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EotS Quickstart PDF

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LAUNCHING SOON
3
Introduction
The World of Historica Arcanum
Expanded Rules for 5th Edition
Historica Arcanum is 5th Edition’s biggest Alternate
History Setting, where occult secrets lie among the
dusty tomes of world history. With Historica Arcanum Sourcebooks, Game Masters and Players can
explore intriguing timelines and regions of the world,
and uncover a vast, deep lore, delving into crucial
events that shaped humanity, with the addition of arcane powers!
Overhauled Land Travel
Within this demo book, you will also find our Overhauled Land Travel (OLT) rules, inspired by the massive trading caravans and their journeys among the
Silk Road. With OLT, you can simulate a wide range
of travel styles, from a posse of adventurers riding
hard atop swift horses, to a grand trading caravan,
composed of many merchants and their guards. You
can customize your traveling band with mounts, recruit NPCs to bolster the abilities of your caravan,
and even create a moving home for your adventurers.
Throughout your time in the world of Historica Arcanum, you will have a chance to explore unique, and
previously uncovered cultures and eras. The Quickstart Guide you are holding is the first look into the
13th Century Silk Road, designed for 5th Edition.
Plague and Diseases Module
One of the many tragedies of the civilizations alongside the Silk Road was The Black Death. Within the
experience of the Empires of the Silk Road, we wanted to build gameplay mechanics that encapsulates
the spirit of the times - but we had the chance to go
beyond that.
Empires of the Silk Road
Within the pages of the sourcebooks of Empires of
the Silk Road, you will find a vibrant and authentic
setting designed with gameplay and immersion in
mind. The sourcebook will guide you through legendary cities among the Silk Road, from Samarkand
to Baghdad and onwards to Jerusalem - with lore and
mechanics that combine their unique cultural heritage and 5th edition magic!
We developed a massive Plague and Diseases module that can be used in any and all 5e adventures and
settings. Within the module, we created diseases
with four core mechanics: Infection, Symptoms, Diagnosis, and Cure. With these mechanics in place,
the players of 5th edition will have the chance to explore new narrative opportunities that come with ailments and their cures!
The setting will also feature Silk Road’s ancient
civilizations, as well as the myths and tales of the
cultures that inherited their legacy! Throughout the
game, you will venture forth in the ruins of Babylon,
trace the steps of Alexander and his companions, and
hunt down terrifying creatures of Persian, Steppe,
and Mesopotamian myths and legends.
Expanded Profession System
With the Empires of the Silk Road, we are expanding
our fan favorite Profession System with new profession paths. The Profession System allows players
to pick up a career for their 5e characters alongside
their classes and backgrounds to earn money, perks,
recipes and more! Each profession comes with their
unique gameplay and leveling up mechanics, as well
as in depth narrative ideas and art.
Finally, all of this comes together in a majestic adventure module, with hundreds of hours of content
- presented in an easy-to-run format. Within the adventure, you will find battle arenas and city maps,
memorable and colorful NPCs with unique and personal backstories, culturally authentic 5e content
with subclasses and a huge bestiary, and a massive,
branching, and intrigue-filled main story.
The first profession of Empires of the Silk Road, the
Explorer, is available for preview in this Quickstart
PDF.
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5
Setting Sneakpeak
STORY
Yet none are more terrifying than a dedicated soul,
set on to right the wrongs of this world, according to
his own beliefs: A judge belonging to no creed, under no banner, and influenced not by riches and pleasures of this life; and an executioner, with no regard
to mortal suffering - if he deems the punishment to be
just. Some call him a teacher, some a herald, some a
demon, some a liar.
In the cradle of civilization, where Cultures and Religions, Gold and Silk, Blood and Magic march unbarred and unmatched, a red dawn has arisen.
In the north, under the banner of The Eternal Blue
Sky, the Mongol Khagan united the nomads of the
steppes for a grand age of conquest. Within the hallowed halls of the House of Wisdom of Baghdad,
the arch-scholars have discovered arcane secrets
that will shake the core of reality. In the heartland
of Persia, the remnants of the Seljuk Empire strive
to hold on to their position, fraught with political turmoil, and war at all fronts. And in the towering peaks,
rose the Castle of Alamut, home of assassins and the
stronghold of their infamous leader, Sabbah.
With the world sundered, conspiracies afoul, and
arcane powers unleashed, a few will choose not to
stand idle - but to fight back! Heroes, seekers, and
fools band together and clash against the forces of
evil and corruption; perhaps for the good, perhaps
for the glory, and perhaps just to survive this age of
cataclysm.
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CITIES & WILDERNESS
sinations shakes the city - with a trail leading to the
Atashgah, The House of Fire, an ancient and abandoned Zoroastrian temple watching over the city.
Samarkand:
The unyielding war machine of the Mongolian Empire has stopped after the Metropolis of Samarkand
was conquered: The Khan Ogedei has passed away
and a Council of Lords, a Kurultai, has been called
to secure succession. Royal Dynasties and Generals rode north to Mongolian Homeland, leaving the
Grand City of Samarkand ripe for political turmoil.
Baghdad:
Holding the gate to the Mediterranean, lies Baghdad, the heart of learning where the scholars, sages, scribes, orators, psychians, astronomers and
arcanists dwell in the House of Wisdom. This is the
city where science reached its peak and flourished
through the Golden Age of the Silk Road.
At the farthest corner of Empires of the Silk Road,
Samarkand lies: Millions dwell within her walls people of human and of arcane origin. Vast ranges
of glamorous bazaars cover her streets, and mesmerizing palaces - now adorned with the Banner of the
Khanate, tower over the horizon. And within far corners of the city lies the Necropolis - a maze of alleyways and catacombs, hosting occult secrets, and an
unorthodox contender, vying for the city.
It is in these hallowed halls that many arcane secrets
are discovered, and whispered to the ears that are
accustomed to hear them. One such secret is the location of the ruins of Babylon - ancient and crawling
with magical relics. A much dire threat looms over
the city with the whispers of Mongol conquest creeping - and the scholars and arcanists debate whether
they should take the mantle of the defenders, and to
what extent they should consort to archaic occult
powers.
Isfahan:
Travel westward, braving the heat and the sandstorms, and you shall arrive at Isfahan, a haven for
travelers and refugees, a safe city among the steppes
and desert. Isfahan, the Capital of the waning Seljuk
Empire was once a great city, the Pearl of Persia - but
it now suffers as the lifeblood of the city, the trade of
the Silk Road is cut from East and the West.
Wilderness & Dungeons:
Outside of the cities, the Silk Road lives still. Hidden
in the mountains and the deserts are ruins from ancient civilizations and strongholds of bandits and arcane beings; and the lairs of monstrosities. From the
Castle of Alamut, the mythic stronghold of occultist
assassins, to the Ruins of Ancient Babylon, to the arcane infused lost tomb of Alexander the Great, as the
adventuring band travels - they will encounter many
unique locations teeming with challenges and deep
lore linking our World’s History, and the storylines of
Historica Arcanum.
The Death of Ogedei gave the Seljuk Empire a chance
to prepare a defense against the coming of the Third
Khan of the Mongols, who will surely continue the
onslaught westward. Yet, as armies assemble and
walls built - a string of unexplainable magical assas-
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Subclasses
Fighter – Masked Warrior
(The Cuman)
•
When you hit a creature with a weapon attack,
you can force the creature to make a Wisdom
saving throw (DC = 8 + proficiency bonus + your
Charisma modifier). On a failed save, the creature is frightened of you until your next turn. You
can use this feature a number of times equal to
your Proficiency bonus. You gain expended uses
when you finish a long rest.
•
You can deal extra damage equal to your Charisma modifier. You can use this feature a number
of times equal to your Proficiency bonus. You
gain expanded uses when you finish a long rest.
W
hile the moon shines bright in the
night, from the edge of the world comes
a whistling arrow. Within seconds a
rain of arrows darkens the moon of the
cloudless night; and where those arrows are flown
from, appears the horsemen of apocalypse, galloping
toward their victims.
With a dreadful mask and deadly talent, the cavalry
of the steppes come riding down from a cloud of dust
- charging to their terrorized enemies. Their face is
covered with a steel mask, hoisting a terrifying smile
– they are not allowed to take it off until their blades
rest, bloody.
If your mask is destroyed, you can spend 1 hour to
craft a new one or repair it.
Level 7: The Mask of the Steppes: Starting at 7th
level, you can add additional features to your mask,
carving runes and symbols from myths and legends.
Choose one of the following benefits:
May the horselords be pierced by arrows, blades or
arcane, their enemy will see only the same terrifying
visage; the Mask of the Cuman grins still.
Mask of the Eagle: You gain proficiency in Charisma
saving throws.
Level 3: The Centaur: Starting at 3rd level, your
mastery with a mount has reached to such a point
that the tales and whispers of your descendancy from
the mythic centaurs start to sound true, even to you.
Additionally, you can mark your enemies with the
Mark of the Eagle. When you hit a creature with a
weapon attack, that creature is marked by you and
your allies. Until the end of your next turn, the target
takes extra psychic damage equal to your Charisma
modifier the next time it takes damage. You can use
this feature a number of times equal to your proficiency bonus. You gain expanded uses when you finish a
long rest.
You can mount and dismount from your mount only
by using 5 ft. of your movement speed and have advantage on saving throws against effects that would
force you to fall off from your horse.
If you have advantage on attack rolls with ranged
weapons while mounted, you roll an additional d20.
You also gain Animal Handling skill if you don’t already have it. You have advantage on Animal Handling checks when dealing with horses.
Mask of the Wolf: You gain proficiency in Wisdom
saving throws.
Additionally, you fight like a pack, when near your
allies. If an ally is 5 ft. of the target of your next attack, you can give yourself advantage on the attack
roll. You can use this feature a number of times equal
to your proficiency bonus. You gain expanded uses
when you finish a long rest.
Level 3: The Mask of Terror: By the time you are
3rd level, your training enables you to craft and wield
a special mask. While wearing it you have the following benefits:
•
You can spend a hit die as an action and heal
yourself 1d10 + Constitution modifier. You can’t
spend more than 2 hit dice this way, and the uses
refresh after a long rest.
Mask of the Dragon: You gain Intimidation skill or
double your proficiency bonus if you already have it.
Additionally, your fear effects improve greatly. You ac-
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tivate your mask for 1 minute. When a creature wants
to attack you, it must make a Wisdom saving throw
(DC = 8 + your Proficiency bonus + your Charisma
modifier). On a failed save, it makes the attack with
disadvantage and can’t change the target or lose the
attack. This ability can’t be used again until the next
dawn.
Additionally, when you hit a creature while they are
frightened of you, you gain the ability to change your
entire damage to be psychic against that creature.
Level 15: Fast, and Precise: Starting at 15th level,
when you use your Action Surge, you have advantage
on the attack rolls at the attacks you gained with the
Action Surge.
Mask of the Phoenix: You gain access to spells with
the runes on your mask and cast them once a day
without expanding a spell slot: longstrider, absorb elements, compelled duel. Charisma is your spellcasting modifier for it. You also learn resistance cantrip.
Level 18: The Scourge of God: Starting at 18th level,
you get another mask option at the The Mask of the
Steppes ability.
Level 10: The Masked Warrior: Starting at 10th level, while you wear your mask, you are immune to the
frightened condition.
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Professions
Profession System
A
long with Historica Arcanum sourcebooks,
we developed the profession system - an
addition to 5e’s player character customization options! Our previous module, The City
of Crescent had 6 unique professions, the Bounty
Hunter, the Alchemist, the Antiquarian, the Burglar,
the Spy, and the Archeologist. With Historica Arcanum: Empires of the Silk Road, we are bringing a
whole selection of new professions - you can check
out one of them, the Explorer here:
The Explorer
Being a Explorer
The explorers seek something greater than themselves and are called by the mystery of the new lands,
and new sights. It is their job to chart new maps, find
safer ways for people to travel, and note down what
they have seen and discovered. They live for the thrill
of wandering and exploring.
How do Explorers Play?
Discover new places, chart new maps, describe
stranger people, find out safe and dangerous roads,
introduce new cultures to your society, write down
your experiences, and share your adventures.
Discovery Table:
Noted Local Roads 10 PEX
Noted Local Settlements 10 PEX
Noted Local Hidden Locations 25 PEX
Charted a Local Map 50 PEX
Local means a place that hosts familiar cultures that
share the wanderer’s close dialect, language, and
tradition - and a small geography that the wanderer
most likely hails from.
and neighboring countries that have had constant
trade, war, peace, diplomacy, marriage, religious relations to the wanderer’s personal background, but
have been distant enough to not be considered from
that specific background.
Charted Roads in a Foreign Landscape 60 PEX
Charted Settlements in a Foreign Landscape 60 PEX
Charted Hidden Locations in a Foreign Landscape
150 PEX
Charted a Regional Map in a Foreign Landscape 300
PEX
Finished a Travel Book for Foreign Lands 600 PEX
Foreign means cultures that are significantly far
away from the wanderer’s lands, yet still on the same
plane of existence. Rumors, historical records or
even several travelers or merchants may be available
for the wanderer to seek out of these landscapes, yet
the general public knowledge is severely limited.
Charted Roads in an Otherworldly Landscape 60
PEX
Charted Settlements in an Otherworldy Landscape
60 PEX
Charted Hidden Locations in an Otherworldly Landscape 150 PEX
Charted a Regional Map in an Otherworldy Landscape 300 PEX
Finished a Travel Book for Otherworldy Lands 600
PEX
Otherworldly means cultures and locations that are
alien to the wanderer - places from different planes of
existence, different timelines, or generally unnatural
locations. These places must have almost no proof
of existence, and they must generally be accessible
using potent magic.
Additional PEX Sources:
Immersed in an Exotic Culture 100 PEX
Uncovered an Exotic Mythos 150 PEX
Learned an Exotic Language 200 PEX
Translated an Exotic Scripture 250 PEX
Noted Regional Roads 30 PEX
Noted Regional Settlements 30 PEX
Noted Regional Hidden Locations 70 PEX
Charted a Regional Map 100 PEX
Finished a Regional Travel Book 300 PEX
Regional means a geography with distant polities
Note: The noting and charting roads and settlements
does not mean finding locations that no one knows.
It is about traveling to foreign cities, and culture per-
10
guage you learn this way must be a living language.
After you learn this language, you are fluent with it
to the point that locals will either praise you on how
well you speak their tongue or will not understand
that you are a foreing speaker at all.
sonally for the first time and establishing contacts,
and learning about their culture. On the other hand,
hidden locations refer to places that have been lost to
mainstream knowledge. Rumors may exist - but they
should be limited to tales and myths. DMs hold the
final discretion.
Ink and Quill (50 PEX): In your travels, you learn
how to read maps and chart them. You use half the
ink that you’d normally spend in your work, and gain
proficiency in Calligrapher’s Supplies and Cartographer’s Tools.
Charting Requirements: At your DM’s discretion
you can start your charting by completing some prerequisites:
•
•
A good view of the chosen location must be examined for at least 10 days with different angles
and at least 10-sheets of parchments and ink
worth at least 10 gp. If the area is a city or a region beyond eye’s sight, this process must take
at least 1 month.
The chosen location must be traveled and examined for at least 1 day (1 week for settlements
and 1 month for regions). If it is a road, the road
must be taken at a quarter speed.
•
A help from at least 1 local who knows the past
of the chosen location.
•
25 gp worth of ink and paper and a workweek to
complete the drawings and other details of the
map.
•
Trader from a Distant Land (50 PEX): You are used
to being a foreigner when doing business. When trading and bargaining in the markets, taverns, bazaars,
caravansaries, and cities belonging to a foreign culture, you have advantage on Charisma (Persuasion)
checks.
Each of these abilities will cost you 50 PEX and you
need at least two of them before purchasing the Journeyman rank.
Journeyman Explorer (Rank 2) (300 PEX)
Now you have a specialization choice as a Journeyman Explorer.
Specialization Choice (Free): You have two options
as a specialization choice: The Cartographer, who
are experts at drawing maps, or The Travel Author
who are excelled at writing their experiences.
Proficiency with cartographer’s tools.
The Cartographer: You double your proficiency bonus
for Cartographer’s Supply checks.
The Travel Writer: The expenses to write your Travel
Book is halved.
Travel Book Requirements: At your DM’s discretion
you can start your “Travel Book” like great wanderers
of the past did. You will need certain requirements:
•
Learning at least one language that belongs to
the culture of your travel book target.
•
Traveling to at least one populated city that belongs to the culture of your travel book target
and spending at least a month there.
•
250 gp worth of ink and paper, and a month to
compile and write about your experiences.
•
At least one sponsor from middle or high society.
•
Proficiency with calligrapher’s tools.
Good Memory (100 PEX): You developed a sharp
memory thanks to your hard time spent on the road
and recalling what you have experienced according
to your specialty.
The Cartographer: You can recall anything you saw
in the past month.
The Travel Writer: You can recall anything you
heard in the past month.
The Culture and History (100 PEX): You gain advantage on Intelligence (History) and Intelligence
(Religion) checks about the cultures and places that
you paid a visit at least once.
Apprentice Wanderer (Rank 1)
As an apprentice wanderer, you know the general
outlines about the bordering cultures, cities, and settlements of your home.
Harsh Roads Expert (100 PEX): Years of traveling
granted you the foraging ability. You no longer need
to roll for Survival to find food and fresh water if it is
available in the area, you can find food and water for
yourself and five other creatures per day.
Finding the Path (50 PEX): You excel at finding a
path on long roads. You double your proficiency bonus in Wisdom (Survival) checks.
Favorite of the High Society (100 PEX): As a foreigner, you are most welcome in distant lands. People know you as a far traveler and a wise person. You
can maintain contact with tradesmen and nobles in
the cities you traveled to. However, you need to bring
gifts for them appropriate to their cultures. In exchange, you will be granted shelter, safety, and food,
Overhauled Land Travel (OLT) Rules: If you are a
part of a travelling band, it can maintain its speed in
bad weather conditions.
Knowing the Tongue (50 PEX): You are accustomed
to hearing foreign languages around you. Learning a
new language takes half the time for you. The lan-
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as well as the information, insight and political favors
you are looking for.
Local tradesmen gift 50 gp
Acclaimed tradesmen gift 100 gp
Lesser noble gift 250 gp
Acclaimed military gift 350 gp
Higher noble gift 500 gp
Ruler gift 1000 gp
You can advance to the Expert level after taking at
least two Journeyman level methods. Each method
will cost you 100 PEX.
Expert Wanderer (Rank 3) (1000 PEX)
You are now an expert in being a wanderer and you
are probably known by the local rulers and people.
The Sponsor (200 PEX): You gained the backing of
a local prominent figure such as a lord, a rich merchant, or a high-ranking clergyman. This person
now supports your travel expenses, your work, and
your efforts. Work with your DM to determine your
sponsor. This sponsor would desire for your works
to continue and wants to be mentioned and honored
in your works. You will have an official paper with the
sponsor’s seal and signature. Most of the realm will
recognize this and will act accordingly.
Aware of the Dangers (200 PEX): During your journeys, you have learned to hide from traps, ambushes, and so forth. You can cast goodberry and pass
without trace spells without expending a spell slot or
needing material components. You can’t do so again
until you finish a short or long rest.
For the Historica Arcanum universe: These spells
use your spellcasting ability if you have spellcasting
or Pact Magic feature, if not, they use Wisdom as
your spellcasting ability, thus affecting the spell rebound accordingly.
Expert of Tongues (200 PEX): During your journeys in foreign lands, you have encountered foreign
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languages so many times that you now learned how
to communicate with people and understand intent
through body language, even if you don’t speak the
same tongue. When dealing with languages you
don’t know, you double your proficiency on Wisdom
(Insight) or other appropriate checks. These abilities
only work when speaking, and they don’t apply to
scripts.
Master of Legends (200 PEX): You get the ability to
cast legend lore spell, however you can’t do it at will.
You need additional materials than the ones mentioned in the spell: something at least 500 gp worth
related to what you are looking for: It can be a fabric,
a coin, an object, pottery or so. If you do not provide
an appropriate item, the spell does not work. The
item and the name you will bring for the spell must
match. For example, the spell fails if you bring forth
a letter from Constantine I and pronounce the name
Justinian. You can cast it as a ritual only and can’t do
so again until you finish a long rest.
Master Explorer (Rank 4) (5000 PEX)
Stories of the Past: (Free)
You have a lot of experiences, and stories, and have
probably taken part in some of the legends and
myths. You have the ability to inspire greatness in
others. You can grant inspiration to anyone who listens to your stories a number of times equal to your
proficiency bonus daily. This inspiration point must
be used in 1 hour or it will be lost. Anyone who already has an inspiration point won’t be affected by
this.
Master of Travels: (Free)
You learn the teleportation circle spell and can cast
it without expending a spell slot. You can create your
own teleportation circles in the areas you visited for
1000 gp. You can’t cast it again until you finish a long
rest.
Note for the Historica Arcanum universe: This spell
doesn’t provoke the spell rebound only if this spell is
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the only spell you cast during the day. Otherwise, it
applies normally. It also applies normally as a 5th-level conjuration spell if you cast another spell after this.
Downtime Activities for the Wanderer
Gathering Rumours
You go around your local town and gather stories and
tales of distant lands. Roll for Charisma (Persuasion)
and Intelligence (Investigation) check against Difficulty 10.
No success: No tales
One success: One rumour with partial truth (20 PEX)
Two successes: One rumour with the full truth. (35
PEX)
If you roll more than 20 in one of the checks, you get
another clue about a distant land (5 PEX).
Getting Known
You go around the foreign land, where you traveled,
and share your tales, songs, and stories about where
you come from. Roll for Charisma (Performance) or
Charisma (Persuasion)
14
d20
Result
1-5
The people won’t be taking any
notice of your further stories
or actions, they think you are
lying.
6-9
They didn’t pay much attention
to your stories.
10-15
Many people listened to your
stories and believed them.
People are now eager to talk
to you.
16-19
Most of the crowd lend their
ears to you and many of them
are eager to be on your good
side. Such as buying a beer or
offering a place to stay.
20+
Everyone loved you. Some of
them will probably offer you a
ride to the next town to protect
you or cover your expenses in
the town. You can spend the
next week with a comfortable
lifestyle.
Overhauled Land Travel
T
ravel is an important aspect of most 5e
games, as many TTRPG settings and campaigns cover wide areas and include many
settlements to travel to and from, yet it is seldom used as an advanced gameplay tool. It is also a
core concept of the Silk Road, with merchants and
soldiers, pilgrims and adventurers marching east
to west, and west to east - atop horses and camels.
Therefore, we decided it was time to go for a massive
overhaul.
Example Mounts and Guards
In this overhaul for the 5th Edition, we developed a
new, detailed yet very streamlined way of traveling,
managing supplies, calculating speed and much
more. With Overhauled Land Travel, you will be able
to form your own trading caravans, raiding parties,
emissary convoys, warbands in whatever shape,
speed, and equipment you can imagine!
Core Concept: Traveling Band
A traveling band is simply a group of people traveling together. It is valid for many purposes - and can
be customized within OLT to create diverse types of
traveling, such as a warband chasing a fleeing enemy,
scouts rushing to the capital to deliver important reports, or merchants banding together in a trade caravan in order to avoid the dangers of the road.
Traveling Band Mechanics
A traveling band’s well-being depends on many elements. Instead of taking into account every single
individual and mounts in a group, OLT simulates
traveling bands capabilities in several core concepts.
The main modifiers of travel are under Travel Characteristics (TC), and include Travel Speed, Carrying Capacity, Supply Drain, and Fighting Capacity.
There are also Travel Skills (TS) that enhance the
main modifiers of the travelling band, as well as add
special traits and narrative opportunities: Scouting,
Foraging, Trading, Tactics, Remedy, and, Skullduggery.
Both TC and TS can be customized and improved by
purchasing mounts and equipment, recruiting companions, and specializing in related professions.
15
Arabian Horse
large beast, unaligned
Armor Class 11
Hit Points 22 (3d10 + 6)
Speed 65 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3) 12 (+1) 14 (+2) 3 (-4) 14 (+2) 7 (-2)
Senses Passive Perception 11
Languages Challenge 1/8 (25 XP)
Trampling Charge: If the horse moves at least
20 feet straight toward a creature and then hits
it with a hooves attack on the same turn, that
target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is
prone, the horse can make another attack with
its hooves against it as a bonus action.
Actions
Hooves: Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.
Travel Characteristics
Travel Speed 4
Carry Capacity 8
Supply Drain 4
Fighting Capacity 0
Riding Camel
Caravan Arcanist
Armor Class 10
Hit Points 15 (2d10 +4)
Speed 45 ft.
Armor Class 12
Hit Points 20 (9d8)
Speed 30 ft.
large beast, unaligned
STR
DEX
CON
medium humanoid (human), any alignment
INT
16 (+3) 10 (+0) 14 (+2) 3 (-4)
WIS
CHA
9 (-1)
STR DEX
5 (-3)
Senses Passive Perception 9
Languages Challenge 1/8 (25 XP)
Bite: Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 2 (1d4) bludgeoning damage.
1st level (3 slots): burning hands, magic missile, fog cloud
Travel Characteristics
Travel Speed 1
Carry Capacity 1
Supply Drain 2
Fighting Capacity 3
medium humanoid (human), any alignment
Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
INT
WIS
CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Skills Perception +2
Senses Passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Spear: Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 +
1) piercing damage if used with two hands to
make a melee attack.
Travel Characteristics
Travel Speed 1
Carry Capacity 2
Supply Drain 2
Fighting Capacity 1
CHA
Cantrips (at will): fire bolt, light, minor illusion, mending
Caravan Guard
CON
WIS
Spellcasting: The mage is a 2nd-level spellcaster. Its spellcasting ability is Intelligence
(spell save DC 12, +4 to hit with spell attacks).
The mage has the following wizard spells prepared:
Travel Characteristics
Travel Speed 2
Carry Capacity 15
Supply Drain 1
Fighting Capacity 0
DEX
INT
Saving Throws Int +4, Wis +3
Skills Arcana +4, History +4
Senses Passive Perception 11
Languages Any three languages
Challenge 1/4 XP (50 XP)
Actions
STR
CON
9 (-1) 14 (+2) 11 (+0) 15 (+2) 12 (+1) 11 (+0)
Travel Speed = This TC shows the distance (hexes)
you can travel in one day. Each hex for OLT is 12
miles. Travel Speed is determined by the unit (person, creature, mount or wagon) of your traveling band
with the lowest Travel Speed. The Travel Speed can
be increased by changing traveling stance, purchasing mounts for pedestrian members of the traveling
band, or upgrading your existing mounts and wagons
to their faster counterparts.
Pacing
Slow Pace: The group travels -1 hex (12 miles) in one
day.. The group can collect twice as much food and
in case of a danger they have advantage on Scouting
checks. Your group’s Skullduggery is considered +1.
Normal Pace: The group can travel using their Travel Speed normally and can manage Travel Skills by
standard rules.
Fast Pace: The group can travel +1 hex (12 miles) in
one day. The group cannot use Foraging and Skullduggery skills. Your Scouting skill is considered -1.
Example: Let’s say there are 15 warriors and 15
mounts. 13 of the mounts are Arabian Horses and
2 of them are Riding Camels. As Riding Camels are
the slowest unit in the traveling band, their Travel
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Speed dictates the entire group’s speed so Travel
Speed is 2, the group can travel with Normal Pace
without problems.
Carry Capacity = This TC shows how much weight
your band can carry. It is determined by adding together the number of each member of the traveling
band’s individual carrying capacities. 1 unit of Carry
Capacity is considered 50 lbs in this system. Average
medium humanoids have two units of Carry Capacity. Mounts have differing Carry Capacities depending
on how many people are riding it - you may find this
information on their stat blocks.
Players can calculate their Carry Capacity according
to their Strength score or consider it as default which
is 2 units. With a Strength score of 13 or higher the
default can be counted as 3 units.
Supply Drain = Supply Drain represents the total
amount of supplies your band consumes at the end of
every day. One unit of Supply simulates a collection
of food, water, and very basic tools. An average humanoid consumes 2 supplies per day. 20 supplies is
counted as 1 unit when dealing with Carry Capacity.
Fighting Capacity = Throughout your journey as a
traveling band, you may encounter combats where
the number of participants may overencumber 5th
edition’s combat.Therefore, with the Overhauled
Land Travel, we built a simplified way of simulating a
warfare where several dozens of participants can be
placed - which we call Warband Combat. In the center of Warband Combat is the TC Fighting Capacity.
This is determined by number of available warriors,
quality of the warriors, quality and number of weapons, armors, ammunitions, and player characters.
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Travel Skills (TS)
Travel Skills complement the main statistics of Travel Capacity, and simulate how unique events may
unfold. In order to gain their perks, Companions or
Player Characters must be assigned to each skill.
Scouting: Scouting is a traveling band’s skill to see
locations, events, and dangers lying in hexes close by
to theirs. Better scouting means the traveling band
can notice more points of interest in distance, and
overcome ambushes. For instance, if your Scouting
is 0, you can’t see what lies in any hexes other than
the one you are on right now - which means, you are
more likely to stumble into a dangerous location waiting in the next hex! For every Scouting TS your group
has, you can see what lies in surrounding hexes. For
example if your group has 2 to Scouting TS, you can
see 2 hex-radius around you.
The Scout: This is your Companion for this skill. For
an NPC or a PC to be eligible for the role of a quartermaster, it needs to have at least +2 to Perception
and +2 to Nature checks. For each bonus the quartermaster gives to Foraging, it requires 1 gp/day salary.
The scouting modifier is determined by the assigned
member’s perception modifier / 2 (rounded down).
For example a creature with +6 Perception gives 3
to Scouting TS.
Foraging: Foraging is the skill to gather food and
find fresh water sources - in order to reduce the Supply Drain. Usually finding supplies in the wilderness
requires an automatic Foraging skill check. Difficulty
depends on the area’s available resources. The bonus
is determined by the attendant companion’s Survival modifier / 2 (rounded down). A character with a
Survival modifier of +6 gains 3 to Foraging TS. This
method is for the whole batch. A foraging skill is required every day for one time. For every Foraging TS,
the group needs 10 less supplies. The DM may have
the group roll for Foraging in special places or circumstances with an appropriate Difficulty. Here are
some examples and suggestions:
•
If there are many water sources available at the
area, roll for a DC 10 Foraging TS to double the
amount that supplies are found.
•
If there are very little water sources available at
the area, roll for a DC 15 Foraging TS to double
The Quartermaster: This is your Companion for this
skill. For an NPC or a PC to be eligible for the role of
a quartermaster, it needs to have at least +3 to Survival checks. For each bonus the quartermaster gives to
Foraging, it requires 1 gp/day salary.
Trading: It is the ability of the batch’s buying and selling goods, items with a good deal or compensating
the needs of the batch. The bonus is determined by
the attendant companion’s Persuasion modifier / 2
(rounded down). A character with a Persuasion modifier of +6 gains 3 to Trading TS.
The Trader: This is your Companion for this skill. For
an NPC or a PC to be eligible for the role of a trader,
it needs to have at least +3 to Survival checks. For
each bonus the trader gives to Trading, it requires 1
gp/day salary.
Remedy: It is the ability to control, diagnose and
treat diseases. The bonus is determined by the attended companion’s Medicine modifier / 2 (rounded
down). A character with a Medicine modifier of +6
gains 3 to Medicine CS. If the bonus is at least +2,
the batch won’t be affected by simple diseases. Additionally, the bonus decreases the batch’s casualties
during battles.
The Physician: This is your Companion for this skill.
For an NPC or a PC to be eligible for the role of a
physician, it needs to have at least +3 to Medicine. For
each bonus the physician gives to Physic, it requires
1 gp/day salary.
Tactics: It is the ability to fight efficiently in case of
an armed struggle. It contributes to Fighting Capacity and Casualties. The bonus is determined by
the attended companion’s weapon’s proficiency / 2
(rounded down). Calculate the bonus as if the attended companion is making an attack roll. For example,
a character with a longbow proficiency, +2 proficiency
bonus and +4 Dexterity modifier means +6 to attack
rolls, thus the Tactics CS would be 3. This bonus
does not take fighting styles or feats (if it is not indicated specifically) or magic items that give bonuses
to attack rolls.
The Captain: This is your Companion for this skill.
For an NPC or a PC to be eligible for the role of a captain, it needs to be proficient with all martial weapons. For each bonus the captain gives to Tactics, it
requires 1 gp/day salary.
Skullduggery: It represents the scheme and disguise ability of your traveling group. The bonus is
determined by the attended companion’s Deception
modifier / 2 (rounded down). A character with a Persuasion modifier of +6 gains 3 to Skullduggery TS.
For every Skullduggery your group has, other traveling groups that are close to your detection will receive equal penalty to their scouting. Additionally,
your Supply Drain and the general wealth of your
group will seem less to the strangers’ eyes.
The Schemer: This is your Companion for this skill.
For an NPC or a PC to be eligible for the role of a
schemer, it needs to have at least +2 to Deception .
For each bonus the schemer gives to Skullduggery, it
requires 1 gp/day salary.
Band Battles and Casualties
In the finished product, battle system and casualties
table will be a useful tool for your traveling batch battles if you wish to speed things up. A traveling band
can encounter many troubles along the way. With
this many individuals in a group it may be hard to
make all the battles with 5th edition fighting rules,
thus the system that will be presented in the book
will be an easier way to fight the battles and calculate
the casualties.
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Plague and Diseases
Plague Module
T
he world of Historica Arcanum: Empires of
the Silk Road is cruel; death, famine and war
are all very real threats to the opulence of the
Silk Road. Yet one of the horsemen is more
insidious and influential than its siblings: Pestilence.
With the plague module, we are giving the world of
5th edition a full mechanic to explore diseases and
their cures with. This module is fully compatible with
all settings fantasy, sci-fi or alternate history!
Here are the four core mechanics of the Plague Module:
success, the disease ends. On a failed save, your hit
point maximum decreases by 1. You regain your hit
points when the disease ends. Additionally, lesser
restoration, lay on hands or more powerful healing
magic ends the disease. When you are free from the
disease, you are immune to the disease for the next
14 days.
Smallpox
Infection: Through touch or contaminated objects.
On contact, you must succeed on a DC 15 Constitution saving throw. On a failed save, you are infected
with Smallpox. On a success, you are immune to
Smallpox until the end of your next long rest.
Symptoms: Fever, fatigue, vomiting, rash-turning-into-blisters. Level 1 Exhaustion and reducing to halfhit point maximum
Infection: How the disease spreads.
Symptoms: How the disease affects the host.
Diagnosis: How the disease can be spotted.
Cure: How the host can be healed.
Examples to Mundane Diseases
These diseases can be encountered throughout the
world for many reasons: Fungi, cold, plants, rot,
mold, or more. They can be cured with rest, medicine, arcane and time.
Diagnosis: DC 10 Wisdom (Medicine) check. After
the typical blisters occured in the body the DC becomes 7. Magical effects that detect diseases can detect smallpox.
Cure: There’s no definite cure other than magic or
Influenza (Flu)
Infection: Through body liquids. If you get in touch
with a body liquid of an infected creature, you must
succeed on DC 10 Constitution saving throw. On a
failed save, you are infected with Influenza. On a success, you are immune to Influenza until the end of
your next long rest.
Symptoms: Cough, nasal flow, fatigue and sometimes fever. The first day, you gain level 1 exhaustion.
On the other day you gain another level of exhaustion.
The exhaustion can’t be reduced by normal means.
Diagnosis: DC 5 Wisdom (Medicine) check or any
magical effect that detects disease.
Cure: Consecutive long rests. At the end of the second long rest and each long rest after that you must
succeed on a DC 8 Constitution saving throw. On a
20
time. At the end of every long rest you must succeed
on a DC 15 Constitution saving throw. For the first 4
days success only prevents hit point loss. If you fail,
your hit point maximum reduces by 1d4. Additionally, lesser restoration, lay on hands or more powerful
healing magic ends the disease. On a success on the
fifth day or forth, the disease ends and you are immune to the smallpox.
Dysentery (Bloody Flux)
Infection: Through feces, poor water and food quality with poor sanitation, it can spread between people
via touch, body fluids, etc.
Symptoms: Bloody diarrhea, fever, abdominal pain
and a feeling of incomplete defecation. Level 1 Exhaustion, blood loss through defecation and the urgent need to defecate often. Each time you defecate
you must succeed on a DC 13 Constitution saving
throw or take 1d4 bludgeoning damage. On a successful save you take half damage. If you roll 1, you
still get 1 damage.
Diagnosis: DC 10 Wisdom (Medicine) check. After
the first bloody diarrhea, the DC is reduced to 8.
Cure: Hydration and time. If you don’t receive enough
water or fluid supplies such as soup or similar food,
your hit point maximum reduces by 1d4 at the end of
the long rest. If you don’t receive enough fluid in consecutive days, each day increases the d4 by 1. If you
receive enough fluids, you can make a Constitution
saving throw (DC 15), on a success the disease ends.
Additionally, lesser restoration, lay on hands or more
powerful healing magic ends the disease. Once you
are free of the disease you are immune to it for the
next 14 days.
Examples to Magical Diseases
Magical diseases are usually the result of spell rebound or are created by lost magicians or monsters
in order to weaken their enemies. These diseases have unique ways to be cured and spread and
must be treated with caution. Most of the low-level
spells and magical effects are useless against
these diseases.
Mistletoe’s Bane
Infection: Touching an infected mistletoe.
On contact, you must succeed on a DC 12
Constitution saving throw. On a failed
save, you are infected. On a success
you are immune to the disease for
the next week.
Symptoms: Swallow
hands, arthralgia.
After 3 days,
the
sick
c r e at u r e
c a n ’ t
h o l d
any items.
Diagnosis: DC 20 Wisdom (Medicine) or DC 15 Intelligence (Arcana) check. When the hands swallow
enough after 3 days, the DCs are reduced by 5.
Cure: Cooking 25 gp worth of mistletoe, mushrooms
and sunflower seed oil and requires one Level 1 spell
slot to be expended. Once you are free of the disease,
you are immune to it until the next full moon.
Evil Shadow
Infection: Touching an infected creature or an infected shadow. On contact, you must succeed on a
DC 15 Constitution saving throw. On a failed save,
you are infected. On a success you are immune to the
disease for the next day.
Symptoms: Shadow slowly gains consciousness and
you appear sickly and pale. At the end of each long
rest, you must succeed on a DC 15 Constitution saving throw. On a failed save, your Strength score is
decreased by 1d4. If you fail more than 5, you also
gain 1 Level Exhaustion. You die if your Strength
score reaches 0 and your shadow rises as the undead
named shadow.
Diagnosis: DC 15 Intelligence (Arcana) check.
Cure: A special elixir made by 25 gp worth oils and
sunflowers with five fireflies. After the cure, the creature regains lost Strength hit points but exhaustion
levels (if any) must be dealt with normal ways. Once
you are free of the disease you are immune to it until
the next crescent.
Sinner’s Touch
Infection: Touching a cursed or infected rune; or
touching an infected creature. On contact, you must
succeed on a DC 15 Constitution saving throw. On
a failed save, you are infected. On a success you are
immune to the disease for the next week.
Symptoms: Your mind slowly descends into darkness and you become unstable by the day. At the
end of each long rest you must succeed on a DC 15
Wisdom saving throw. On a failed save, you have
disadvantage on Charisma saving throws and ability
checks until the next long rest. If you fail more than
5, your alignment descends into neutral if you are
good, or into evil if you are neutral. If you are already
evil, you’ll gain a minor madness determined by the
DM.
Diagnosis: DC 17 Intelligence (Religion) or Intelligence (Arcana) check.
Cure: A special ritual is needed. A holy text from any
religion, holy water (25 gp), the blessing of a good
creature, and one 1st-level spell slot. Once you are
free
of the disease you are immune to it for
the next 7 days.
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