⚔ Player's Handbook ⚔
— The Crimson Harp Expedition Guide —
✦ ✦ ✦
PLAN
- Maps: softwareoblique.com/erewynn-valley
- The Tavern Board: softwareoblique.com/crimson-harp-tavern
- The Bounty Board: softwareoblique.com/bounty-board
- Roll20 Join Link: https://app.roll20.net/join/21323663/TB6dZw
- Session Scheduling Poll: https://lettucemeet.com/l/d4lDr
PROVISION
- Provisons: softwareoblique.com/provisions
- 10 Inventory Slots for Equipment & Provisions
- Worn and small items don't take a slot
- Buy & Sell in the Hallow Haven Market
- Anything less than 1 gold piece is free
EXPLORE
- Torch or Oil Flask lasts 1 hour of real time
- Every action takes a Turn = 10 minutes
- 2 Turns = 1 Random Encounter Check
- Surprise Check, free Round = 1d6 vs 3 per side
- Initiative = 1d6 per side, high wins
- Combat round = 10 seconds
- Declare spells and retreats
- Initiative check
- Winning side acts
- Movement
- Missile attacks
- Spell casting
- Melee attacks
- Other sides act in order
CHALLENGES
- Actions are resolved by rolling 1d6 vs #
- Roll # or higher to succeed, otherwise fail
- Natural 1 always fails, natural 6 always succeeds
- Spend Karma to increase your roll
- 6's take another roll, usually repeat action
- Advantage = roll twice, take highest
- Disadvantage = roll twice, take lowest
- Earn +1 Karma with each roll failure
✦ ✦ ✦
CHARACTER CLASSES
FIGHTER
(Human)- Use Any Weapons and Armor
- Shield Push
- Intimidate
- Free Hireling
- Advantage on Initiative, Melee Attacks, Strength
- Knowledge of Goblins, Bugbears, Hobgoblins, Gnolls, Gnomes, Kobolds, Lycanthropes, Orcs, and Troglodytes
WIZARD
(Elf)- Start Each Day with 10 Karma
- Spells: Cantrip, Comprehend Languages, Magic Missile, Read Magic, Ropework, Sleep
- Detect Secret Doors
- Ghoul Paralysis Immunity
- Infravision 60'
- Advantage at Door Listening
- Knowledge of Aberrations, Demons, Constructs, and Fey
- Elven Language
- Can't use armor
- Disadvantage with all weapons
ROGUE
(Halfling)- Use any weapons and Light Armor
- Intimidate
- Thievery: Pick Locks, Disarm Traps, Hide in Shadows, Scroll Casting, Pickpocket, Move Silently
- Hidden in Forest or Undergrowth
- Advantage at Surprise, Dodge, Backstab Attacks, Climb
- Knowledge of Traps and Secret Doors
CLERIC
(Dwarf)- Use blunt weapons and any armor
- Spells: Turn Unholy, Lay On Hands, Blessing, Protect from Evil, Detect Evil, Detect Magic
- Infravision 60'
- Detect Traps
- Advantage at Poison Saves, Magic Saves
- Knowledge of the Undead, Divine Magic, Dungeons, Caves
- Dwarven Language
RANGER
(Elf)- Use any weapons and light armor
- Hunting & Tracking
- Detect Secret Doors
- Ghoul Paralysis Immunity
- Infravision 60'
- Advantage at Ranged Attacks, Navigation, Door Listening
- Knowledge of Dragons, Fey
- Elven Language
DRUID
(Human)- Use non-metal weapons
- Shape Change into reptiles, birds, and mammals
- Summon Familiar
- Detect Poison
- Purify Food & Water
- Weather Forecast
- Foraging
- Knowledge of Plants & Animals
- Can't use armor