System: 5e
Player Count: 4
Style of Play: Player-driven, open-ended with a clear objective
Allowed Content:
* Anything officially published.
* No UA or Homebrew
* If we get more applicants than spots, I'll prioritize PHB content a as personal preference
Character Creation:
* Everyone gets the Skill Expert feat for free
* At least one Ranger is necessary for the game to work
* A Fighter (Cavalier) is desired, though not mandatory
* Only one spellcaster allowed, maybe two (Paladin and Ranger don't count for this purpose)
Backstory: Just make sure you have solid Personality Traits, Flaws, Ideals and Bonds written on your sheet. That's all I need to motivate your characters and play around with their quirks.
Experience: 5th Level
Wealth: 2 Uncommon Magic Items and whatever mundane items you may want and can carry on you. King Harald provided for you.
Ability Scores: 15, 14, 13, 12, 10, 8 (+1 from Skill Expert, +ASI)
Hitpoints/Health: Roll, take Average if it rolls below Average. First one is maxed
Alignment: Any
Other Notes: Your character must remain loyal to King Harald all throughout the story, whether you're a lawful good paladin fighting for honor or a chaotic evil rogue serving the king for coin. One of your characters will be the official commander of these knights (normally a highborn cavalier, but not necessarily), though that's just a formality. In practice, the four of you hold council and debate the best course of action together.
The map is 40 hex wide and each hex represents 6 miles, which means your army can move a total of 4 hexes every day (unless you push into a Forced March). Rivers can be forded, but their hex counts as difficult terrain. Mountain hexes are blocked (There are spots where you can cross, but you gotta scout ahead and find them before you take the army). Forests are difficult terrain, but offer guaranteed concealment against enemy units.
Objetive: You must lead your unit of 300 mounted knights accross the map from West to East. You'll begin at the westernmost point of the map - Going back by ship (the way you came) can be especially dangerous, but quick. Marching north around the mountains would be fast enough, but the area around the King's Road is patrolled by enemy cavalry. Going through mountains and woods would be stealthy and safe, but slow, so it will consume your resources. If you run out of food for the troops, you'll have to raid villages for plunder, which is not dangerous but costs time and announces your position.
Scounting: Whether to find a way through the mountains or just look for enemy scouts, you'll often wanna detatch from the troops and travel as a lighter, stealthier unit. Instead of Random Encounters in a dungeon, there will be issues that must be solved so your army can travel safely: get rid of the minotaur guarding the gate, sabotage enemy troops, convince the druids of those woods to let you pass, etc. Skill checks, roleplay and sometimes battles will determine how fast and how well you solve these issues. Keep in mind you must reach King Harald as fast as possible.
Battles: If you're spotted and intercepted by enemy cavalry, the PCs will face proper enemy champions while the soldiers fight in the background. I'm toying with the idea of giving each player each a few knights to control in certain battles, or to allow you to do special attacks once per encounter, like ordering archers to shoot a volley at a 10-foot radius area and things like that. I'm still on the fence about all this, but I'll make sure not to go overboard with it. Not really trying to turn D&D into a different game.
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Originally Posted by
dangelo
Updated map with each biome more clearly defined. I realize villages, mountains and rivers weren't hex-exact and that's kinda important in a hexcrawl.
Mountains are blocked, but can be explored for passages. Woods grant concealment against enemy troops. Villages can be raided and plundered for food, in case you linger too much. King Harald commanded you to kick the villagers out of their houses and send them to the town by Riverlord's Keep, which is Wilhem's capital. You're still burning his crops and breaking his economy, but there's no slaughter. This is heavy cavalry composed of dutiful noble knights.
Crossing rivers:
1. You enter the river hex normally.
2. You decide to cross, and spend 1 hex to do it.
3. You enter the next hex normally.
This is so you can march alongside a river without crossing it, as observed in the example below:
While the real war is being fought by King Harald to the East, his majesty has sent the PCs ahead of a heavy cavalry unit by ship to create pressure on the opposite side of Wilhem's province. Those ships are still available, and can be sailed up and down the rivers. With good wind, ships will move 8 hexes per day rather than 4. Boarding the ships should cost a hex of movement.
Zoomed-out regional map for clarification: