Exploration Campaign
What?
This is a hex crawl / west march style game focused on exploration.
Who?
The player characters comprise a bunch of explorers, scholars, soldiers, missionaries, and colonists recruited by the Sovereign's people to explore a strange new Eastern Continent, beneath the Rising Sun.
Why?
There are lots of reasons for a character to come here. Seeking fortune or glory. Love of exploration and discovery. Leaving a past behind. Spreading the religion or influence of the Sovereign to a new land.
Where?
The Dodson Colony is at the south end of an island nestled in a harbor protected by a reef of barrier islands along the western shore of the new continent. It is little more than a fort with a dozen long houses and other buildings. It has a motte and bailey keep, making use of the natural palisades along the south western side of the island, that is still under construction with its own inner moat and wall. The outer wall surrounding the buildings is made from local timber with 2 gate houses one to the north toward the islands natural harbor and one to the east toward the farm land, forest, islands and continent beyond.
This will be the character's main base of operation. The colony offers supplies, safety, trade and communication with the homeland.
Races
As normal in the 5e house rules.
Backgrounds
You are a long way from the support systems provided by your background. Some of the experience will be very welcome here, others are here because they were trying to get rid of you, maybe both.
- Acolyte
- Charlatan
- Criminal
- Entertainer
- Folk Hero
- Guild Artisan
- Hermit
- Noble ??
- Outlander ??
- Sage
- Alchemist
- Cartographer or Navigator
- Discredited academic
- Archaeologist or Historian
- Linguist
- Naturalist or Herbalist
- Geologist or Surveyor
- Scribe
- Sailor ??
- Soldier
- Urchin
Classes
Recommended
- Fighter (aka Fighting-Man)
- Wizard (aka Magic-User)
- Warrior Monk (aka Cleric)
- Rogue (aka Thief)
Uncommon
- Barbarian (consider Fighter:Berserker)
- Sorcerer
- Psionic Origin (aka Psion)
- Others (consider Wizard)
Banned
- Bard (consider Warrior Monk:Knowledge, Wizard: Hermetic Lore, or Rogue)
- Cleric (replaced with Warrior Monk)
- Druid (consider Warrior Monk: Nature or Wizard: Transmuter)
- Monk (consider Warrior Monk:Open Hand, Rogue: Acrobat, or Fighter w/ Martial Arts)
- Paladin (basically is Warrior Monk)
- Ranger (consider Rogue: Wilderness Companion, Warrior Monk: Hunter or Fighter)
- Warlock (consider Fighter: Eldritch Knight or Warrior Monk: Ancients or Warlock Pact Feat)
New Skills and tools
Game Play Loop
Session 0
Party Roles
- Captain - Decides where to go
- Navigator - Figures out how to get there
- Scout/Lookout - Goes first checking the way
- Cartographer - Keeps track of where you have been.
- Linguist - Ready to help smooth over non-hostile encounters
- Guards - Ready for hostile encounters
- Analysts/Researchers - Ready to analyze what you find when you get there
- Quartermaster/Cook/Survivalist manages food and supplies.
The Exploration Adventuring Day
- 8 hour long rest (w/ 1/3 food and water)
- 4 hours setting up/tearing down camp, eating and fetching water
- 1 hour setting up camp
- 1 hour tearing down camp
- 1 hour midday short rest (w/ 1/3 food and water)
- 1 hour late afternoon short rest (w/ 1/3 food and water)
- 8 hours traveling
- 4 hours down time activity (if you have 4 hours of candles, oil or torches)
Possible Schedule
- 06:00 Teardown camp
- 07:00 Morning Travel
- 11:00 Lunch
- 12:00 Afternoon Travel
- 16:00 Setup Camp
- 17:00 Dinner
- 18:00 Downtime activities
- 22:00 Long Rest w/ 2 hour watch and Breakfast
Daily supplies
| Item | Qty. | Cost |
|---|---|---|
| Rations | 2lb | 5sp |
| Water | 5lb | 0 |
| Oil | 1lb | 1sp |
| Totals | 7lb | 6sp |
Campfires
Campfires can be pretty easily maintained from gathered wood in a forested environment.
Otherwise every 10lbs of firewood burns for 1 hour. Providing bright light in a 60 foot radius and dim light for an additional 60 feet.
Religion
The Father
The Mother
The Warrior
The Smith
The Maiden
The Crone
The Stranger (Void, Necrotic)
Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, and Thunder
17 outer planes including the outlands
Some names
Robins Rest Viper Vale North Pass Red Ridge Pigeons Perch Cardinals Pheasant Forest
Propaganda Poster
FARMERS, LABORERS, EXPLORERS, SOLDIERS, AND SURVEYORS
=====================================================
who desire to
**EMIGRATE to the DODSON COLONY**
are informed that arrangements have been made
for free passage from
**From NORTH PORT**
Early in the Month of April
Aboard the fine fast luxurious ship
**OHANA**
**To DOBSON COLONY**
---------------------------
This superb ship has a most excellent Cabin, a
spacious Deck and superior Accommodations provided
to Steerage and Intermediate passengers
---------------------------
It is recommended that Parties availing themselves
of this opportunity should meet together, as often
as is practical, for the purpose of acquaintance,
and for arranging plans for promoting their
interests on arrival
---------------------------
DOBSON COLONY, the Sovereign's Jewel in the Eastern
Continent, is now in a prosperous and most successful
condition. Holding untold wealth of FRUIT FORESTS,
EXOTIC SPICES, DOCILE GAME, GOLD FIELDS, and SILVER MINES.
The Colonists and Explorers who have already preceded
there, without any exception, express themselves highly
satisfied with the healthful nature of the Climate,
Freedom, Tolerance across Race or Creed, Minuscule
Fair taxes and the Richness of the Lands.
---------------------------
For further Particulars, apply to FORD JONES, Esq., 41 Silver Lane
to GIST DOBSON, SG., 23 Ministers Row
to ANDREWS & FLAC HOLDINGS , 10 East Wall street