Difference between revisions of "The Hexpanse"
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[[Hexpanse S01E06|6. Darkness and gullibility]] | [[Hexpanse S01E06|6. Darkness and gullibility]] | ||
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=== The Soaring === | === The Soaring === | ||
[[Hexpanse S02E01|8. ... ]] | [[Hexpanse S02E01|8. ... ]] |
Revision as of 19:21, 9 February 2019
Contents
Foreword
- DND 5ed plus supplemental materials (subject to adjustment)
- Starting point is 5 ecl
- Action points are on (5 at start)
- For simplicity, your passive perception will only give a you a hint ("a tingling sensation")
- Extra spells
- Magic items
- Hex spawns
- Vehicles
General considerations
- Some non-human races do live longer than humans, but only 1.5-2 times longer on average
- A significant fraction of the populace has PC-levels
- Magic is known and accounted for by government officials and institutions
- All PCs are the emergents: have a story ready, how and when your 1st (or 2nd) level abilities manifested
- Available languages:
- Common (cross-planar and highly varied but still common)
- Celestial/Infernal/Sylvan are divergent dialects of a lost Primordial language (the one magic exists in, e.g. power words). If you know one of them, you can understand the others (an Int check may be needed in some cases)
- Goblinoid language family, preserved in books and some speakers before Exodus
- Arcane Script, a written-only language used to write spells (all spellcasters relying on written spells know it automatically)
- Hex Speech, a weird language spoken by semi- and fully-sentient spawns of the Hexpanse, another variant of Primordial, though twisted enough to be considered completely separate. All PCs can understand a few dozens of words and simple sentences due to their experience with hexmazes. No full definition of this language exists despite all the efforts of Arcane Council, thus even if you choose to "know" it, an Int or Wis check will often be required.
A Voidfarer's Manual
- The political map of Hexpanse
- A brief history of time
- On the origins of pseudo-architectural hexmazes (or "dungeons") and their biomes
- An emergence phenomenon in humanoid adolescents
- A new frontier: Arcane Council's most ambitious project
Intro
Год 351 п.и., Колыбель, Шпиль Совета Арканы, малый зал совещаний
По результатам оценки эффективности хексрейд партий, Триумвират ежегодно составляет рейтинг команд и награждает лучших. В рейтинг идёт множество факторов, от прямой боевой и зачистной эффективности, до вклада в исследовательскую деятельность и расширение известных и контролируемых территорий. И хотя некоторые молодые безымянные команды не показали себя особенно успешными, тем не менее они удостоились поощрительных призов и отдельных упоминаний за отдельные достижения. Некоторых даже пригласили на специальные интервью. Ваша партия - последние на очереди на собеседование, по кратким отзывам уже прошедших интервью, там задают странные вопросы, хвалят, желают удачи и отправляют восвояси. Но один из интервьюверов - лорд Эдвард Таск, A.D. - лидер и основной пропонент программы дальних полётов, неоднократно заявлявший что основные вопросы решены и дело только за малым - найти подходящих кандидатов.
Experimental subjects
- HackeHacke, fighter 2 / rogue 3 / ranger 3- facilitating communications and terminating hostilities [игрок - Stozu_ElGoblo]
Medium humanoid (warforged), true neutral
Armor Class 18 (composite plating)
Hit Points 65 (5d10+3d8+10)
Speed 30 ft.STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 14 (+2)
Saving Throws Strength +2, Constitution +5
Skills Athletics +2, Deception +5, Insight +5, Perception +8, Persuasion +5, Sleight of Hand +11, Stealth +9
Damage Resistances poison
Condition Immunities disease, sleep
Senses darkvision 60, passive Perception 18
Languages Common, Goblin, Gremlin, Primordial, Thieves' Cant
Tools alchemist's supplies, calligrapher's supplies, disguise kit, forgery kit, poisoner's kit, thieves' tools
Weapons simple weapons, martial weapons
Armor all armor, shields
Integrated Tool. Hache has disguise kit integrated into its body, which doubles Hacke's proficiency bonus for any ability checks made with it. Hacke must have its hands free to use this integrated tool.
Embedded Docent. Hacke has docent embedded in its chest, which is designed to advise and assist the warforged it’s attached to. A docent is a small metal sphere, approximately 2 inches across, studded with dragonshards. Despite a strong magical aura, it has no obvious abilities. A docent communicates telepathically with its wielder and can perceive the world through wielder's senses. One of the simple functions of a docent is to serve as a translator. Hacke can use a bonus action on its turn to request that the docent use one of its properties on Hacke's behalf.
Spellcasting. As a 3rd-level ranger Hacke has three 1st-level spell slots. He has DC 13 spell saves and +5 to hit with spell attacks. - Ronnie Jamison - full of inspiring and cautionary tales [игрок - Militaryuga]
- StonvolmStonvolm, fighter (lvl 8)- I've got a big stick and I ain't afraid to use it![игрок - PLC]
Medium humanoid (human), Lawful Neutral
Armor Class 21
Hit Points 69
Speed 30 ft.STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 10 (+0)
Saving Throws Strength +8, Constitution +6
Skills Acrobatics +4, Athletics +8, Perception +4, Intimidation +3
Senses Passive Perception 13
Languages Common, Infernal - None of the Above - Why yes, i am a wizard [игрок - HarleyQueen]
Potential Void Factor carriers
- CoorsCoors, warlock (lvl 8)- On the oil-slick precipice of airlock [игрок - Zuzuzu]
Medium humanoid (tiefling)
Armor Class 13 (studded armor)
Hit Points 49 (8#1d8+2)
Speed 30 ft.STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 14 (+2) 14 (+2) 12 (+1) 20 (+5)
Saving Throws Wis +5, Cha +9 (+1 to all)
Skills Arcana, Deception, Insight, Investigation, Perception, Persuasion (+1 to all)
Damage Resistances fire
Senses Voidvision 120ft., passive Perception 15
Languages Common, Infernal, Arcane Script
Tools Artisan's Tools (Hexcraft), Metalworking
Weapons simple weapons
Armor light
Spellcasting. Spellcasting ability is Charisma
(spell save DC 17, +9 to hit with spell attacks)
Awakened Mind. Telepatic comm with any creature you can see within 30'.
Entropic Ward. Use your reaction to impose disadvantage on incoming attack roll. If the attack misses you, your next attack roll against that creature has advantage if you make it before the end of your next turn. 1/short rest. - - [игрок - aaa13]