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.
- Sage
- Alchemist
- Cartographer or Navigator
- Discredited academic
- Archaeologist or Historian
- Linguist
- Naturalist or Herbalist
- Geologist or Surveyor
- Scribe
Classes
Recommended
- Fighter (aka Fighting-Man)
- Wizard (aka Magic-User)
- Warrior Monk (aka Cleric)
- 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)
Religion
- Munn, 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
- 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
Calendar
- Munnsday
- Tyrsday
- Wodensday
- Chorsday
- Fryaday
- Asturday
- Sunneday
| Week | M | T | W | Ch | Fr | As | Su | Week | M | T | W | Ch | Fr | As | Su | Week | M | T | W | Ch | Fr | As | Su |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| April | August | November | |||||||||||||||||||||
| 1 | 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 | Hextember | 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 Winter | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 24 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 40 | 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 Fall | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 42 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | |||||||
| 9 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 27 | 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 Summer | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 31 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 47 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
| 14 | 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 Spring | 22 | 23 | 24 | 25 | 26 | 27 | 28 |
Pre-generated characters
- Ivan Reinson
- Orc
- Soldier
- Fighter
- STR: 16
- DEX: 8
- CON: 16
- INT: 10
- WIS: 13
- CHA: 12
- HP: 15
- AC: 18
- Dueling, Second Wind
- Chain mail
- Shield
- Long sword (+5/1d8+5)
Hired as a guard for the colony, the dutiful Ivan is a powerful honor driven soldier. He had little holding him to the old world and a duty in the new one.
- Gethel Greycastle
- Dwarf Hill
- Acolyte
- Warrior Monk
- STR: 15
- DEX: 10
- CON: 14
- INT: 8
- WIS: 16
- CHA: 12
- HP: 13
- AC: 16
- Scale mail
- Shield
- Mace (+4/1d6+2)
Gethel was raised in a religious clan. From a young age he has been drawn to its mysteries. and now he hopes to share that with those who will listen in the colony and beyond.
- Percy Rowanson
- Halfling Lightfoot
- Urchin
- Rogue
- STR: 8
- DEX: 16
- CON: 14
- INT: 15
- WIS: 12
- CHA: 10
- HP: 10
- AC: 15
- Leather
- 2 short swords (+5/ 1d6+3) {+1d6 sneak)
Percy has always craved adventure, and a life away from the poor street of the city. Hopefully the colony will offer that.
- Glim Breenason
- Gnome (Forest)
- Sage / Discredited Academic
- Wizard
- STR: 10
- DEX: 14
- CON: 14
- INT: 17
- WIS: 8
- CHA: 12
- HP: 8
- AC: 15 (Mage Armor)
- Minor Illusion
- Prestidigitation, Firebolt (+5/ 1d10), Mage Hand
- Mage Armor, Magic Missle, Sleep, False Life, Detect Magic, Find Familiar
- dagger (+4/ 1d4)
After being laugh 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.
- Fenris Felson
- Elf (Aasimar)
- Charlatan
- Sorcerer
- Psionic Origin
- STR: 10
- DEX: 16
- CON: 12
- INT: 8
- WIS: 13
- CHA: 16
- HP: 7
- AC: 16 (Mage Armor)
- Thaumaturgy
- FireBolt (+5/1d10), Chill Touch (+5/ 1d8), Mage Hand, Friends
- Mage Armor, Sleep
- 2 daggers (+5/ 1d4+3)
- light crossbow (+5/ 1d8+3)
Fenris was just a simple hustler who scam the wrong noble. giving the option of going to the colony as a larborer or losing his hand, Fenris chose the colony. However shortly after arriving on the new shore, Fenris fell ill awaking with an array of unexplained new psychic powers. Is the divine retribution or does it have something to new with this place?
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
- Guards - Ready for hostile encounters
- Analysts/Researchers - 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 |
Weather Roll
3d6 + Time Modifier + Hex Modifier
BAse Temp 70?
02:00-06:00 -5 06:00-10:00 +5 10:00-14:00 +10 14:00-18:00 +5 18:00-22:00 -5 22:00-02:00 -10
Month 1 -25 2 -20 3 -10 4 0 5 +10 6 +20 7 +25 8 +20 9 +10 10 0 11 -10 12 -20
2 Sub-Zero 3 Cold 4 Snow 5 Sleet 6 Rain 7 Fog 8 Cool 9 Comfortable 10 Warm 11 Hot 12 Sweltering
Direction 1d8 1 North 2 North East 3 East 4 South East 5 South 6 South West 7 West 8 North West
Intensity Wind/Precipitation 1-12 None 13-17 Light 18-20 Strong/Heavy
216 151 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
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.