The Dodson Colony - Exploration Campaign
Propaganda Poster
FARMERS, LABORERS, EXPLORERS, SOLDIERS, AND SURVEYORS
=====================================================
who desire to
**EMIGRATE to the DODSON COLONY**
are informed that arrangements have been made
for free passage from
**From NORTH PORT**
Early in the Month of April
Aboard the fine fast luxurious ship
**OHANA**
berthed in DOCK A1
**To DOBSON COLONY**
---------------------------
This superb ship has a most excellent Cabin, a
spacious Deck and superior Accommodations provided
to Steerage and Intermediate passengers
---------------------------
It is recommended that Parties availing themselves
of this opportunity should meet together, as often
as is practical, for the purpose of acquaintance,
and for arranging plans for promoting their
interests on arrival
---------------------------
DOBSON COLONY, the Sovereign's Jewel in the Eastern
Continent, is now in a prosperous and most successful
condition. Holding untold wealth of FRUIT FORESTS,
EXOTIC SPICES, DOCILE GAME, GOLD FIELDS, and SILVER MINES.
The Colonists and Explorers who have already preceded
there, without any exception, express themselves highly
satisfied with the healthful nature of the Climate,
Freedom, Tolerance across Race or Creed, Minuscule
Fair taxes and the Richness of the Lands.
---------------------------
For further Particulars, apply to FORD JONES, Esq., 41 Silver Lane
to GIST DOBSON, SG., 23 Ministers Row
to ANDREWS & FLAC HOLDINGS , 10 East Wall street
What?
This is a hex crawl / west march style game focused on exploration.
Who?
The player characters comprise a bunch of explorers, scholars, soldiers, missionaries, and colonists recruited by the Sovereign's people to explore a strange new Eastern Continent, beneath the Rising Sun.
Why?
There are lots of reasons for a character to come here. Seeking fortune or glory. Love of exploration and discovery. Leaving a past behind. Spreading the religion or influence of the Sovereign to a new land.
Where?
The Dodson Colony is at the south end of an island nestled in a harbor protected by a reef of barrier islands along the western shore of the new continent. It is little more than a fort with a dozen long houses and other buildings. It has a motte and bailey keep, making use of the natural palisades along the south western side of the island, that is still under construction with its own inner moat and wall. The outer wall surrounding the buildings is made from local timber with 2 gate houses one to the north toward the islands natural harbor and one to the east toward the farm land, forest, islands and continent beyond.
This will be the character's main base of operation. The colony offers supplies, safety, trade and communication with the homeland.
Session 0
- Which Preludes do we want to play?
- What night will we play?
- Who is thinking they would rather play local?
- ANy preferences for quest types?
- The Setting
- Old School DnD Feel
- Rule changes
- https://www.tyrfing.org/rpg/html/d_d/ed_5/houserules_5e.html
- https://www.tyrfing.org/rpg/html/d_d/ed_5/warrior_monk.html
- Gritty Realism??
- Explore actions
- Drama system
- The Player Map
Session 0.1 - Character Generation
- What kind of person would respond to that poster?
- Are you going Willingly, reluctantly, by force?
- Why would they bring you to this colony?
- Do you know anyone who was in the 1st group of colonists?
- What do you think of the 1st group of colonists?
- Do you wish you were one of them?
- What part of the colony most appeals to you?
- What part of the colony concerns you the most?
- How early did your character decide to go?
- On first hearing of it?
- Last minute?
- Did you attend any meeting of colonists before leaving?
- Did you arrange meetings?
Races
As normal in the 5e house rules.
Backgrounds
You are a long way from the support systems provided by your background. Some of the experience will be very welcome here, others are here because they were trying to get rid of you, maybe both.
While in the new lands your Background Feature will NOT come into play. While in the colony instead you will have access to a group patron that will grant benefits based on your Renown with the Dodson Colony.
- Sage alternative specialties
- Alchemist
- Cartographer or Navigator
- Discredited academic
- Archaeologist or Historian
- Linguist
- Naturalist or Herbalist
- Geologist or Surveyor
- Scribe
Consider one of these colonist Traits, Ideals, Bonds or Flaws.
Alternative Colonist Personality Traits
- Hero Worshiper. I idolize a particular hero, and constantly refer to that person’s deeds and example.
- Peacemaker. I can find common ground with my fiercest enemies, empathizing with them and always working toward peace.
- Superstitious. Everything is an omen and I am constantly performing rituals small or large
- Optimistic. Nothing can shake my enthusiasm for the new colony. It will be great.
- Curious I have a fascination with cataloging ___, The new land offers new opportunities
- Questioning I am constantly trying to better understand peoples' meaning
- Bon Vivant. I’ve enjoyed fine food, drink, and high society. Rough living grates on me.
- Sheltered I have little experience outside of my tight knit community
- Wanderlust. The next hill always calls to me
- Malcontent. I despise my homeland, surely this new land will be better
- Talkative. I will talk for hours about my favorite topic
- Stoic I don't share my feelings freely, and find those that do odd.
Alternative Colonist Ideals
- Tradition. The ancient traditions of our culture, law and religion must be preserved and upheld, in the new land. (Lawful)
- Equality. As we form this colony, no one should get preferential treatment from our law or is above our law. (Lawful)
- Greed. The riches of this new land are mine for the taking. (Evil)
- Might. The strongest are meant to rule the weaker. (Evil)
- Generosity. This new land is a new opportunity to share what we have. (Good)
- Community It is each person's responsibility to make the most happiness for the whole colony. (Good)
- Freedom. Everyone should be free to pursue their ambitions. (Chaotic)
- Nature. The wilds of nature are more important than the constructs of civilization. (Chaotic)
- People. I am loyal to the people around me. Not to lofty ideals. (Neutral)
- Independence Live and let live. (Neutral)
- Aspiration. I am determined to make the most of the new colony. (Any)
- Knowledge. This new land offers so much new information to learn. (Any)
Alternative Colonist Bonds
- Relic Hunter I believe there is a specific artifact in this new land, I am here to find it.
- Revenge A powerful corrupt individual has wronged me. I have escaped their influence, but when I am strong enough, I will get revenge.
- Life Debt. I owe my life to someone. They have sent (or brought) me here.
- People. Everything I do is for the common people.
- Protector I will protect the colony or some important portion by any means necessary.
- Preservation I brought something with me to keep it safe from those who would destroy it.
- Missionary I believe there are people in this new land, and I am called to show them the way.
- Family I left a people behind, I am here to give them a better life there.
- Fortune I am here to find my fortune. I have exhausted all avenues at home.
- Persecuted I left the old world because other's like me are persecuted there.
- Monitor I am concerned the colony spits in the face of the natural order, I am here to make sure it doesn't overstep.
- Discovery I only feel alive when I discover something new.
Alternative Colonist Flaws
Overly-
- Stubborn. Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
- Proud. I often overestimate my abilities
- Despondent I believe we are doomed, so won't waste time trying
- Impulsive. I am quick to act often before before information becomes available or in opposition to it
- Suspicious. I am suspicious of strangers and expect the worst of them.
- Degenerate. I easily give into physical temptation of all kinds
- Gossipy. I delight sharing the private information of others, true or otherwise.
- Righteous. I have no compassion for the smallest failings and will often call others out
- Blunt. I often speak without considering the ramifications for others or myself.
- Charitable. I often give away what I have to the detriment of others around me.
- Humble. I will not speak up when I know I can help
- Diligent. I am obsessed with productivity often not appreciating life or other's contributions.
Classes
Recommended
- Fighter (aka Fighting-Man)
- gets 1d12 Hit Dice instead of 1d10
- Wizard (aka Magic-User)
- Warrior Monk (aka Cleric)
- Primeval Awareness let's you detect direction one of the creature types out to 1 Hex or identify the creature type in the current hex.
- Rogue (aka Thief)
Uncommon
- Barbarian (consider Fighter:Berserker)
- Sorcerer
- Psionic Origin (aka Psion)
- Others (consider Wizard)
Banned
- Bard (consider Warrior Monk:Knowledge, Wizard: Hermetic Lore, or Rogue)
- Cleric (replaced with Warrior Monk)
- Druid (consider Warrior Monk: Nature or Wizard: Transmuter)
- Monk (consider Warrior Monk:Open Hand, Rogue: Acrobat, or Fighter w/ Martial Arts)
- Paladin (basically is Warrior Monk)
- Ranger (consider Rogue: Wilderness Companion, Warrior Monk: Hunter or Fighter)
- Warlock (consider Fighter: Eldritch Knight or Warrior Monk: Ancients or Warlock Pact Feat)
Spells
All Spells including Teleport, Teleportation circle, Scrying, etc have a limit on their range similar to VHF radio propagation, the Horizon. Wizard towers are often built tall for this reason and spell magic has no hope of crossing the sea.
The Home Land
You are from Aethalond. One of the great powers of the Western World. Instead of Common you know Aethalond. Each of the great powers has their own language, leaders, and culture. Most of this is unimportant for this campaign setting. For simplicity the standard DnD Languages correspond to different powers. You will start knowing the old world variant of the language. the Eastern continent version may have nothing in common with it.
Aethalond is a Magocracy led by the Dynasty of Sovereigns and a powerful group of barons (all powerful sorcerers and wizards). North Port is not the capital, but is a great city of crystal towers, but your characters have probably never seen outside of the smokey shadowy valleys between them.
Standard Languages
| Great Power | DnD Language |
|---|---|
| Aethalond | Common |
| Cypeard | Dwarven |
| Goguk | Elvish |
| Norgehjem | Giant |
| Passcas | Gnomish |
| Terradimorra | Goblin/Orc |
| Watan | Halfling |
Exotic Languages
- Abyssal
- Celestial
- Deep Speech
- Draconic
- Infernal
- Primordial, Aquan
- Primordial, Aven
- Primordial, Ignan
- Primordial, Terran
- Sylan
- Undercommon
Religion
All the great powers follow the same religion and calendar. Though there are many disagreements about theological details of the relationships of the Seven.
- Sunne, Radiant Maiden
- Young woman with intense halo
- purity, innocence, love, and beauty
- LG (Mount Celestia)
- Radiant, Fire, Cold, Air
- Enchantment
- Oath of Devotion/Light
- Mu'n, Devouring Stranger
- Chimeric sphinx with the head of a great lizard or alligator
- death and the unknown
- CE (Pandemonium)
- Necrotic, Acid, Cold
- Illusion
- Oathbreaker
- Tyr, Proud Warrior
- Man with hidden face in battle dress usually armor with a bloody or flaming sword or spear
- strength and courage
- LE (Acheron)
- Piercing, Slashing, Bludgeoning, Fire, Poison
- Evocation
- Oath of Silence/the Empty Hand/Shadow
- Oath of the Blade
- Woden, Sky Father
- Older man with beard holding scales and bolts
- divine justice
- LN (Arcadia)
- Lightning, Thunder, Piercing, Force
- Abjuration
- Oath of Vengeance
- Choran, Eternal Craftsman
- Muscular man performing a clear though varying trade, usually with a hammer, mallet or maul
- creation and craftsmanship
- N (Outlands)
- Bludgeoning, Fire, Earth, Metal
- Transmutation
- Oath of Vocation/Craft/Knowledge
- Frya, Earth Mother
- Adult woman, often pregnant, always surround by plants and/or animals.
- mercy, peace, fertility, and childbirth
- NG (Elysium)
- Radiant, Psychic, Earth, Water
- Conjuration
- Oath of Life
- Oath of the Open Hand/Tranquility
- Astur, Wise Crone
- Old Woman with 3 blank eyes
- wisdom and foresight
- CN (Ysgard)
- Psychic, Fire, Earth, Air, Water
- Divination, Necromancy
- Oath of the Ancients/Fey/Natural Good
- Oath of the Hunter
Calendar
The game starts in April of the year 2769.
| Week | Su | M | T | W | Ch | Fr | As | Week | Su | M | T | W | Ch | Fr | As | Week | Su | M | T | W | Ch | Fr | As |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| April | August | November | |||||||||||||||||||||
| 1 Spring | 1@ | 2 | 3 | 4 | 5 | 6 | 7 | 19 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 35 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 2 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 20 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 36 | 22 | 23 | 24 | 25 | 26@ | 27 | 28 |
| 3 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | Hexember | December | ||||||||||||||
| 4 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 21 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 37 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| May | 22 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 38 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | |||||||
| 5 | 1 | 2 | 3 | 4 | 5 | 6@ | 7 | 23 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 39 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 24 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 40 Winter | 22 | 23 | 24 | 25@ | 26 | 27 | 28 |
| 7 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | September | January | ||||||||||||||
| 8 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 25 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 41 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| June | 26 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 42 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | |||||||
| 9 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 27 Fall | 15 | 16 | 17 | 18 | 19 | 20 | 21@ | 43 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 10 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 28 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 44 | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
| 11 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | October | February | ||||||||||||||
| 12 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 45 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| July | 30 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 46 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | |||||||
| 13 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 31 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 47 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 14 Summer | 8 | 9 | 10@ | 11 | 12 | 13 | 14 | 32 | 22 | 23@ | 24 | 25 | 26 | 27 | 28 | 48 | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
| 15 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | November | March | ||||||||||||||
| 16 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 33 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 49 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| August | 34 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 50 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | |||||||
| 17 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 51 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | ||||||||
| 18 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 52 | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
Days of the Week
- Sunneday (Su)
- Muunsday (M)
- Tyrsday (T)
- Wodensday (W)
- Chorsday (Ch)
- Fryaday (F)
- Asturday (As)
Holidays
- Maiden's Day (April 1)
- Near Spring equinox
- Ends the March month long period dedicated to fasting and purity (Maidenfast)
- Marks the official start of spring,
- A major religious and family holiday involving meals and traditions.
- A popular day dedicated to romance and showing affection.
- Marks the end of one year and the start of another.
- Mother's Day(May 6)
- Honoring Mothers
- Giving thanks for mothers and the fertility of the earth
- Veteran's Day (July 10)
- Near Summer Solstice
- Marks the official start of summer and honors the Soldier.
- The safety provided
- And remembrance of the lost
- Crone's mass (September 21)
- Near Fall Equinox
- Seen as the final summer holiday
- A day celebrating balance and wisdom. as the day in balanced with night so should the minds and actions be tempered
- Honor's the oldest and wisest in the community
- Day of the Dead (October 23)
- Believed the veil between the world of the living and dead is far thinner than any other day
- Many traditions are practiced to keep evil spirits away
- Highly popular for costumes, candy, and community festivities.
- Labor Day (November 26)
- A Harvest Festival
- Giving thanks for fruits of a year's work and a time for relaxation.
- A top favorite, emphasizing family gatherings and food.
- Yule Tide (December 17)
- Winter Solstice
- A top favorite, emphasizing gatherings, food, and gift giving.
- The father judges children as wicked or just and leaves them deserved presents
- The last celebration through the long dark cold winter months until Maiden's Day
Pre-generated characters
Ivan Reinson
Orc(Medium Humanoid) / Soldier / Fighter
Hired as a guard for the colony, the dutiful Ivan is a powerful honor driven soldier. Ivan had little holding him to the old world and a duty in the new one.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16(+3) | 8(-1) | 16(+3) | 10(0) | 13(+1) | 12(+1) |
- Armor Class: 18
- Hit Points: 15 (12+3)
- Speed: 30 ft
- Age: 14
- Saving Throws: Str +5, Con +5
- Senses: Darkvision(60ft)
- Skills: Athletics +5, Bend Bars +5, Credibility +3, Perception +3
- Tools: playing card set, vehicles(land)
- Languages: Common, Orc
- Features
- Menacing, Relentless Endurance, Savage Attacks
- Fighting Style(Dueling), Second Wind
- Equipment
- 100 sp in a pouch
- Infantry Insignia
- broken blade
- deck of cards
- common clothes
- chain mail, shield
- long sword
- 2 hand axes
- explorer's pack
- Long Sword
- Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
- Hit: 1d8+5 slashing damage
- Long Sword Lunge
- Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
- Hit: 1d6+5 piercing damage
- Hand Ax Thrown
- Ranged Weapon Attack: +5 to hit, range 20/60, one target.
- Hit: 1d6+3 slashing damage
Gethel Greycastle
Dwarf, Hill(Medium Humanoid) / Acolyte / Warrior Monk
Raised in a religious clan, Gethel has always been drawn to the mysteries or the divine. Gethel now hopes to share the Faith of the Seven with those who will listen in the new colony and beyond.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15(+2) | 10(0) | 14(+2) | 8(-1) | 16(+3) | 12(+1) |
- Armor Class: 16
- Hit Points: 13 (10+2+1)
- Speed: 25 ft
- Age: 50
- Saving Throws:
- Senses: Darkvision(60ft)
- Resistances: Poison Resistance
- Skills: Insight, Religion, Nature, History
- Tools: mason's tools
- Languages: Common, Dwarf, Celestial, Infernal
- Ki: 1
- Features
- Dwarven Resilience, Dwarven Combat Training, Stone Cutting
- Dwarven Toughness
- Self Defense, Channel(Divine Sense & Lay On Hands)
- Expertise (TBD)
- Equipment
- 100 sp in a pouch
- A holy symbol
- A prayer book
- 5 sticks of incense
- vestments
- common clothes
- scale mail, shield
- warhammer
- 5 javelins
- explorer's pack
- Warhammer
- Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
- Hit: 1d8+2 bludgeoning damage
- Primeval Awareness
- uses 1 Ki to detect direction of creature type out 1 hex
- Lay On Hands
- 1 Ki = restores 5 HP
- 1 Ki = cures 1 disease or poison
Percy Rowanson
Halfling, Lightfoot(Small Humanoid) / Urchin / Rogue
Percy has always craved adventure, and a life away from the poor street of the city. Hopefully the colony will offer that.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8(-1) | 16(+3) | 14(+2) | 15(+2) | 12(+1) | 10(0) |
- Armor Class: 15
- Hit Points: 10 (8+2)
- Speed: 25
- Age: 20
- Saving Throws: Dex +5, Int +4
- Skills: Sleight of Hand, Stealth, Acrobatics, Athletics(Expertise), Linguistics, Investigation
- Tools: disguise kit, thieves' tools(Expertise), cartographer's tools
- Languages: common, halfling, thieves' cant
- Features
- Lucky, Brave, Halfling Nimbleness
- Naturally Stealthy
- Expertise, Sneak Attack(+1d6)
- Equipment
- 100 sp in a pouch
- a small knife
- An old key from Percy's parents
- common clothes
- explorer's pack
- Leather Armor, thieves' tools
- 2 daggers
- short sword
- short bow w/ 20 arrows
- Short Sword
- Melee Weapon Attack: +X to hit, reach 5 ft., one target.
- Hit: 1d6+3 piercing damage + Sneak Attack
- Short Bow
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
- Hit: 1d6+3 piercing damage + Sneak Attack
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
- Hit: 1d4+3 piercing damage + Sneak Attack
- Dagger, Off hand
- uses Bonus action, can't use with light crossbow
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
- Hit: 1d4 piercing damage + Sneak Attack
Glim Breenason
Gnome, Forest(Small Humanoid) / Sage, Discredited Academic / Wizard
After being laughed out of every reputable academic institution under sovereign control, Glim is hoping to start a new life as a field researcher away from the humiliation.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10(0) | 14(+2) | 14(+2) | 17(+3) | 8(-1) | 12(+1) |
- Armor Class: 12/15 (with Mage Armor)
- Hit Points: 8 (6+2)
- Speed: 25
- Age: 40
- Saving Throws: Int +5, Wis +1
- Resistances: Advantage on Int, Wis, Cha saves vs Magic
- Senses: Darkvision (60ft)
- Skills: Arcana, Nature, Linguistics, Investigation
- Languages: common, gnomish, small beasts, draconic, elven
- Features
- Gnome Cunning
- Natural Illusionist, Speak with Small Beasts
- Arcane Recovery
- Equipment
- 100 sp in a pouch
- A bottle of black ink and quill
- A small knife
- A letter from a colleague about your wild theory
- common clothes
- explorer's pack
- a dagger
- component pouch
- a spellbook
- Spells
- Ability: Intelligence, Attack: +5, Save DC: 13
- Slots 1st: 2
- Minor Illusion
- Prestidigitation, Fire Bolt, Mage Hand
- Spellbook: Mage Armor, Magic Missile, Sleep, False Life, Detect Magic, Find Familiar
- Prepared: 4: Mage Armor, Magic Missile, False Life, Detect Magic
- Fire Bolt (V,S)
- Ranged Magic Attack: +5 to hit, range 120, one target.
- Hit: 1d10 Fire damage
- False Life (V,S,M)
- uses a 1st level spell slot
- gain 1d4+4 Temporary HP for 1 hour
- Dagger
- Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60, one target.
- Hit: 1d4+2 piercing damage
Fenris Felson
Elf, Aasimar(Medium Humanoid) / Charlatan / Sorcerer, Psionic Origin
Fenris was just a simple hustler who scam the wrong noble. Given the option of going to the colony as a laborer or losing his hand, Fenris chose the colony. However shortly after arriving on the new shore, Fenris fell ill, awakening with an array of unexplained new psychic powers. Is this divine retribution, does it have something to new with this place, or is it just coincidence?
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10(0) | 16(+3) | 12(+1) | 8(-1) | 13(+1) | 16(+3) |
- Armor Class: 13/16 (with Mage Armor)
- Hit Points: 7 (6+1)
- Speed: 30
- Age: 100
- Saving Throws: Con +3, Cha +5
- Senses: Darkvision (60ft)
- Resistances: Advantage vs charm and sleep
- Skills: Perception, Deception, Sleight of Hand, Persuasion, Insight
- Tools: disguise kit, forgery kit
- Languages: common, elvish, celestial
- Features
- Keen Senses, Fey Ancestry, Trance
- Celestial Legacy(Thaumaturgy)
- Equipment
- 150 sp in a pouch
- disguise kit
- a deck of marked cards
- fine clothes
- explorer's pack
- arcane focus orb
- a light crossbow with 20 bolts
- 2 daggers
- Spells
- Ability: Charisma, Attack: +5, Save DC: 13
- Slots 1st: 2
- Thaumaturgy
- Vicious Mockery, Chill Touch , Mage Hand, Friends
- Mage Armor, Sleep
- Chill Touch (V,S)
- Ranged Magic Psionic Attack: +5 to hit, range 120, one target.
- Hit: 1d8 Psychic Necrotic damage + can't heal for 1 round, if undead get disadvantage on attack rolls
- Vicious Mockery (V)
- Ranged Magic Psionic Attack: Wis vs DC 13, range 60 ft., one target.
- Hit: 1d4 Psychic damage + disadvantage on next attack roll
- Light crossbow
- Ranged Weapon Attack: +5 to hit, range 80/320, one target.
- Hit: 1d8+3 piercing damage
- Dagger
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
- Hit: 1d4+2 piercing damage
- Dagger, Off hand
- uses Bonus action, can't use with light crossbow
- Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
- Hit: 1d4 piercing damage
Session 0.2 - Hillfolk/Dramasystem interdependency links
Session 0.9 - Prelude: The Past
Session 0.91 - Prelude: North Port
Session 0.92 - Prelude: 1000 Leagues aboard the Ohana
Session 1 - Welcome to Dodson Colony
Some names
- Robins Rest
- Viper Vale
- North Pass
- Red Ridge
- Pigeons Perch
- Cardinals
- Pheasant Forest
Game Play Loop
- Choose a quest from the colony
- Explore the country side to get to the quest
- Assemble a team to travel
- Choose roles and travel order
- Get supplies
- quick encumbrance check
- Don't get lost.
- There will be an encounter on most every space.
- Complete the quest
- Travel back to the colony
- Quick encumbrance and supplies check
- Same as above
- Rest and resupply
- Make use of XP and Treasure from completing the quest
- Buy new Equipment
- Level up
- this may change the quests available
- Use those new abilities to get you next quest.
Exploration Rules
Exploration Party Roles
- Captain - Decides where to go
- Navigator - Figures out how to get there
- Scout/Lookout - Goes first checking the way
- Cartographer - Keeps track of where you have been.
- Linguist - Ready to help smooth over non-hostile encounters, maybe a missionary
- Guards - Ready for hostile encounters
- Analysts/Researchers - Geologist/Surveyor/etc, Ready to analyze what you find when you get there
- Quartermaster/Cook/Survivalist manages food and supplies.
Hex Exploration Map
adjacent hexes are 1 league (3 miles) center to center.
| Hex Type | To Enter | Visibility | Lost DC | Weather Mod | Forage DC |
|---|---|---|---|---|---|
| Arctic | 2 hr* | 1 league | 18 | -15 | 18 |
| Badlands | 4 hr | 1 league | 15 | 15 | |
| Coastal | 2 hr | 1 league | 5 | 12 | |
| Desert | 4 hr | 1 league | 18 | 20 | |
| Farmland | 1 hr | 1 league | 10 | * | |
| Forest | 4 hr | Varies | 15 | 12 | |
| Grassland | 2 hr | 1 league | 12 | -10 | 12 |
| Hills | 2 hr | 3 leagues | 12 | 15 | |
| Mountains | 8 hr | 6 leagues | 10 | 15 | |
| Swamp | 6 hr | 1 league | 15 | 12 | |
| Urban | 1 hr | Varies | 10 | * | |
| Along a Road | 1 hr | 1 leagues | 5 | N/A | |
| Across a River | Varies | N/A | N/A | ||
| Deep Water | |||||
| Swim | 8 hr* | None | 18 | 20 | |
| Rowboat | 2 hr | 2 leagues | 18 | 15 | |
| Shallows | |||||
| Swim | 4 hr* | Varies | 10 | 15 | |
| Rowboat | 1 hr | 1 league | 10 | 15 |
Random Direction
| 1d8 | Direction |
|---|---|
| 1 | North |
| 2 | North East |
| 3 | East |
| 4 | South East |
| 5 | South |
| 6 | South West |
| 7 | West |
| 8 | North West |
Exploration Actions
- Travel to adjacent hex Time: hrs to enter new hex
- Investigate hex. Time: hrs to enter current hex
- Use Navigator's tools. Man power: 1 Time: 1 Hr
- Forage. Time 1 Hr
- Survey Current Hex. Man power: 3 Time ???
- Catalog current hex. Man power: 2 Time ???
- Camp Time: ~ 15 Hours
- Camp II Time: + 24 Hours
- Camp III Time: + 24 Hours
- Fortify Man power: ?? Time: 8 Hours
The Exploration Adventuring Day
- 8 hour long rest (w/ 1/3 food and water)
- 4 hours setting up/tearing down camp, eating and fetching water
- 1 hour setting up camp
- 1 hour tearing down camp
- 1 hour midday short rest (w/ 1/3 food and water)
- 1 hour late afternoon short rest (w/ 1/3 food and water)
- 8 hours traveling
- 4 hours down time activity (if you have 4 hours of candles, oil or torches)
Possible Schedule
- 06:00 Teardown camp
- 07:00 Morning Travel
- 11:00 Lunch
- 12:00 Afternoon Travel
- 16:00 Setup Camp
- 17:00 Dinner
- 18:00 Downtime activities
- 22:00 Night's Rest w/ 2 hour watch and Breakfast
Daily supplies
| Item | Qty. | Cost |
|---|---|---|
| Rations | 2lb | 5sp |
| Water | 5lb | 0 |
| Oil | 1lb | 1sp |
| Totals | 7lb | 6sp |
Campfires
Campfires can be pretty easily maintained from gathered wood in a forested environment.
Otherwise every 10lbs of firewood burns for 1 hour. Providing bright light in a 60 foot radius and dim light for an additional 60 feet.
Resting Rules
Short Rest
A short rest is a period of downtime, at least 1 hour long, during which a character must eat/drink at least 1/3 of a ration does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Nights or Long Rest, as explained below.
A character can't benefit from more than 2 Shorts Rest before taking a Nights or Long Rest.
Nights Rest
A Nights rest is a period of extended downtime, at least 8 hours long, during which a character must eat/drink at least 1/3 of a ration, sleep and may performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity--at least 1 hour of walking, fighting, casting spells, or similar adventuring activity--the characters must begin the rest again to gain any benefit from it.
A character can't benefit from more than one Nights Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
At the end of a Nights Rest, a character regains anything that would be recovered at a Short Rest is recovered on a Nights rest.
- Additionally
- All characters heal 1/10th of their maximum hit point pool, Minimum 1.
- All characters recovers 1 Hit Dice, and they may use it immediately as part of the Nights Rest.
- Sorcerers regain up to half their Sorcery Points
- Warrior Monks recover 2 more Ki than the normal short rest amount
- Wizards refresh Arcane Recovery, and if they have not already used an Arcane Recovery as part of this Nights Rest they may use it immediately.
- For example a Wizard starting the Nights Rest without having used Arcane Recovery may use up the previous Arcane Recovery, and will end the rest with their Arcane recovery refreshed, but cannot use that one until a later short rest.
Long Rest
A Long Rest is a Nights Rest taken in the colony or 3 consecutive days of undisturbed non-strenuous Nights Rests.
At the end of a long rest, a character regains all lost hit points. The character also regains all spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.
Weather Roll
Base Temp at Dodson Colony 60 F
Week Modifier
| Week | T | Week | T | Week | T |
|---|---|---|---|---|---|
| April | August | November | |||
| 1 Spring | -12 | 19 | +25 | 35 | -12 |
| 2 | -9 | 20 | +24 | 36 | -14 |
| 3 | -6 | Hexember | December | ||
| 4 | -3 | 21 | +23 | 37 | -17 |
| May | 22 | +22 | 38 | -19 | |
| 5 | 0 | 23 | +21 | 39 | -21 |
| 6 | +3 | 24 | +19 | 40 Winter | -22 |
| 7 | +6 | September | January | ||
| 8 | +9 | 25 | +17 | 41 | -23 |
| June | 26 | +14 | 42 | -24 | |
| 9 | +12 | 27 Fall | +12 | 43 | -25 |
| 10 | +14 | 28 | +9 | 44 | -25 |
| 11 | +17 | October | February | ||
| 12 | +19 | 29 | +6 | 45 | -25 |
| July | 30 | +3 | 46 | -24 | |
| 13 | +21 | 31 | 0 | 47 | -23 |
| 14 Summer | +22 | 32 | -3 | 48 | -22 |
| 15 | +23 | November | March | ||
| 16 | +24 | 33 | -6 | 49 | -21 |
| August | 34 | -9 | 50 | -19 | |
| 17 | +25 | 51 | -17 | ||
| 18 | +25 | 52 | -14 |
Half Week modifier for Coastal and Ocean Spaces.
ToD Modifier
Roll weather for night and next day at sunset (start of Night's Rest) and apply the TOD shifts to the single roll
| Time | Temp | Desert | Arctic |
|---|---|---|---|
| 02:00-06:00 | -5 | 0 | -20 |
| 06:00-10:00 | +5 | +20 | 0 |
| 10:00-14:00 | +10 | +30 | +10 |
| 14:00-18:00 | +5 | +20 | 0 |
| 18:00-22:00 | -5 | 0 | -20 |
| 22:00-02:00 | -10 | -10 | -30 |
Random
| 3d6 | Temperature |
|---|---|
| 3 | -40 degrees |
| 4 | -30 degrees |
| 5 | -20 degrees |
| 6 | -10 degrees |
| 7 | -5 degrees |
| 8-13 | Normal |
| 14 | +5 degrees |
| 15 | +10 degrees |
| 16 | +20 degrees |
| 17 | +30 degrees |
| 18 | +40 degrees |
Wind and Precipitation
| 1d10 | Direction | Intensity Wind/Precipitation |
|---|---|---|
| 1 | North | Still |
| 2 | North East | Calm |
| 3 | East | Calm |
| 4 | South East | Calm |
| 5 | South | Calm |
| 6 | South West | Calm |
| 7 | West | Light (Wind Only) |
| 8 | North West | Light |
| 9 | Prevailing | Light |
| 10 | Alternate | Strong/Heavy (p69) |
Quick Weather
- Add/subtract 1 for every 5 points of Week modifier
- Desert +4
- Arctic -4
- To reduce rapid weather changes today's result is the average of yesterdays result and today's roll.
- This table could still be combined with the Wind Direction and Intensity
| 2d6 | Weather |
|---|---|
| 1- | Extreme Cold (p68) |
| 2 | Very Cold |
| 3 | Cold |
| 4 | Snow(25% Heavy) |
| 5 | Sleet(25% Heavy) |
| 6 | Rain/Fog(25% Heavy) |
| 7 | Cool |
| 8 | Comfortable |
| 9 | Warm |
| 10 | Dry |
| 11 | Hot |
| 12 | Sweltering |
| 13+ | Extreme Heat (p68) |
Weather Fronts
A front rolls thru every 2 to 7 days so a simply: - 1 in 20 chance every 6th of a day works - 1 in 6 chance every day
XP per Encounter
- 1 200-600
- 2 600-800
- 3 900-2400
- 4 1500-4000
- 5+ 4000-12000