Editing All Exiles Say They Were Kings
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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)] | |
+ | |||
+ | [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 | |
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==Mounts & miscellany== | ==Mounts & miscellany== | ||
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====Mordig==== | ====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 | * '''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 | ||
+ | |||
+ | ====Food==== | ||
+ | * 12 standard rations from 2 Fourthmonth | ||
+ | * 2 standard rations from 1 Fourthmonth | ||
+ | * 10 iron rations from 1 Fourthmonth | ||
+ | * 8 feed for horses from 1 Fourthmonth | ||
+ | |||
+ | ===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=== | ||
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===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 | ||
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''Food'':<br/> | ''Food'':<br/> | ||
− | *Standard rations (3) ( | + | *Standard rations (3) (2/3 days)<br/> |
*Iron rations (10) (30/30 days)<br/> | *Iron rations (10) (30/30 days)<br/> | ||
− | *Feed (14) ( | + | *Feed (14) (28/30 days)<br/> |
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==Maps== | ==Maps== | ||
− | Current battle map: [https://docs.google.com/spreadsheets/d/ | + | Current battle map: [https://docs.google.com/spreadsheets/d/19J0KHyPrvzLPF18B9PLZ_-s9-a8JCvwr6wy7ln_eT_s/edit#gid=0 Brooker Hill] |
− | [[File: | + | [[File:Frontier_map_08MAY19.png]] |
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==Gazeteer== | ==Gazeteer== | ||
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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: | ||
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*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 | ||
− | * | + | *Move – 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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*'''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. | *'''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 | + | *'''Map Making''' - As per the standard 5e rules. See Movement: Activity While Traveling. No check is required. |
*'''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). | *'''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). | ||
− | *''' | + | *'''Move''' - The PC is contributing their passive Perception to the group's chances of noticing any hidden threats. |
*'''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. | *'''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. | ||
− | *'''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 | + | *'''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 | + | *'''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. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it. | *'''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. | ||