fair haired, clean shaven, and eager to please
+
:* 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
+
[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
 
 
 
'''[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles]''' Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5
 
 
 
'''[https://www.dndbeyond.com/characters/11676771 Jonat]''' | Ranger 3 | 25 HP | 16 AC | +3 Initiative | +7 Longbow 1d8+3
 
 
 
'''[https://www.dndbeyond.com/characters/11676302 Engel]''' | Bard 4 | 26 HP | 13 AC | +3 Initiative | +3 Longsword 1d8+1
 
 
 
'''Mag, Ell, Ursel, and Lucky''' | Thug | 32 HP | AC 11 | +0 Init | 2 Attacks +4 Mace 1d6+2 or +2 Heavy Crossbow 1d10
 
 
 
==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 x8 (10lb), Scale +1 (45lb), parchment, map case, ink (1lb)
 
 
 
* '''On Lanta's Horse (110+/480lb)''': Lanta, Bit and bridle (2lb), Riding saddle (25lb), feed (2 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 (2 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 (4 days) (60lb), pot (10lb), lantern (2lb), Oil x5 (5lb)
 
 
 
* '''On Mule (?/420lb)''': Tent 2-person x1 (20lb), 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)
 
 
 
====Mordig====
 
* '''On Mordig's Horse (94+/480lb)''': Mordig, Bit and bridle (2lb), Riding saddle (25lb), light crossbow (5lb), 20 bolts + quiver (2.5lb), blanket (3lbs), saddlebags (4lbs), eight dinner settings made of gold-inlaid porcelain, eight sets of silverware made of pure silver
 
 
 
===Sury Geles===
 
 
 
''War horse'' (359/540 lb) (w/ Geles 435 lb):<br/>
 
* Military Saddle (30 lb), scale barding, bit & bridle (1 lb), saddlebags (8lb), blanket (3 lb), 50ft of silk rope (5lb), big waterskin (10 lb empty/50 lb full), feed (9 days) (90 lb), tent (20 lb), shovel (5 lb), iron spikes (10) (5 lb), torch (1 lb), explorers' kit (12 lb)
 
 
 
''Food'':<br/>
 
*Standard rations (3) (3/3 days)<br/>
 
*Iron rations (4) (30/30 days)<br/>
 
*Feed (14) (30/30 days)<br/>
 
 
 
 
 
===Hiram===
 
 
 
''War horse'' (359/540 lb) (w/ Hiram 435 lb):<br/>
 
* Warhorse, 60', 255/540 lbs
 
Bit, bridle, military saddle, saddlebags
 
Chain barding (AC 13)
 
Tent (2 person)
 
Healers Kit x10
 
Silk Rope 50'
 
Bedroll
 
Tinderbox
 
Mess Kit
 
10 sacks
 
 
 
''Food'':<br/>
 
*Standard rations (3) (1/3 days)<br/>
 
*Iron rations (10) (30/30 days)<br/>
 
*Feed (14) (27/30 days)<br/>
 
 
 
==Encumbrance Ape==
 
Note that 50 coins weigh one pound
 
*Character Name
 
*Standard Gear
 
*Treasure
 
*Total Encumbrance
 
 
 
==Food and Water==
 
*Type of ration, number of rations (one ration = one day of food for one person), expiration date
 
 
 
Vorodos (plus Mordig, Teros)
 
* 6 Standard Rations, expires 4 Fourthmonth
 
* 10 Iron Rations, expires 30 Fourthmonth
 
* 0 Feed
 
 
 
Hiram
 
 
 
Sury
 
 
 
Henchmen (Engel, Jonat, et al)
 
 
 
==Maps==
 
Current battle map: [https://docs.google.com/spreadsheets/d/167NmvvFX5TJixCRgsXkxnzDZVohscrsf9RUDXfDFABk/edit?usp=sharing Ogre Camp]
 
 
 
[[File:Frontier_map_B_02JUN19.png]]
 
 
 
[[File:One_Mile_Sub_Hex.png]]
 
 
 
[[Hex Map for 08.05]]
 
 
 
==Gazeteer==
 
=== The Hartmut Empire===
 
* Emperor Rouland II
 
* Empress Giberlin
 
* The Faith of Mithra, the state religeon
 
*  St. Santaphos, a Saint of Mithra
 
* Royal guilds, existed before the Empire rose
 
** Laborers Guild
 
**  The Warriors' Guild
 
** Locksmith's Guild
 
** The Royal College of Magisters
 
 
 
===White River (1107)===
 
 
 
* NE Quadrant, middle-class homes
 
* SE Quadrant, merchants
 
* NW Quadrant, defender's keep, church of the faith
 
* SW Quadrant, cheap wooden houses, market
 
 
 
 
 
* Good Graces, the ship we arrived on
 
* Bloody Mary, an Inn
 
** Jennell, a serving girl
 
* Snake 'n' Jake's, an Inn for the poor
 
* The Royal College of Magisters
 
** Halas the Sorceror, the official representative. Clockwork golem. Talks to himself
 
** Hester of the White Ray, lives well outside town
 
* Defender's Keep, Lord Northumber's residence
 
** Lord Northumber, Defender of the Northern Realm
 
** King's Own Rangers
 
** Imperial Guard barracks
 
* Church of the Faith
 
** Jacobo, a Paladin of the faith
 
* Labourour's Guild
 
** Perraveth "call me Perry" Brer, rotund guild leader
 
* Constable Dunn
 
 
 
Nearby Locations
 
 
 
* Coopertown, 15 miles west (0808)
 
* Unidentified ruins (0908)
 
* Cooper's Creek
 
* Hester's tower, 10 miles beyond Coopertown
 
* Dead forest, somewhere between Cooper's Creek and The White
 
* Eight Mile Road, runs 8-12 miles north of town
 
* Grasslands, to the east. Centaurs
 
* High King's Road, ancient road to the south
 
* The Cushing, a river to the north
 
* The Harden, a river to the south
 
* Harden Swamp, a swamp to the south
 
 
 
===Coopertown (0808)===
 
  
* The Guild Master — A bald man with a large bushy white beard
+
[https://drive.google.com/open?id=1CFk88ZYskTf7afLrUkxb9dQjMq1NOMU0 Sury Geles] Warlock 6 | 39 hp | 15 or 16 AC | +2 Initiative | Glaive +2 | +7 | 1d10+5
* The Quartermaster
 
  
Nearby Locations
+
Please create your PC in D&D Beyond and link it here, for now.
 
 
* Dalton Hills (0809, 0810, 0710?, 0910?)
 
* Brooker Hill (0809) — Where the logging caravan was ambushed
 
 
 
===Berserker Map (0805)===
 
 
 
* A location marked on a map carried by berserkers
 
  
 
==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 1-3, no check
+
*On day 1, the PC needs to pass a DC 5 Constitution save
*On days 4-7, the PC needs to pass a DC 5 Constitution save
+
*On days 2-4, the PC needs to pass a DC 10 Con save
*On days 8+, the PC needs to pass a DC 10 Con save
+
*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 meat 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.
+
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 5 Con saving throw at the end of each four hour period or gain one level of Exhaustion. If the PC is not wearing cold weather gear, they have disadvantage on the saving throw.
+
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 (9 AM to 5 PM)
+
*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.  
 
3 MP = 3 miles = 1 hour
 
  
 
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 sub-hex
+
*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 sub-hex
+
*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
*Moving – Spend 1 MP to move one mile and watch for hidden threats.
 
 
*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 sub-hex
+
*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 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 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.
+
*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).
+
*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.
+
*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.
*'''Map Making''' - As per the standard 5e rules.  See Movement: Activity While Traveling.  No check is required.  If at least one PC makes a map, the DM will update the six mile hex map.
+
*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).
*'''Making 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.
*'''Moving''' - The PC is contributing their passive Perception to the group's chances of noticing any hidden threats.
+
*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.
*'''Navigating''' – As per the standard 5e rules.  The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it.
+
*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.
*'''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.  If at least one PC is Pathfinding, the DM will supply a one mile sub hex map for the party.
+
*Tracking – As per the standard 5e rules.
*'''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. If at least one PC is Scouting, the DM will provide a one mile sub hex map for the party.
 
*'''Tracking''' – As per the standard 5e rules.  A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.
 
  
 
===Banned spells===
 
===Banned spells===

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