The Hexpanse

From Game Logs
Revision as of 11:50, 8 February 2019 by Insd7s (talk | contribs) (Lab journals)
Jump to: navigation, search

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

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

  • Hacke
    Hacke, fighter 2 / rogue 3 / ranger 3
    Medium humanoid (warforged), true neutral
    Armor Class 18 (composite plating)
    Hit Points 65 (5d10+3d8+10)
    Speed 30 ft.

    STRDEXCONINTWISCHA
    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.
    - facilitating communications and terminating hostilities [игрок - Stozu_ElGoblo]
  • Ronnie Jamison - full of inspiring and cautionary tales [игрок - Militaryuga]
  • Stonvolm
    Stonvolm, fighter (lvl 8)
    Medium humanoid (human), Lawful Neutral
    Armor Class 21
    Hit Points 69
    Speed 30 ft.

    STRDEXCONINTWISCHA
    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

    - I've got a big stick and I ain't afraid to use it![игрок - PLC]
  • None of the Above - Why yes, i am a wizard [игрок - HarleyQueen]

Potential Void Factor carriers

  • Coors
    Coors, warlock (lvl 8)
    Medium humanoid (tiefling)
    Armor Class 13 (studded armor)
    Hit Points 49 (8#1d8+2)
    Speed 30 ft.

    STRDEXCONINTWISCHA
    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.
    - On the oil-slick precipice of airlock [игрок - Zuzuzu]
  • - [игрок - aaa13]

Lab journals

The Chosen Ones

1. Training montage

2. The usual suspects

3. Boat riders in the sky

4. A bad feeling about this

5. Weigh Anchor

6. Darkness and gullibility

7. ...

The Soaring

8. ...