2 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. 4 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. 6 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- 7 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- 8 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. 9 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- 11 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 12 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 13 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 16 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. 17 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. 18 19 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. 21 22 23