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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]])
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[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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[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''
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: '''retainers'''
:* '''Mordig''' - the chief retainer, seneschal, administrator and the like. An older man, with grey in his beard and a down to earth manner
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:* 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
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:* Lanta - an acolyte. A young woman, plain, fanatical, intense; may believe that Vorodos is some sort of demigod
:* '''[[exile_kings_teros|Teros]]''' - the squire. Only in his late teens, fair haired, clean shaven, and eager to please
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:* Teros - the squire. Only in his late teens, fair haired, clean shaven, and eager to please
: ''familiar''
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: '''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://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
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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
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 +
==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)
  
'''[https://www.dndbeyond.com/characters/11676771 Jonat]''' | Ranger 3 | 25 HP | 16 AC | +3 Initiative | +7 Longbow 1d8+3
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* '''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)
  
'''[https://www.dndbeyond.com/characters/11676302 Engel]''' | Bard 4 | 26 HP | 13 AC | +3 Initiative | +3 Longsword 1d8+1
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* '''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)
  
'''Mag, Ell, Ursel, and Lucky''' | Thug | 32 HP | AC 11 | +0 Init | 2 Attacks +4 Mace 1d6+2 or +2 Heavy Crossbow 1d10
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* '''On Tereos' Horse (70+/480lb)''': Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (3 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)
  
==Mounts & miscellany==
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* '''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)
===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)
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===Doriac===
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'''[https://ddb.ac/characters/9009474/Wz9FMK Mistletoe (Warhorse)]''' (284/540 lb) (w/ Doriac (477 lb)
  
* '''On Tereos' Horse (70+/480lb)''': Tereos, Bit and bridle (2lb), Riding saddle (25lb), feed (2 days) (30lb), rations x3 (6lb), blanket (3lbs), saddlebags (4lbs)
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'''Riding Horse''' (242/480 lb) (w/ Doriac 435 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 (9 days) (90 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)
  
* '''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)
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'''Warhorse''' (60+/540 lb) (w/ Doriac 253+ lb):<br/>
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* 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.
  
* '''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)
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'''Food''':<br/>
 +
*Standard rations (3) (3/3 days)<br/>
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*Iron rations (4) (30/30 days)<br/>
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*Feed (14) (30/30 days)<br/>
  
====Mordig====
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'''Money and gems'''<br/>
* '''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
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*333 GP in coins<br/>
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*1500 GP in various gems<br/>
  
 
===Sury Geles===
 
===Sury Geles===
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===Hiram===
 
===Hiram===
  
''War horse'' (359/540 lb) (w/ Hiram 435 lb):<br/>
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''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  
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''Food'':<br/>
 
''Food'':<br/>
*Standard rations (3) (1/3 days)<br/>
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*Standard rations (3) (3/3 days)<br/>
 
*Iron rations (10) (30/30 days)<br/>
 
*Iron rations (10) (30/30 days)<br/>
*Feed (14) (27/30 days)<br/>
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*Feed (14) (30/30 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==
 
==Maps==
Current battle map: [https://docs.google.com/spreadsheets/d/167NmvvFX5TJixCRgsXkxnzDZVohscrsf9RUDXfDFABk/edit?usp=sharing Ogre Camp]
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[[File:Frontier_map.png]]
 
 
[[File:Frontier_map_B_02JUN19.png]]
 
 
 
[[File:One_Mile_Sub_Hex.png]]
 
 
 
[[Hex Map for 08.05]]
 
  
 
==Gazeteer==
 
==Gazeteer==
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[[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 Guild Master — A bald man with a large bushy white beard
 
* The Guild Master — A bald man with a large bushy white beard
* The Quartermaster
 
 
Nearby Locations
 
 
* 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
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*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
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*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
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*On days 5-7, the PC needs to pass a DC 15 Con save
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*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.
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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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===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)
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*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:
 +
*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
*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
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====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.
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*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.
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*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 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.
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*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.
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*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, 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.
*'''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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