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[[File:D5.IKR_cover.jpg | 700px ]] | [[File:D5.IKR_cover.jpg | 700px ]] | ||
− | == | + | == Characters == |
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| '''Character'sName''' || '''Played by...''' || '''Class/Level''' || '''Species''' || '''ALN''' || '''AC''' || '''Max HP''' || '''Speed''' || '''Spell Slots''' || '''Special Abilities''' | | '''Character'sName''' || '''Played by...''' || '''Class/Level''' || '''Species''' || '''ALN''' || '''AC''' || '''Max HP''' || '''Speed''' || '''Spell Slots''' || '''Special Abilities''' | ||
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== Mercenary Charter == | == Mercenary Charter == | ||
− | Adventuring Company -- Mercenary Charter ( | + | Adventuring Company -- Mercenary Charter (Heroes need to come up with a Name here). Tier I benefits... |
*Mercenary Charter. Your company holds a mercenary charter that permits it to lawfully contract as sell-swords. The charter’s terms outline the taking and distributing of loot, the company’s conduct regarding civilians, and what defines breach of contract between you and your employers. | *Mercenary Charter. Your company holds a mercenary charter that permits it to lawfully contract as sell-swords. The charter’s terms outline the taking and distributing of loot, the company’s conduct regarding civilians, and what defines breach of contract between you and your employers. | ||
*Military Supplier. You can purchase weapons, ammunition and armor at a 10 percent discount from a reliable military supplier. | *Military Supplier. You can purchase weapons, ammunition and armor at a 10 percent discount from a reliable military supplier. | ||
*Contacts. Members of your company can hit the streets to gather information about potential mercenary contracts. Collecting information can involve numerous approaches, such as buying drinks in a local tavern, talking with a military garrison to learn of new prospects, or scouting out nearby communities in need of protection. Gathering information about a possible contract is a downtime activity. Depending on your territory and the availability of contracts, the GM determines how many days it takes to find a promising lead, with most requiring at least 1d4 days. Each day expended looking for a job requires 1d4 gp spent buying drinks, chasing leads, and purchasing information. | *Contacts. Members of your company can hit the streets to gather information about potential mercenary contracts. Collecting information can involve numerous approaches, such as buying drinks in a local tavern, talking with a military garrison to learn of new prospects, or scouting out nearby communities in need of protection. Gathering information about a possible contract is a downtime activity. Depending on your territory and the availability of contracts, the GM determines how many days it takes to find a promising lead, with most requiring at least 1d4 days. Each day expended looking for a job requires 1d4 gp spent buying drinks, chasing leads, and purchasing information. | ||
− | *Contract -- you are being paid | + | *Contract -- you are being paid 800gp plus 50gp for each player character per Week. Contract length minimum 6 six weeks, max 12 weeks with possibility of extension. They will pay for your travel time to Fort Bolovan but you are expected then in 10 days' time and if too late the contract can be cancelled. |
=== NPC Troopers === | === NPC Troopers === | ||
'''Mercenary Troopers''' | '''Mercenary Troopers''' | ||
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:'''Senses''' ''passive Perception'' 10 | :'''Senses''' ''passive Perception'' 10 | ||
:'''Languages''' Khador plus one additional (Generally Cygnaran, Ordic or LLaelese) | :'''Languages''' Khador plus one additional (Generally Cygnaran, Ordic or LLaelese) | ||
− | :Challenge 1/2 | + | :Challenge 1/2 (100 XP) |
:'''''Pack Tactics'''''. The Mercenary Soldier has advantage on an attack roll against a creature if at least one of the merc's allies is within 5 ft. of the creature and the ally isn't incapacitated. | :'''''Pack Tactics'''''. The Mercenary Soldier has advantage on an attack roll against a creature if at least one of the merc's allies is within 5 ft. of the creature and the ally isn't incapacitated. | ||
:'''ACTIONS''' | :'''ACTIONS''' | ||
::'''''Mace'''''. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 bludgeoning damage. | ::'''''Mace'''''. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 bludgeoning damage. | ||
::'''''Pistol'''''. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 1d10+1 piercing damage. | ::'''''Pistol'''''. Ranged Weapon Attack: +3 to hit, range 40/120 ft., one target. Hit: 1d10+1 piercing damage. | ||
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== BASIC HISTORY == | == BASIC HISTORY == | ||
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The Orgoth were driven from western Immoren more than four hundred years ago, but the decisions made during the rebellion still echo through the world. There are many strange legends from the last days of that war—tales of dark, mysterious allies who helped drive off the invaders. Some say it would have been impossible to defeat the Orgoth without this help, that the rebel leaders had to make dangerous deals with infernal powers. These tales have proven true, and the Iron Kingdoms have recently been irrevocably changed by the Claiming, an attempt by these infernal creatures to take the payment they have long been owed—an unfathomable number of souls. | The Orgoth were driven from western Immoren more than four hundred years ago, but the decisions made during the rebellion still echo through the world. There are many strange legends from the last days of that war—tales of dark, mysterious allies who helped drive off the invaders. Some say it would have been impossible to defeat the Orgoth without this help, that the rebel leaders had to make dangerous deals with infernal powers. These tales have proven true, and the Iron Kingdoms have recently been irrevocably changed by the Claiming, an attempt by these infernal creatures to take the payment they have long been owed—an unfathomable number of souls. | ||
== CHARACTER CREATION == | == CHARACTER CREATION == | ||
− | *Point Buy for Attributes 27 points (pg. 27 PHB) | + | : * Point Buy for Attributes 27 points (pg. 27 PHB) |
− | *Pick an Essence (IKR pg. 53-56) and Species of the Iron Kingdoms (IKR 57-73) and a Background (PHB or IKG). Characters can choice to use their Essence and Background attribute modifiers OR their Species but must choose one or the other. Otherwise, they gain all the benefits of each AND their Essence choice gives them accesses to new Feats. NOTE if someone is planning on playing an Arcane Spellcaster they should take Gifted Essence. They don't have to use the mods but they still need to take the Essence. | + | : * Pick an Essence (IKR pg. 53-56) and Species of the Iron Kingdoms (IKR 57-73) and a Background (PHB or IKG). Characters can choice to use their Essence and Background attribute modifiers OR their Species but must choose one or the other. Otherwise, they gain all the benefits of each AND their Essence choice gives them accesses to new Feats. NOTE if someone is planning on playing an Arcane Spellcaster they should take Gifted Essence. They don't have to use the mods but they still need to take the Essence. |
− | *Chose a character Class from PHB or IKR. I would prefer only subclasses from PHB or IKG, but I might be open to others. Maybe if they fit the theme of the game. Maybe not. Some that I am ok with are for Sorcerers - Aberrant Mind and Clockwork Soul (from UA 61 and 68), Favored Soul (UA 3), Sea (UA 29), Shadow and Storm (XGE). Or Warlocks Celestial (XGE) and the Fathomless (TCE). For Wizard the War Wizard (XGE) is about the only one I would allow. | + | : * Chose a character Class from PHB or IKR. I would prefer only subclasses from PHB or IKG, but I might be open to others. Maybe if they fit the theme of the game. Maybe not. Some that I am ok with are for Sorcerers - Aberrant Mind and Clockwork Soul (from UA 61 and 68), Favored Soul (UA 3), Sea (UA 29), Shadow and Storm (XGE). Or Warlocks Celestial (XGE) and the Fathomless (TCE). For Wizard the War Wizard (XGE) is about the only one I would allow. |
− | *Start at 7th level. Can multi-class if you wish and qualify | + | : * Start at 7th level. Can multi-class if you wish and qualify |
− | *Hit points are max at first level then the average +1 after that (the numbers in parenthathese for Hit Points after 1st level). | + | : * Hit points are max at first level then the average +1 after that (the numbers in parenthathese for Hit Points after 1st level). |
− | *Character gain a Feat at 1st level and one at 4th Character Class level. At 4th level you also gain +2 to one attribute or +1 to two different Attributes at 4th Character Class level. | + | : * Character gain a Feat at 1st level and one at 4th Character Class level. At 4th level you also gain +2 to one attribute or +1 to two different Attributes at 4th Character Class level. |
− | + | : * Gear and Equipment - characters can start with any basic armor and weapons (including a firearm or two) and other basic gear and clothing (winter gear might be a good idea) of their choicing plus 1d10 x 25gp in starting cash. They can start with one mechanika item worth up to 1,500gp or a minor Steamjack (depending one class and feats or background). | |
− | *Gear and Equipment - characters can start with any basic armor and weapons (including a firearm or two) and other basic gear and clothing (winter gear might be a good idea) of their choicing plus 1d10 x 25gp in starting cash. They can start with one mechanika item worth up to 1,500gp or a minor Steamjack (depending one class and feats or background). |