D&D 5E Hydellor OOC

So here are your resources and a bit of your history. You can feel free to further define your history, if you like. These are just sort of suggestions.



Defense 32 - Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alternatively, natural terrain features, such as mountains or swamps, provide additional fortification.

Influence 51 - A major House. (Examples from Westeros: House Tully and House Martell, if you've read the books)

Lands 31 - An area of land that includes several terrain features, islands, or large groups of islands, House Greyjoy for example.

Law 39 - You exert a great deal of control over your lands, and crime is uncommon.

Population 36 - Modest population. At least one town and several small hamlets.

Power 32 - A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house.

Wealth 51 - Rich. Your family wants for nothing.


House History

First Founding: Established House - Kelterin was founded during the reign of Arideen III the Explorer, when the empire expanded into Helveki.

Infrastructure: Following the founding and the expansion of the empire into what would become Helveki, Kelterin expanded rapidly.

Decline: In the reign of Arideen IV the Misfortunate, Kelterin went into decline due to the high costs of the over-extended empire’s border wars and raids by pirates from the Elemental Wastes.

Favor: Kelterin gains the favor of the Duke of Helveki and the Emperor when it serves as mediator of the friction developing between the great lords and proposes the marriage of the Duke’s daughter to the young new Emperor Arideen V.

Ascent: With a significant naval victory over the Imperial fleet in the Straits of Gilead, Kelterin secures the new nation of Helveki’s control over the sea off its coasts during the civil war and earns the appreciation of the new Queen.
 

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Now we will start investing these points into actual Holdings. We will start with Defense Holdings. You have 32 points to spend in Defense Holdings. You do not need to spend them all.

Superior Castle (Cost: 50): Massive stronghold in the vein of Harrenhal, the Eyrie, Storm's End, Dragonstone, and Winterfell. A superior castle has several towers, structures, and smaller buildings, all surrounded by a steep curtain wall and likely a moat as well.

Castle (Cost: 40): Impressive fortified stronghold, but not as large or imposing as a superior castle. Most incorporate at least one central keep and several towers connected by walls and surrounded by a moat. Ex: Deepwood Motte, the Twins, Riverrun.

Small Castle (Cost: 30): Smaller version of a standard castle. Usually no more than a single keep, perhaps two towers and a wall. Ex: Bronzegate, Honeyholt, Yronwood.

Hall (Cost: 20): A hall (or keep) is usually a small, fortified building. It may or may not be surrounded by a wall, and it could have a tower, though it's unlikely. Ex: Acorn Hall, Cider Hall, Longbow Hall.

Tower (Cost: 10): Towers are single free-standing stone or timber structures that thrust up from the ground. If they have any outbuildings, they are small and unprotected. Petyr Baelish's holdings in the Fingers included a single tower.

So what would you like to buy?
 


Now we will start investing these points into actual Holdings. We will start with Defense Holdings. You have 32 points to spend in Defense Holdings. You do not need to spend them all.

Superior Castle (Cost: 50): Massive stronghold in the vein of Harrenhal, the Eyrie, Storm's End, Dragonstone, and Winterfell. A superior castle has several towers, structures, and smaller buildings, all surrounded by a steep curtain wall and likely a moat as well.

Castle (Cost: 40): Impressive fortified stronghold, but not as large or imposing as a superior castle. Most incorporate at least one central keep and several towers connected by walls and surrounded by a moat. Ex: Deepwood Motte, the Twins, Riverrun.

Small Castle (Cost: 30): Smaller version of a standard castle. Usually no more than a single keep, perhaps two towers and a wall. Ex: Bronzegate, Honeyholt, Yronwood.

Hall (Cost: 20): A hall (or keep) is usually a small, fortified building. It may or may not be surrounded by a wall, and it could have a tower, though it's unlikely. Ex: Acorn Hall, Cider Hall, Longbow Hall.

Tower (Cost: 10): Towers are single free-standing stone or timber structures that thrust up from the ground. If they have any outbuildings, they are small and unprotected. Petyr Baelish's holdings in the Fingers included a single tower.

So what would you like to buy?


Small, yet richly decorated, castle it is ;-)
Cheers,

SG
 

Small castle it is :)

Next are your Influence holdings. Normally in the Song of Ice and Fire game you could "spend" Influence during social conflicts to gain extra dice. For our purposes, this is mostly used to "purchase" heirs. Now Lady Kelterin can have as many children as you wish, but Influence applies to only those SIGNIFICANT children. I'm not sure where you rate Theremin. You can "purchase" him or not, depending on how significant you desire him to be in your House. You have 51 points of Influence to spend. You do not need to spend them all.

Firstborn daughter (since you're a Helveki house): 20
Second daughter, or first-born son: 10
Other children (not bastards): 5
 

Whoever is doing the tracking will be in front of the group with the light. Let me know how far in front.

Give me a marching order, or else I can set one up.

What travel pace do you want to take? Slow is about 2 miles an hour and allows you to go longer kn a singlw Survival roll for tracking. Also allows Stealth, though that is going to be difficult with a light source on open terrain. Normal pace is 3 mph. Fast is 4 mph and imposes a penalty on passive perception.

Let me know if you want to do anything whole marching (navigate, help track, forage, etc.) Doing so does remove your Passive Perception from play, though. But two people tracking will give advantage on Survival.

Sent from my SM-G900P using EN World mobile app
 

Liam can track without sight, but he can only see 30 feet away, so useful for no light, but not good at seeing distant threats. If he had a partner in tracking, especially one who didn't need light, they could track ahead while the others follow with the light, thus negating the problem of the light. At least a little.
 


How much damage does a lit torch do if used as a weapon? RAW says 1d4 unlit club proficiency, 1 point fire if lit. I read that as 1d4 bludgeoning + 1 fire, but that's not RAW.
 


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