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jokomaisu

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  1. jokomaisu

    List
    [Brancalonian Knaves] Races of Brancalonia
      Common Uncommon Rare Exotic     Human       Gifted Morgant Sylvan   Malebranche Marionette Pantegan Wolfcat Arcimboldo Nonexistent Paraghoul     Backgrounds of Brancalonia
    Ambulant | Blazoned | Brawler | Crosser | Dispatch Rider | Enamored | Finagler | Fugitive | Herbalist | Impresario | Inspirited | Lucignolo | Prelate | Relic Hunter | Rover | Slacker | Tough
    Character Details
    Languages
    Classes of Brancalonia
    Benandante | Bravo | Brigand | Exorcist | Friar | Gadgeteer | Gallant Knight | Guappo | Guiscard | Harlequin | Heresiarch | Jinx | Knight-Errant | Matador | Miraculist | Mountaineer | Pagan | Rat Catcher | Superstician | Svanzic Guard | Swordfighter | Talismancer
    Brancalonian Feats
    Ancient Culinary Art | Apothecary | Bounceback | Exceedingly Gifted | Forced March | Forest Companion | Jibber-Jabber | Knave's Pedigree | Magicance | Malebolge Nostalgia | Natural Born Assault Trooper | One Foot in the Grave | Patch Up | Pantagruel's Heritage | Peasant Soul | Rat's Cunning | Resistant Nonexistent | Seasoned Wood | Shieldance | Shoplifting | Stars and Stables Child | Throwance | Vetern Deserter | Viperwolf Blood
    Knaves Emeritus
    Absolute Emeriticence | Band Together | Beefy | Blessed Luck | Empower Extravaganza | Favored Weapon | Gift of Feat | Improved Extrazaganza | Improved Recovery | Indomitable | Professional Brawler | Sharpening
    [Knaves and Kingdom Justice] Bounty Brothers, Mavericks, and the Infamous
      Companies
    The Den | Grandluxuries | Favors
    Bounties
    Misdeeds | Notoriety | Bounty Hunters | Royal Bounty
      [Adventuring] Resting
    Knave's Rest
    Job Phase
    Brawl
    How to Brawl | General Moves | Magic Moves | Class Brawl Features | Ace in the Hole
    Journeys
    Journey Rules | Embarkation | Journey Events | Arrival Table
    Dive Games
    Barrel Beating | Brancalonian Buffet | Poorman's Carousel | Poppycock
    Prophesies
    Placing Prophesies
    Rollick Phase
    Revelry
    Hiding Out
    [Money & Equipment] Currency
    Money | Trading | Lifestyle Expenses
    Services
    Commissioned Items | Enchanting Gear | Magical Junk Suppliers | Spellcasting Services
    Armor, Shields, and Weapons
    Armor | Shields | Weapons
    Gear
    Concoctions | Containers | Medicinals | Miscellaneous Gear | Mounts | Pets | Poisons | Spellcasting Foci | Survival Gear | Tools | Vehicles
    Materials and Customization
    Materials | Customizing Armaments | Maintenance
    Quality
    Shoddy | Fine and Masterwork | Counterfeit
    [Combat] Turn Order
    Surprise and Sudden Actions
    Initiative
    Environment and World Actions
    Movement and Position
    Actions in Combat
    Making an Attack
    Basic Combat Maneuvers
    Damage and Recovery
    Controlling Summons and Multiple Creatures
    Alternative Turn-based Action Scenarios
    Countdowns
    [Spells] Spell Lists
    Bard | Cleric | Druid | Paladin | Sorcerer | Warlock | Wizard
    New Spells
      A - F
    A
    Acid Splash | Air Wave | Alarm | Altered Strike | Animal Friendship | Arcane Muscles | Arcane Riposte | Augury
    B
    Bane | Beautify Creature | Bless | Burning Hands
    C
    Calculate | Calculated Retribution | Ceremony | Charm Person | Chef's Plate | Chill Touch | Circular Breathing | Color Spray | Command | Comprehend Languages | Convenient Retrieval | Corpse Explosion | Create or Destroy Water | Cure Wounds
    D
    Dancing Lights | Detect Evil and Good | Detect Magic | Detect Poison and Disease | Disguise Self | Divine Favor | Dramatic Sting | Dreadful Tale | Druidcraft
    E
    Earth Barrier | Entangle | Expeditious Retreat | Extravagant Skin
    F
    Faerie Fire | False Life | Feather Fall | Find Familiar | Finger of Fate | Fire Bolt | Floating Disk | Fog Cloud | Force Punch | Friends
    G - L
    G
    Goodberry | Grapevine | Grease | Guidance | Guiding Bolt
    H
    Harmonic Resonance | Healing Word | Heroism | Hex | Hideous Laughter | Housekeeping
    I
    Identify | Identify Weapon | Illusory Script | Illusory Tribute | Incandescent Mark | Inflict Wounds
    J
    Jump
    L
    Light | Longstrider
    M - R
    M
    Mage Armor | Mage Hand | Magic Missile | Mending | Message | Minor Illusion | Misty Step
    P
    Pestilence | Phantasmal Talons | Prestidigitation | Produce Flame | Protection from Evil and Good | Purify Food and Drink
    Q
    Quality Stamp
    R
    Ray of Frost | Resistance
    S - Z
    S
    Sacred Flame | Sanctuary | Searing Equation | Shield | Shield of Faith | Shillelagh | Shocking Grasp | Silent Image | Skeletal Hands | Sleep | Spare the Dying | Speak with Animals
    T
    Thaumaturgy | Thorn Whip | Thunderwave | Traveler's Ward | True Strike
    U
    Unseen Servant
    V
    Vicious Mockery
    W
    Wind Up
  2. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    I wish you all a Happy Holidays as I wrap up this year's work on the campaign!
    I've been working on more content since the Playtest ended. Some of it even made it onto the Forum along with some updates.
    Some things to look forward to soon: details on boons, the unveiling of the Brancalonia map, and two new sections of the Compendium - one will be a sort of encyclopedia/glossary about Brancalonia and the other will be a hex key for the map - both of which will be expanded upon during the campaign.
    Don't forget the following important dates:
    Sunday, February 4, 2024 - Deadline to submit an approved Knave. Please do not wait until this date to submit your Knave for the first time, unless you are 100% confident they will be approved. Sunday, February 18, 2024 - The campaign starts. Please let me know your questions and comments in the section below!
    That's all for now 👋
    Until next year...
    For the bounty!
  3. jokomaisu

    Rules
    Arrival Table
    1. (or less) Weary to Their Bones
    The journey has taken a heavy toll on the spirits of the band. The paths they have followed have shown them little that is good and have left them feeling tired and without hope. The memories of any good fortune they may have experienced along the way now seem distant and intangible.
    Each member of the company must make a Wisdom saving throw, (DC 12 + Peril Rating of the Journey) to avoid receiving 2 points of strife. If their path has led them through a place touched by Evil (10 on the Events table), the DC increases by an additional 2 points.
    2. Empty Bellies
    Regardless of whether the band has enjoyed fine food throughout the journey, or has subsisted on cold, hard trail rations, their supplies dwindle rapidly during the final leg of their journey and they arrive at their destination feeling the pangs of hunger gnawing relentlessly at them. This hunger will be a distraction to them and everyone in the band gains a level of fatigue and all Supply is destroyed.
    3. Arrival in Poor Spirits
    They are beset by foul moods and short tempers that they must work hard to throw off. Each has disadvantage on all ability checks of social interaction until they succeed on one of these rolls. This penalty will apply to Notoriety checks to Make Demands. If there is a single upside to this dark mood, they are so spoiling for a fight that each member of the band receives advantage on their Initiative rolls until they take a short rest.
    4. An Uncertain Arrival
    The band's arrival is poorly timed or it may be that they are unsure if they have even arrived at the correct destination. They may arrive at a settlement late in the night after the gates have been barred, they may need to work hard to convince a watchman to allow them to enter, or they may have been certain that the bandit encampment that they were planning to scout before attacking it was still several miles away, only to find themselves almost in its midst. The mechanics for this result will vary greatly, depending on the nature of the destination.
    A short but desperate fight may be played out as the band struggles to overcome enemy guards before an alarm is raised. A Wisdom (Survival) check from the Guide to successfully navigate to the correct destination may be needed, with a failed roll resulting in all members of the band receiving a level of fatigue, as they are faced with additional long miles to reach their true destination.
    5. A Long But Worthy Journey
    As the band nears the end of their journey they feel every mile they have walked in the aches and pains that beset their bodies. But the aches are good ones, the legacy of a path well walked to a worthy goal. As they arrive, their fatigue seems to slip away like mist on a summer morning, leaving them feeling refreshed and invigorated. As a result, each member of the band may immediately remove a level of fatigue.
    6. Grimly Determined
    The many miles that the company has traveled have filled them with a sense of clear purpose regarding their goals, difficult though the path ahead may be. As a result, the Guide will receive a +1 bonus to their next Embarkation roll.
    7. Tall Tales and Great Deeds
    The band arrives with the tales of their journey on their lips, their spirits high and their thoughts filled with fine memories. This joyous mood is contagious to all but the most dour of folk they may encounter. Accordingly, each member of the band has advantage on all ability checks of social interaction. This bonus will apply to Notoriety checks to Make Demands. The bonus will remain until they fail at one of these rolls.
    8. (or more) Inspired and filled with Hope
    The Journey has served to reaffirm the band's dedication to their struggles and their bonds with each other. Together they have weathered hardships, faced dangers, and persevered and their faith in themselves and each other seems unshakeable. As a result, each member of the band may remove 2 points of strife and gain Inspiration.
  4. jokomaisu

    Rules
    Journey Rules
    A Band will often roam across the countryside and beyond during their jobs. But traveling is not simply a means of getting to a destination, nor something to be undertaken lightly. A great part of the life of a knave is spent on the road. Often, what distinguishes a knave from a common villager is the skills they possess to help them survive while on a journey.
    Knaves make various ability checks along the way, to deal with the various perils that may occur, as well as to determine how the rigors of travel may have affected them when they face their next challenge.
    Once a Band decides to undertake a significant journey from one place to another, the journey rules outlined here will be used. It may decide that a journey is either short enough, or familiar enough, that the journey rules need not be used, and they can happily be ignored to serve the pace of the game.
    The journey rules break down a journey into three distinct stages, each one influencing the one that follows it in some way. The first stage represents the Band embarking on the journey: plans are made, supplies gathered, maps studied and routes agreed upon. The Band decides between them who will undertake which roles on the road. But there is more to this stage than simply preparations. It also represents the Band's ability to stay to the course, to keep their spirits high, and may take into account the fickle nature of weather. In broad strokes, it gives a feeling of the overall tone of the journey from its outset.
    The second stage represents events arising, and the tasks carried out by members of the Band during the main part of the journey. Depending on the length of the journey, the Band will make one or more rolls that represent the challenges or opportunities that they find placed in their way. These rolls will determine both the nature and the magnitude of the encounters they will face and may require several of the Band to work together to overcome any challenges.
    The third stage of the journey is representative of the Band's arrival at its destination. The result of this final roll will determine whether the Band arrives in high spirits, full of tales of bold deeds, beautiful sunsets, and delicious meals cooked over open fires, or if they trudge the final miles, footsore and dispirited, backs bent under the weight of packs, silently brooding upon empty bellies, wrong turns, and poor choices.
    Journey Rules Summary
    Players assign their Knaves a role and plan a route. The Peril Rating of the journey is determined in secret. The Embarkation roll is made and the results are applied. Determine the number of Journey Events. A Journey Event roll is made and the event is played through, noting down the result for reference. Repeat Journey Event rolls until the number of Journey Events has been reached. The Arrival roll is made and results are applied. Step One: Embarkation
    When the Knaves have decided on a destination, they need to choose the best route to get there. Using the map of Brancalonia, they indicate the general route that they intend to follow. This determines the Peril Rating of the journey.
    The difficulty and danger of the journey are based on its length, the area and terrain traversed, and the season in which the journey is taking place (journeys in the cold months of the year are more strenuous than those in the warm ones). Brancalonia can be a perilous place, so the shortest route may not always be the safest. The Band must choose wisely what paths to follow.
    Players assign their Knaves a role for the journey, roughly summarising what they will be doing for the length of the trip.
    An experienced band differs from a novice group of knaves in the capability of its members to collaborate effectively. When traveling, the knaves usually divide up some of the duties according to ability.
    Roles of the Band
    The roles divided between the Band are as follows:
    Guide - In charge of all decisions concerning route, rest, and supplies. Guides rely on Wisdom and Survival proficiency.
    Explorer - In charge of setting up camp and opening new trails. Explorers rely on Stealth and Investigation.
    Provider - In charge of finding food in the wild. Providers rely on success with Survival checks.
    Look-out - In charge of keeping watch. Look-outs rely on their abilities in Perception.
    Except for the Band's Guide, more than one Knave may be assigned the same role (in other words, there may be more than one Knave acting as Look-outs), but normally no Knave may assume more than one role at the same time (posing as the Band's Provider AND Explorer, for example). If there’s more than one Knave assigned to a task then nominate a lead Explorer, Provider, or Look-out. That Knave is the one who makes the test and gains advantage from the assistance of the other Knaves performing the Help action on that task.
    If a role goes unfilled, any relevant tests for that task that come up are taken at a disadvantage.
    Determining the Peril Rating of a Journey
    Whichever type of terrain forms the majority of hexes through which the proposed route passes through determines the overall terrain type:
    Easy Terrain: 1
    Mild/familiar terrain, extensively mapped with well-traveled roads and/or frequent settlements.
    Moderate Terrain: 2
    Areas that the Band may have some knowledge of or that they may have traveled through once or twice. Broken terrain, scattered paths, and trails.
    Hard terrain: 3
    Unfamiliar areas, deep forest, trackless wilderness.
    Severe Terrain: 4
    High mountains and treacherous swamps.
    Daunting Terrain: 5
    Areas tainted by Evil. The Mistide.
    Increase the level of terrain by one when traveling in winter conditions to a maximum of 5.
    The Peril Rating of the journey will not be revealed to the players and the outcome of the Embarkation roll will be a secret, instead paraphrased to them to give some hints of what may lie ahead of them on their Journey.
    Once the route is decided upon, and the Peril Rating of the journey has been determined, an Embarkation roll is made using a single d12. This roll is modified as follows: the Guide’s Survival proficiency bonus plus half their Wisdom bonus, minus the Peril Rating of the journey. The result of the roll is used on the Embarkation table.
    Beasts and Boats
    When traveling, Knaves may ease their toil by bringing beasts to carry their burdens or may journey on boats when along a river, lake, or sea. If the Band travels aboard boats or is equipped with beasts for the greater part of their journey, ignore the first level of exhaustion incurred while on the Journey.
    Knaves looking for such assistance must be able to afford the expense. Note that many places in Brancalonia exist where beasts are unwilling to venture. Reluctant beasts can be coaxed over a mountain pass with a Wisdom (Animal Handling) test against a DC 15 in Summer and Autumn, DC 20 in Spring, and DC 25 in Winter.
    Step 2: Journey Events
    During the journey, members of the Band may be called upon to use their wit and talents to ensure that the journey does not fall to ruin.
    There are times when a single member of the Band may have to overcome a challenge alone whereas at other times several Knaves may need to work together to be successful.
    On a short journey, the Band will typically be faced with 1-2 events, on a medium journey, 2-3 and on a long journey 3-5. The number of events is influenced by the Peril Rating of the journey, with more dangerous journeys leading to a higher number of challenges.
    Determining the Number of Challenges
    The number of challenges to be faced is determined as follows:
    Short Journey (1-10 hexes on the Brancalonia Map): 1d2 number of challenges.
    Medium Journey (11-30 hexes on the Brancalonia Map): 1d2+1 number of challenges.
    Long Journey (31+ hexes on the Brancalonia Map): 1d3+2 number of challenges.
    Note that Long Journeys are extremely hazardous and likely to put Knaves in extreme danger. A wiser Band will break their journey into shorter, more manageable legs, with short rests at Havens in between.
    Journeys through predominantly Easy terrain result in a -1 modifier to this roll, to a minimum of 1.
    Journeys through predominantly Hard or Severe terrain result in a +1 modifier to this roll.
    Journeys through predominantly Daunting Terrain result in a +2 modifier to this roll.
    This roll is made in secret so the players will not know the number of challenges they will face.
    The Journey Events table gives a range of possible events. The lower numbers represent minor events whilst the higher numbers indicate some important or momentous occurrence.
    In all cases, the DC of checks made during a journey is determined by adding the Peril Rating of the journey to a base of 12.
    Therefore, on a journey with a Peril Rating of 3 (unfamiliar areas, deep forest, and so on) the DC of all checks would be (12+3) 15.
    To determine what happens in each event of the journey, a single d12 is rolled. The result may be modified by the Embarkation roll, or previous events on this or prior journeys. The result of a roll is used on the Journey Events table.
    Step Three: The Arrival
    As the Band completes its journey they make a roll to determine their overall mood and demeanour. Dependent upon the exhortations of the Guide, the difficulty of the terrain they have traveled, and the company’s successes or failures upon the road, they may be in high spirits or despondent; full of vigor or footsore and weary. They may have fine tales to tell, or they may be gritting their teeth and silently scowling at any folk with whom they must interact.
    This roll is additionally modified depending on the difficulty of the majority of the terrain that the company crossed, as follows:
    Easy Terrain: +1 to the Arrival roll Moderate Terrain: No modifier to the Arrival roll Hard or Severe Terrain: -1 to the Arrival roll Daunting Terrain: -2 to the Arrival roll To determine the outcome, a single d8 is rolled. Apply any modifiers from the Embarkation roll and the terrain of the journey, and then compare the result with the Arrival table.
    Tracking Time
    Usually, knowing the exact duration of a journey is not very important. The Band travels for days or weeks, and pays little heed to the exact date or how many days precisely the journey took. However, there may come situations where knowing the exact count of days is important – say, the Band is trying to reach a fortress before enemies besiege it in seven days. In such cases, the first step is to work out the effective length of the journey.
    Each hex on the Brancalonia Map is 10 miles across, but a mile of thick forest takes longer to cross than a mile of open ground. The Travel Time table below gives multipliers for the various terrain types.
    Travel Time
    Difficulty The traversed terrain is mostly... Modifier Very Easy good road* x0.5 Easy open terrain, well-trodden track or path, plains, meadows, on a boat along a navigable river x1 Moderate pathless wilderness, hills, sparse woods, bogs x1.5 Hard marshes, wastes, fells, woods with good tracks** x2 Severe dense woods, very rough ground, any road or path in Plutonia** x3 Daunting densest wood, desert, blighted or ruined land, mountain passes x5 *Traveling across a distance on a good road gives a modifier of x0.5, halving the time needed to cover the entire route, regardless of the terrain.
    **A Band cannot advance through woods or dense woods riding horses. The traveling Knaves must dismount and proceed by leading their horses on foot.
    Divide the outcome of the Travel Time by the Travel Speed of the Band, rounding all fractions to the nearest whole number. The result is equal to the expected length of the journey in days. The table below shows the distance covered in miles by a Band in an average day of travel.
    Travel Speed Band traveling... Miles per Day on foot 20 riding horses 40 using boats on a river 20 downstream, 5-10 against the current
  5. jokomaisu

    Rules
    Notoriety
    Notoriety represents the reputation of a single Knave and influences a whole variety of interactions with the rest of the Kingdom.
    The higher the Bounty of a Knave, the greater the respect other Knaves will show them, and the greater the fear they will be able to provoke in those who face them: commoners, bourgeois, bigwigs, whatever.
    Rank Total Bounty Job Hazard How Widely Known Notoriety
    Cheap Bounty 1 - 99 gp 2d100 and keep the lowest Some local folks - Half Bounty 100 - 249 gp 2d100 and keep the lowest Village or a section of a town 1 Bounty Fella 250 - 499 gp 1d100 Town, city district, or village and immediate environs 2 Heavy Bounty 500 - 999 gp 1d100 City or town and surrounding area 3 Old Bounty 1,000 - 1,999 gp 2d100 and keep the highest Region 4 Great Bounty 2,000+ gp 2d100 and keep the highest All of Brancalonia 5 When a Knave reaches 5th level, they treat their Notoriety as 1 higher.
    Additionally, Notoriety determines how many Groupies a Knave can have at any one time. This number is equal to the Knave's Notoriety.
    Notoriety Center. A Knave's Notoriety distinguishes how widely known they are. If they travel beyond their home, the Knave may find that people do not know who they are. A Knave's Notoriety determines the size of the area where their Notoriety applies. When creating a Knave, their Notoriety Center is their Den. Additionally, all Havens also count as a Notoriety Center.
    Notoriety Check. To determine whether somebody has heard of a Knave, or to Make Demands, the Knave makes a Notoriety check by rolling 1d20 and adding their Notoriety. The DC of a Notoriety check is equal to 12 + a modifier based on the distance from the hex the Knave is located to the closest hex inside the area described by their Notoriety.
    0-10 hexes: +2 11-30 hexes: +4 31+ hexes: +6 When outside the area described by their Notoriety, the Knave has disadvantage.
    Knaves can take advantage of their Notoriety by adding it to any Charisma (Persuasion or Intimidation) check made by invoking their reputation on those who have heard of them. Infamous Knaves treat their Notoriety as a negative anytime they make a Charisma (Persuasion) check on those who have heard of them.
    Make Demands
    In addition to acting as a handy track of a Knave's reputation, Notoriety can be used to Make Demands. Notoriety provides a quick guideline of how much clout the party has to Make Demands in a pinch. It normally takes 1d6 hours and requires a Notoriety check to Make Demands. The Band as a whole can Make Demands once per short rest. As a default, Demands can get people to help for up to half an hour. Any task that requires a few hours or more increases the Notoriety check DC by 1, or if for a day or more by 2.
    The Demands below are just guidelines. Modifiers may be imposed when making a Notoriety check for Demands that go beyond these examples. Additionally, certain Demands may be impossible.
    Example Demands
    Notoriety 0. Urchins to watch a street. A scribe to look through documents or handle paperwork. A carriage-driver to provide discreet passage around a district.
    Notoriety 1. Audience with the guard captain. A ferry-man to give discreet passage around the city. A craftsman to make a custom mundane item (the Knave pays the normal price). A minor noble to bend the rules. A bard to tell a story.
    Notoriety 2. Audience with the mayor. A docker to create a distraction that might get them into trouble. A bard to spread a false tale that could have serious consequences. A major noble agreeing to converse for a few minutes.
    Notoriety 3. Audience with a minor noble. A gang of bandits to commit some crimes. A small group of concerned citizens to rally and protest somewhere.
    Notoriety 4. A large crowd of protesters to block off a whole building or street. A temple’s acolytes to come out and use their skills for the common people. A ship captain to smuggle something.
    Notoriety 5. Audience with a powerful noble. A noble to take a stand for something that might cost them their position. A city-wide search for a missing person. A local celebrity to put on a private show.
    Notoriety Ranks
    Cheap Bounties
    Barely considered Knaves, Cheap Bounties are just rookies who probably ended up with a Bounty on their head by mistake. Until they prove themselves to be true scoundrels, they will always be considered crybabies or the cheap result of a judicial error. For guards, Royal Bounty agents, and ordinary people, it's not even worth the trouble of reporting them to the authorities or putting them in irons.
    Half Bounty
    Also called "lightweights" or "half brothers", these Knaves have just begun to gain some level of respect among the Brotherhood. If they want to become leaders or Old Bounties, they've still got a long way to go. The guards and the Royal Bounty agents might start to be interested in them, but the risk is still worth too little to put a real effort into chasing them.
    Bounty Fella
    The Bounty Fellas are the Brothers who have already gained honest respect and, together with the Heavy Bounties, they constitute the backbone of the Kingdom's venture companies (and prisons). Their Bounty is surely high enough to actually attract city guards and Royal Bounty agents. Also, some peasants or commoners may be willing to take the risk of reporting them, hoping for a pretty good reward.
    Heavy Bounty
    With troops of ravenous guards and agents regularly at their heels, these Knaves are the "heavyweights", the real Bounty Brothers, those you never see without their face-covering cloaks and capes, because - if the situation weren't bad enough already - they also have to deal with village-rats too often getting strange ideas. Heavy Bounties are worth enough to attract the attention of professional Bounty Hunters, too.
    Old Bounty
    The Old School Knaves, the highly decorated scallywags, and the most hardened outlaws. Since nobody out there has ever collected their Bounties, the prize has been increasing until it is worth thousands of gold coins. It is assumed that Old Bounties are real fugitives, highly protected, and deeply connected with companies and other allies ready to help. In some cases, they have directly changed their identities and documents, and hide where no one will ever think to look for them. Catching an Old Bounty is the main goal, the payday of a lifetime, for every Bounty Hunter of the Kingdom.
    Great Bounty
    The Great Bounties, the "Champs", are generally company leaders, chiefs, mercenary commanders, warlords, crime bosses, corsairs, and brigand's kings. Infamous betrayals, colossal roundups, legions of assassins, and real acts of war are what it takes to at least flush them out.
  6. jokomaisu

    General Announcements
    Greetings, Knaves!
    I'm going to start where this all began back in January.
    Please help me decide which campaign to GM on Baldr
    I created this post because I had two goals for this year:
    Learn to use Baldr GM a campaign (one out of eight selected via poll) On February 12, the poll closed and Brancalonia had nearly a third of the votes making it the winner. And on February 18, I opened the Game Forum for those who voted for the campaign to join. Since that time, as I have slowly fleshed out the Game Forum, I feel confident with using Baldr now. However, I must admit that I will not reach my second goal.
    It's not as bad as it sounds. I just will not be reaching that goal this year. That's because the official start of the campaign will begin on the anniversary of the Game Forum opening.
    On Sunday, February 18, 2024, I will be dropping the first post of the campaign.
    You probably have some questions, so I'm going to try to cover as many as I think would be asked.
     
    What does that mean about the Playtest?
    The Playtest is over. Although I did not get to test the combat rules (we never even got to the combat 🙈), I really learned a lot about using Owlbear Rodeo. I also learned a lot about how it's going to take time for everyone to feel more comfortable using it, so that has given me ideas about how to best design and run combats.
     
    Who is invited to play?
    @SMARTAgentKC and @Shocker have been here since the beginning and they already have approved Knaves, so they are in.
    @guitarist still needs to submit an approved Knave.
    @Wizard of the Coat and @Morphling are invited to join and will need to submit an approved Knave.
    @Mizukami has been on standby since February and has not been active online since March. However, if they return and submit an approved Knave in time, then they will be joining as well.
     
    When is the deadline to submit an approved Knave?
    The deadline is February 4, 2024 - two weeks before the campaign starts.
     
    You mentioned something about Boons for participating in the Playtest. What's happening with those?
    More details about Boons will be provided before the campaign starts. Boons are not character-defining powers so you don't need to know what they provide when creating your Knave. Boons are useful for any type of Knave.
     
    Are you going to resume the weekly campaign progress updates?
    No. I think a comfortable rate for me at this point is to provide monthly updates about changes to the Game Forum.
     
    Will the Adventuring and Combat sections of the Compendium be completed by the start of the campaign?
    No, because I'm okay with leaving most of these sections as a work in progress that can be fine-tuned once the campaign starts. For some of the information that will go in these two sections, I think I need to be playing the campaign to find what is going to work best for us.
    As much as I'd like for the Compendium to feel more complete, I have to be honest with myself and you all that I don't think I will ever feel like it is complete. I've recently accepted that because I don't want that to be the reason why the campaign is continually delayed from starting. The Compendium is in a great place right now and there is no reason why we should not be playing even though some portions have not been completed.
     
    So then why are we not starting the campaign sooner?
    It's the holiday season, I'm still recovering from whatever I caught, I have a good chance of getting a promotion in the next few weeks, and we only have two accepted Knaves so far (Ren Gunther and Giacomo). For those reasons, I think it would be best to hold off on the campaign starting until Sunday, February 18, 2024.
     
    What are your posting expectations once the campaign starts?
    2-3 posts per week if your Knave is actively involved in the situation at hand (such as a conversation between just your Knave and an NPC), 1-2 posts per week for combat and all other situations.
    I do not expect you to provide lengthy content for every post. Just as long as you maintain the Themes presented in the Game Expectations. The greatest of these Themes is "Light-Hearted Tone" because my aim is that this campaign has a good deal of comical moments throughout. That doesn't mean that you can not play a serious Knave. Please understand then that your Knave's role will be more of the "straight man" to provide a contrast to the comedic things that are happening around them. In that sense, a serious Knave can be an invaluable part of this kind of campaign.
     
    I think I missed all those important dates - what were they again?
    Sunday, February 4, 2024 - Deadline to submit an approved Knave. Please do not wait until this date to submit your Knave for the first time, unless you are 100% confident that they will be approved. Sunday, February 18, 2024 - The campaign starts.  
    Please let me know if you have any questions or comments in the section below!
    That's all for now 👋
    Until next time...
    For the bounty!
  7. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I've been focused on combat - no surprises there.
    We're gearing up to run an encounter to test combat on Owlbear Rodeo.
    Encounter 0-0: The Incident at Warminster Keep
    I think this VTT has everything we'll need for the campaign.
    We'll also test some new combat rules: escalating combat rounds and creatures with the minion trait.
    When this playtest is completed, every player who participated will receive a Boon that they can give their Knave. I haven't mentioned anything about Boons yet, but they are limited special abilities that are given as rewards (to both players and specific Knaves). A Knave can only have one active Boon, but it can be changed during a long rest. I'll be adding more information in a post in the Compendium soon.
    Speaking of Knaves, the campaign just received its first active Knave - Ren Gunther!
    That's all for now 👋
    Until next time...
    For the bounty!
  8. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    Only a couple of additions to the Compendium this week. Just tied up some loose ends before diving into Adventuring and Combat.
    Heads up, I'll be taking a few weeks off. Summer vacation is wrapping up and my oldest will be heading back to school soon. I'll be spending more time with the family to make the most of it 😎
    That's all for now 👋
    Until next time...
    For the bounty!
  9. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I knocked out the Kingdom Justice section of the Compendium early in the week. The only thing I need to add is the rules about Groupies. These will be your knave's die-hard fans who act as loyal companions (once you have a Notoriety rank of at least 1). These rules are not a part of the Brancalonia books, so I've been working on them for a bit now. I've looked at a few different sources for inspiration - the most significant influence coming from a 3rd party sourcebook for D&D 5e called Strongholds & Followers.
    The decision to use Groupies for the companions of Knaves has led me to want to lean into a "musical group" theme more. A team of Knaves is already called a Band and they work for a Company. I think I will be changing Company Leaders to Bookers and Jobs to Gigs to fit the theme. Let me know what you think.
    Next on my plate is to finish up a few things in the Appendices and Ability Scores sections of the Compendium before I move on to Adventuring. Looking further down the road, that leaves Combat for the last part of the pre-campaign rules, which will likely involve us testing out using combat maps. Then, I want to add a little bit of setting content to set the stage for the beginning of the campaign.
    One other thing I'm thinking of adding to the Compendium is a Glossary so there is a place for everyone to find quick references both for rule terms and campaign content.
    That's all for now 👋
    Until next time...
    For the bounty!
  10. jokomaisu

    Rules
    Weapons
    Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if applicable. 
    Simple Weapons. All NPC humanoids are proficient with simple weapons, and adventurers are able to wield most of them (if not all). The list of simple melee weapons includes the club, dagger, handaxe, greatclub, mace, quarterstaff, sickle, and spear, and simple ranged weapons include the blowgun, heavy crossbow, light crossbow, and sling.
    Martial Weapons. Martial weapons are more complicated to use and require training to be proficient with. You must be proficient with a weapon to gain your proficiency bonus on attack rolls made with it. Unless noted otherwise, the weapons in this chapter are considered martial weapons.
    Rare Weapons. Unless a trait or feature grants it, you can only gain proficiency with a rare weapon by training during downtime.
    Weapon Attacks
    All creatures are proficient with their natural weapons and unarmed strikes. Unless otherwise noted, an unarmed strike deals bludgeoning damage equal to 1 + Strength modifier. Attacks made with natural weapons and unarmed strikes are considered to be melee weapon attacks, and a thrown weapon is considered to be a ranged weapon attack. Creatures have a reach of 5 feet with their melee weapon attacks, though larger creatures may have greater reach.
    Melee Weapons
    Knaves use a wide variety of weapons in hand-to-hand combat. The table below indicates some of the most common melee weaponry, though different cultures name weapons differently. If you want to use a weapon not listed here, see Customizing Armaments. A melee weapon uses your Strength modifier for attack and damage rolls. Unless otherwise noted, melee weapon attacks have a reach of 5 feet. Creatures larger than Medium size may have greater reach.
    Martial Mattock. The mattock is a glorious peasant tool, widespread and skillfully used by peasants from all over the Kingdom and beyond. Together with the Sword, it constitutes one of the symbols of the Kingdom. The "Martial" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.
    Martial Pitchfork. The pitchfork is a tool used for harvesting hay, straw, manure, and turning over topsoil. Due to the effort often required when using it, it is also colloquially called "pitchpork". The "Martial" version of it is more expensive, and expressly created to alternate the work in the fields with the defense of the granaries against bandits, wolves, and marauders.
    Martial Spade. The perfect complement to the rural combatant, together with the more famous “mattock”. This weapon's prototype appears to be typical of the fighting monks of distant Serindia. They used it mainly against yuckes and self-propelled cadavers, and they may have made brought it to Vortiga along the Evening Route. In addition to its effectiveness as a weapon, it also works well as a spade.
    Schiavona. Sword with an elaborate metal cage guard, great at both thrusting and cutting blows.
    Table: Melee Weapon
    Damage Die Cost Weight Properties Damage Type 1d4         Brass knuckles 4 gp 1/2 lb Dual-wielding, hand-mounted Bludgeoning Club 1 sp 2 lbs Simple Bludgeoning Dagger 2 gp 1 lb Dual-wielding, finesse, simple Piercing Dueling dagger 6 gp 1 lb Dual-wielding, finesse, parrying Piercing Light hammer 2 gp 2 lbs Dual-wielding, thrown (20/60) Bludgeoning Punching dagger 4 gp 1 lb Dual-wielding, hand-mounted Piercing Sickle 1 gp 2 lbs Dual-wielding, simple Slashing Throwing dagger 3 gp 1/2 lb Dual-wielding, finesse, thrown (30/80) Piercing Whip 2 gp 3 lbs Finesse, parrying immunity, reach (15), trip Slashing 1d6         Handaxe 5 gp 2 lbs Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) Slashing Javelin 5 sp 2 lbs Thrown (30/120) Piercing Mace 5 gp 4 lbs Defensive (medium), simple Bludgeoning Martial Mattock 2 gp 4 lbs Versatile (1d8) Slashing Quarterstaff 2 sp 4 lbs Parrying, simple, two-handed Bludgeoning Scimitar 20 gp 3 lbs Defensive (light), dual-wielding, finesse Slashing Shortsword 10 gp 2 lbs Defensive (medium), finesse, parrying Slashing Spear 1 gp 3 lbs Defensive (heavy), simple, thrown (20/60), versatile (1d8) Piercing Trident 10 gp 3 lbs Thrown (20/60), versatile (1d8), mounted Piercing 1d8         Bastard sword 35 gp 5 lbs Parrying, versatile (1d10) Slashing Battleaxe 10 gp 6 lbs Breaker (wood), versatile (1d10) Slashing Flail 20 gp 3 lbs Parrying immunity, trip Bludgeoning Greatclub 5 sp 10 lbs Simple, versatile (1d10) Bludgeoning Longsword 20 gp 3 lbs Defensive (medium) Slashing Martial spade 5 gp 4 lbs - Slashing Morningstar 15 gp 4 lbs Defensive (medium) Bludgeoning Rapier 25 gp 2 lbs Defensive (light), finesse Piercing Saber 30 gp 3 lbs Defensive (light), finesse, mounted (1d10) Slashing Schiavona 15 gp 3 lbs - Piercing or slashing Warhammer 15 gp 3 lbs Breaker, versatile (1d10) Bludgeoning Warpick 5 gp 2 lbs Breaker (stone) Piercing 1d10         Glaive 12 gp 5 lbs Reach, two-handed Slashing Halbred 25 gp 7 lbs Heavy, reach, trip, two-handed Piercing or slashing Martial Pitchfork 3 gp 6 lbs Heavy, two-handed Piercing Pike 5 gp 13 lbs Defensive (heavy), heavy, reach (you have disadvantage on targets within 5 feet) Piercing Scythe 1 gp 12 lbs Heavy, parrying, two-handed Slashing 1d12         Greataxe 30 gp 9 lbs Breaker (wood), heavy, two-handed Slashing 2d6         Greatsword 50 gp 7 lbs Heavy, parrying, two-handed Slashing Maul 20 gp 11 lbs Breaker, heavy, two-handed Bludgeoning Ranged Weapons
    Ranged weapons require ammunition to use. If you use a ranged weapon to make a melee attack, it is treated as an improvised weapon. A sling must be loaded to be used in this way. A ranged weapon uses your Dexterity modifier for attack and damage rolls.
    Table: Ranged Weapons
    Damage Die Cost Weight Properties Damage Type 1d4         Blowgun 1 gp 1/2 lb Loading, range (25/100), simple Piercing Dart 5 sp 1/4 lb Range (20/60) Piercing Sling 2 sp - Range (30/120), simple Bludgeoning 1d6         Hand crossbow 60 gp 3 lbs Dual-wielding, loading, range (30/120) Piercing Shortbow 25 gp 2 lbs Range (80/320), two-handed Piercing 1d8         Composite bow 200 gp 2 lbs Compounding, heavy, range (150/600), two-handed Piercing Light crossbow 45 gp 5 lbs Loading, range (80/320), simple, two-handed Piercing Longbow 50 gp 2 lbs Heavy, range (150/600), two-handed Piercing 1d10         Heavy crossbow 100 gp 15 lbs Heavy, loading, range (100/400), simple, two-handed Piercing Miscellaneous Weapons and Accessories
    Some weapons have special properties unique to them.
    Martial Lantern. This very practical object was invented by and is mainly popular among grave robbers and relic hunters to support their explorations. One hand to hold the light, one to dig, one to break in, one to fight: at a certain point, in the tomb raiding business, it became necessary to increase the number of hands or to reduce the number of equipment items. The martial lantern and martial spade were created precisely because of this need.
    A martial lantern provides bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours, consuming 1 flask (1 pint) of oil.
    Matador's Tongue. This long and supple leather whip is used by Penumbrian Matadors to keep the beasts at bay and perform incredible stunts.
    Table: Miscellaneous Weapons and Accessories
    Weapon Cost Weight Properties Damage Special Properties Garotte 3 sp - Two-handed None When wielding a garrotte, you may make a melee weapon attack at disadvantage against a Large or smaller creature that requires air to breathe. On a hit, the creature is grappled and begins to suffocate. Lance 10 gp 6 lbs Defensive (medium), reach Piercing (1d12) You have disadvantage when you use a lance to attack a target within 5 feet of you. If you are not mounted, you must use two hands to wield the lance. Martial lantern 15 gp 4 lbs Versatile (1d8) Bludgeoning (1d6) When you make a melee attack with a fire-lit martial lantern and hit, it deals 1 extra fire damage. Using the lantern to make an attack does not extinguish the flames. Matador's tongue 4 gp 3 lbs Finesse, reach (15) Slashing (1d4) You can use a Matador’s Tongue whip to gain advantage in Strength (Athletics) and Dexterity (Acrobatics) checks. You can also use Wisdom (Animal Handling) instead of Charisma (Intimidation) when trying to intimidate beasts. Net 1 gp 2 lbs Thrown (5/15) None A corporeal Large or smaller creature that cannot move through a space one inch or smaller and who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage. Spear-thrower 10 gp 4 lbs Loaded, range (80/320) Piercing A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range. Weapon Properties
    All weapons may deal the same basic types of damage, but they also have special properties that make each unique. You can only benefit from properties marked with † if you are proficient with the weapon.
    Breaker. This weapon deals double damage to unattended objects, such as doors and walls. If this property only applies to a specific type of material, such as wood, it is stated in parenthesis after this property.
    Compounding†. You use only your Strength modifier for attack and damage rolls made with this weapon.
    Defensive†. This weapon is designed to be used with a shield of the stated degree or lighter (light, medium, or heavy). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.
    Dual-Wielding†. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, you can use your bonus action to make an attack with this weapon (see Two-Weapon Fighting).
    Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon.
    Hand-Mounted†. This weapon is affixed to your hand. You can do simple activities such as climbing a ladder while wielding this weapon, and you have advantage on saving throws made to resist being disarmed. You cannot use a hand that is wielding a hand-mounted weapon to do complex tasks like picking a pocket, using thieves’ tools to bypass a lock, or casting spells with seen components.
    Heavy. This weapon is too large for Small creatures to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons. 
    Loading. This weapon must be loaded before it can be used. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. 
    Mounted†. This weapon deals the damage listed in parenthesis when you are wielding it while mounted.
    Parrying†. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain a knack die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.
    Parrying Immunity. Attacks with this weapon ignore the parrying property and Armor Class bonuses from shields.
    Range. This weapon fires ammunition. The range lists two numbers after it, both measured in feet—the first is the weapon’s normal range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range.
    Reach. This weapon can be used to make attacks against targets within 10 feet. If a weapon has a longer reach, it is stated in parentheses after this property.
    Simple. This weapon can be used with very little skill or training, and all creatures gain proficiency with it.
    Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.
    Trip†. When used with a feature that trips a creature or the Knockdown attack, this weapon increases your DC by 1. If the target is mounted, your DC is instead increased by 2.
    Two-Handed. You must use two hands to wield this weapon.
    Versatile. This weapon may be wielded with one or both hands. If wielded with both hands, it deals the damage listed in parentheses.
    Vicious. A vicious weapon scores a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
    Improvised Weapons
    Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. Sometimes an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon. For example, the leg of a table might be used as a club. An object that bears no resemblance to a weapon deals 1d4 damage of a type that makes sense. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet.
    Ammunition
    Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However, special ammunition may be available.
    Explosive. An attack made with explosive ammunition cannot benefit from knack dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage. 
    Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.
    Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier. 
    Table: Ammunition
    Ammunition Cost Weight Arrows (20) 1 gp 1 lb Blowgun needles (50) 1 gp 1 lb Crossbow bolts (20) 1 gp 1.5 lbs Sling bullets (20) 4 cp 1.5 lbs Explosive arrows (4) 80 gp 1/2 lb Flaming arrows (4) 60 gp 1/2 lb Punching arrows (4) 100 gp 1 lb Rare Melee Weapons
    Most rare melee weapons are secretive, meant to be concealed or utilize a hidden advantage to take foes by surprise. 
    Assassin’s Gauntlet and Boot Dagger. At a glance this item seems to be perfectly typical, but it conceals a spring-loaded blade deployed by pressing a switch when it is used to make an attack. A creature observing it only realizes that the item is a weapon with a DC 15 Investigation check (made with disadvantage if the weapon is being worn at the time and not deployed). Once deployed, a bonus action is required to resheathe the blade. You gain a knack die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it.
    Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implements. Most double weapons are two-bladed swords or double-axes, but there have been warriors known to wield hooked hammers and specialized in swordspears. Double weapons use the statistics for whichever weapon is used to attack and are considered to have the dual-wielding and parrying properties.
    Flabellum. This war fan can be used as a light shield.
    Mercurial Maul. The liquid metal inside of the shaft and head of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2.
    Parrying Dagger. This dagger may be used as a light shield.
    Ring Blade. This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. When you throw this weapon, you may make the attack with disadvantage, and on a hit it returns to your hand.
    Table: Rare Melee Weapons
    Damage Die Cost Weight Properties Damage Type 1d4         Assassin's gauntlet 50 gp 8 lbs Finesse, stealthy Piercing Boot dagger 75 gp 4 lbs Finesse, stealthy Piercing Flabellum 5 gp 2 lb Dual-wielding, finesse, flamboyant Piercing Parrying dagger 4 gp 2 lbs Dual-wielding, finesse Piercing 1d6         Ring blade 2 gp 6 lbs Thrown (30/90) Slashing 1d8         Double weapon 150 gp varies Dual-wielding, parrying, two-handed Varies x2 2d4         Spiked chain 35 gp 20 lbs Heavy, parrying immunity, reach (10 ft.), two-handed Bludgeoning and slashing 2d6         Mercurial maul 150 gp 15 lbs Breaker, heavy, two-handed Bludgeoning Rare Ranged Weapons
    Taglia. This weapon can only do 1 damage in melee.
    Geared Slingshot. Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.
    Ratcheting Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts or be constructed smaller (with statistics like a hand crossbow).
    Table: Rare Ranged Weapons
    Damage Die Cost Weight Properties Damage Type 1d4         Taglia 3 sp 1/2 lb Dual-wielding, finesse, thrown (30/80), quickdraw Slashing 1d6         Geared slingshot 110 gp 25 lbs Bulky, heavy, loading, range (60/180), two-handed Bludgeoning 1d12         Ratcheting crossbow 125 gp 20 lbs Heavy, loading, range (150/600), two-handed Piercing  
  11. jokomaisu

    Rules
    Knave's Rest
    The Knaves of the Kingdom regard resting in a different way than adventurers do elsewhere.
    Short Rest
    A short rest is a period of time of at least 8 hours, 6 of which must be spent asleep. The remaining hours can be spent doing light activities, nothing more strenuous than reading, writing, talking, binding wounds, eating, or standing watch. If this period is interrupted by strenuous activity for more than an hour, such as walking, fighting, or casting spells, the knaves gain no benefit and the time period resets.
    After a short rest has been completed, a knave may expend one or more Hit Dice to restore any lost hit points, up to their maximum number of Hit Dice. For each Hit Die expended, the player rolls the dice (as determined by their class) and adds their Constitution modifier. A player can decide to roll an additional Hit Die after each roll.
    A knave cannot benefit from more than one short rest in a 24-hour period and must have at least 1 hit point at the start of the short rest to benefit from it. Any knave that does not consume at least 1 Supply suffers a level of fatigue when they finish a short rest, and knaves are only able to truly recuperate within a haven. A knave recovers from one level of fatigue and one level of strife after finishing a short rest in a haven where they have consumed Supply. When taking a short rest and consuming Supply without a haven, a knave can recover only from the first level of fatigue or strife.
    Long Rest
    A long rest is a period of time of at least 7 days, spent resting and only doing light activities. If this period is interrupted by strenuous activity that totals up to more than one day, the knaves gain no benefit and the time period resets.
    After a long rest has been completed, a knave regains all lost hit points. The knave also regains expended Hit Dice, up to a maximum of half of the knave's total number of them (minimum of 1). For example, a knave with 4 Hit Dice who has expended 3 would regain 2 Hit Dice after a long rest.
    Resting and Havens
    While on a journey, knaves are only able to recover from the second level and beyond of fatigue or strife on a short rest when they have access to a haven.
    A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where knaves must take turns keeping watch through the night is not. Some spells and class features may create havens. The Company's Den is always considered a haven.
  12. jokomaisu

    Rules
    Favors
    Given the nature of their occupations, Bands and Knaves might often get in trouble with the law. When this happens, the company usually tries to help them out.
    Each Knave can ask for a number of Favors up to the highest Notoriety they have achieved, otherwise, they contract a 100 gp debt with the company. This debt must be repaid to their leader as soon as possible. No Knave can ask for new Favors until their debt is paid.
    Ransom. A Knave or one of their comrades may be kidnapped, ending up hostage to someone. It doesn't matter whether the captors are a rival Band, the Honored Society, or the damn fairies: the company should always be able to reach an agreement with the kidnappers and pay the ransom to free the prisoner.
    Evasion. If a Knave or one of their companions end up in jail, the company can try and find a way to get them out. The Evasion Favor must be requested individually, asking for one Favor for each prisoner to be pulled out of the can.
    Expert Companion. Sometimes a Band might have a big plan in mind for a certain job, for which an additional pair of expert hands could come in handy. Therefore, Knaves can ask their company or their connections for an expert companion to support them in a particular job or to complete a specific task.
    Barratry. When a Knave commits a Misdeed, a barrator can cover it up and prevent the character from accumulating a bounty. This Favor must be asked for by the end of the Rollick phase following the job during which the misdeed has been committed so that the Bounty never gets recorded by the Kingdom Justice.
    Safe Travels. The leader arranges safe transportation or travel to and from any region of the Kingdom.
    Information. A member of the company provides valuable information about a profitable job, a certain place, a specific person, a special object, or a piece of uncommon knowledge.
    Borrowed Grandluxury. In addition to what is already granted, the Knave can choose to receive one extra Grandluxury benefit among those available in their Den.
    Favors and Grandluxuries from other Companies
    As long as conditions allow a safe connection, all Bounty Brothers - excluding the Infamous ones, of course - could ask for Favors from other company’s leaders, or receive hospitality at other companies' Dens. Most companies or the leaders on duty are usually available if the Knaves pay and behave well, but in some cases, former quarrels and rivalries might make things more complicated.
    Secondly, when dealing with other companies, prices go up while services go down: each Knave can ask for a number of Favors from another company up to the highest Notoriety they have achieved and must add the payment of 100 gp, otherwise, if they can't afford the additional fee, they accumulate a debt of 200 gp to be repaid as soon as possible. As usual, Knaves cannot ask for other favors until their debts are paid off. The insolvency of such a debt could quickly lead a Knave to be marked with Infamy.
    Knaves finding themselves far from their Den, on the other side of the Kingdom, may also seek shelter in another company's Den in order to enter the Rollick phase. In this case, characters can choose between the Hide Out, Rest, or Revelry activities as usual, but they can't take advantage of the Grandluxury benefits offered by that Den.
    To gain access to the Grandluxury benefits of other companies' Dens, Knaves must ask for Favors, as they'd do when using "Borrowed Grandluxury” at their Den; this kind of external favor will also cost an extra 100 gp.
    These rules also apply to Bands of mavericks without a Den, a company, or a leader.
  13. jokomaisu

    Rules
    Bounty Hunters
    Because guards are seldom strong or well-organized enough to deal with Bounty Brothers and mainly take it out on the poor or the most heinous Infamous, the Knaves’ most relentless enemies are Bounty Hunters. These investigators, vigilantes, mercenaries, and persecutors are independent of regional powers, and have made a business out of collecting Bounties: a profession as dangerous as it is profitable, especially if you go after Knaves of a certain caliber. However, Bounty Hunters are subject to the law and don’t have the same privileges as the guards, whose activities are often overlooked or ignored.
    Bounty Hunters can come from any background, and belong to any class or race; they can even be former Knaves. They must obtain a special License to operate: all their activities are monitored by the Royal Bounty agency. They can get tip-offs by paying adequately, or negotiate a bargain price for commoners to hand in some wanted person, and then collect the full Bounty from the Kingdom Chancelleries. They are even known to form temporary alliances with Infamous.
  14. jokomaisu

    Rules
    Misdeeds
    It is possible (indeed, it is pretty easy) that, during the Job phase, Knaves will commit further misdeeds or may be generically pronounced guilty of them. However, the attribution of the new misdeeds and the Bounty and Notoriety increases do not take place until during the next Rollick phase because Kingdom Justice is slow and cumbersome.
    Here is a list of the misdeeds that can be attributed to the Knaves along with the related Bounty Value:
    Misdeeds Bounty Value Nighttime Disturbance, and Disturbance of the Peace, Unauthorized Sermon, Beguiling, or Silver-Tonguing, Offense, Insult or Contempt 2 gp Adultery or Marital Bed Abandonment, Unauthorized Prophecy, or Betting or Gambling 4 gp Misappropriation of Treasure, Artifact, Relic, or Unattended Loot Equal to the Booty Value Petty Theft of Animals and Things, Pickpocketing, Lifting Equal to the Booty Value x2 Con, Fraud, Scam, or Aggravated Joke Equal to the Booty Value x2 Poaching or Smuggling of Animals, Monstrosities, Dragons, Magical Beasts, or Aberrations, Clandestine Distillery, Contraband, Fencing, Trade of Counterfeit Objects or Poisons, Smuggling of Stolen or Illegal Goods Equal to the Booty Value x2 Unregulated Brawling, Vandalism, Destruction of Dives and Inns Equal to the Damage Value x2 Hex, Curse, or Tedious Extravaganza, Fake Miracle 10 gp Counterfeiting and Forgery of Relics and Valuable Objects, Documents, or Coins Equal to the Value of the Authentic Item Counterfeited x4 Corruption, Insolvency, or Unpaid Taxes Equal to the Booty Value x4 Aggression, Beatings, and Violence 10 gp for each Case and Person Involved Resisting Arrest 15 gp Evasion, Interruption of Public Execution Equal to the Bounty Value of the Fugitive Kidnapping, Extortion, Exploitation, Threats, Blackmailing 50 gp for each Case and Person Involved Grand Hex, Grand Curse, or Noxious Spell 50 gp Armed Robbery, Plunder, Aggravated Aggression Equal to the Booty Value x8 Sedition, Riot, Organized Brigandage 100 gp Murder or Marionette Arson 100 gp Carnage, Massacre, Warmongering 1,000 gp Extenuating and Aggravating Circumstances
    Here is a list of possible extenuating and aggravating circumstances, or variations for those wishing to determine an even more detailed Bounty:
    Extenuating/Aggravating Bounty Value “Attempted…". The Knave was caught trying to break the law. Halve the Bounty Value Remorseful and Confessed Criminal. Halve the Bounty Value "Instigation…". The Knave did not act directly but incited others to commit crimes. Halve the Bounty Value “Collusion, Conspiracy, Complicity, or Abetting...". The Knave did not act directly but helped others to commit crimes. Halve the Bounty Value Penumbria. Penumbrian laws are different from the rest of the Kingdom. Halve the Bounty Value, but double the term of imprisonment (4 times the Bounty Value). Vortigana. Vortigans laws are harsher than in the rest of the Kingdom. Double the Bounty Value and the term of imprisonment. Against guards, notables, and bigwigs. Double the Bounty Value Against defenseless or with cruelty. Double the Bounty Value and risk Infamy "Multiple or Repeated". The Knave was caught at the end of a series of similar misdeeds. Double or quadruple the Bounty Value
  15. jokomaisu

    Rules
    Basic Combat Maneuvers
    Melee combat is not always an exchange of weapon attacks—sometimes you are trying to subdue, not kill. Other times, you may want to do something else other than damage your target in order to gain an upper hand. Several other basic combat maneuvers are presented below. These can be used to help adjudicate other improvised actions, following a similar structure and using similarly weighted effects.
    A basic combat maneuver sometimes forces a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows: 
    Basic Combat Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier
    Basic combat maneuvers are nonmagical. All creatures can use basic combat maneuvers.
    Basic Melee Damage
    When you successfully use a basic combat maneuver you also deal basic melee damage. This is equal to 1 + your Strength modifier.
    You cannot use a basic combat maneuver to activate any features that deal additional damage (such as Sneak Attack or Divine Smite) unless the feature specifically states otherwise.
    Any creature with a Challenge Rating of 0 cannot deal basic melee damage.
    Disarm
    You can use the Disarm maneuver to attempt to knock an item or weapon from a creature’s hand. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    The target must be within your reach and be holding an item (either carried or wielded). The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and the target drops the item in its space. The target has advantage if it is larger than you or holding the item with two or more hands, or if the target is smaller than you it has disadvantage.
    Grab On
    While you cannot grapple a creature two or more size categories larger than you, you can grab onto it. By jumping onto its back or climbing up a limb, you can make a Strength or Dexterity saving throw against the creature’s basic combat maneuver DC to cling to or balance upon its body. On a success, you move into the creature’s space and can move upon its body as if it is difficult terrain.
    While grabbing onto a larger creature, you gain advantage on attack rolls against it. The larger creature may be able to attack you as normal, depending on its limbs or attacks. It can also use an action to dislodge you, such as shaking you loose or bashing you against a wall, forcing you to make a Strength or Dexterity saving throw against its basic combat maneuver DC or fall prone into the nearest space adjacent to the creature, taking its basic melee damage in the process.
    If the creature chooses to roll over in order to dislodge you, it becomes prone, but you have disadvantage on the check to hang on.
    Grapple
    You can use the Grapple maneuver to grab or wrestle a creature. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    You must have at least one free hand to attempt a grapple, your target must be within your reach, and the target must be no more than one size category larger than you. The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and the target becomes grappled (see Conditions). In addition to things that end the condition, you can release the target at any time (no action required).
    Escaping a Grapple. While grappled, a creature can use its action to attempt to escape. It must succeed on a Strength or Dexterity saving throw against your basic combat maneuver DC. 
    Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you. When you do so, your Speed is halved, unless the creature’s weight is within your carrying capacity and you are not encumbered by bulky items.
    Freeing a Grappled Creature. You can use the Grapple maneuver to try to free another grappled or restrained creature. The creature grappling or restraining the target makes a Strength saving throw against your basic maneuver DC. If it fails the saving throw, the grappled or restrained creature is freed. Additionally, you may move the freed creature 5 feet in any direction.
    Knockdown
    You can use the Knockdown maneuver to trip or push a creature down. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and knock the target prone.
    Overrun
    You can use an action or bonus action to make an Overrun maneuver to move through a hostile creature’s space by forcing your way past. Make a Strength saving throw against the target’s basic combat maneuver DC. On a success, you deal basic melee damage and can move through the hostile creature’s space once this turn. The creature can choose to just let you pass instead of rolling. You have advantage if you are larger than the target, or disadvantage if you are smaller. If you are two or more sizes smaller than the target, you can move through the hostile creature’s space without making a save. You still provoke opportunity attacks if you move beyond a creature’s reach.
    Shove
    You can use the Shove maneuver to push a creature away. If you are able to make multiple attacks with the Attack action, this maneuver replaces one of them.
    The target must be within your reach and be no more than one size category larger than you. The target makes a Strength saving throw against your basic combat maneuver DC. On a failure, you deal basic melee damage and push the target a number of feet away from you equal to 5 + 5 for every 5 points it failed its saving throw by. You can move the creature in any direction away from you (to the side, forward, or diagonally away).
    A creature that is shoved off of a precipice is propelled off of whatever it is standing on—it does not receive any saving throw or ability check to grab onto something to avoid falling down below.
  16. jokomaisu

    Rules
    Royal Bounty
    While the Kingdom’s Knaves united and came to identify themselves collectively as “Bounty Brothers”, the guards, judges, and bounty hunters who were after them did not stand around and watch.
    The Kingdom’s laws governing the attribution of bounties, misdeeds, crimes, and sentences were sanctioned about a century ago by Queen Menalda. This shrewd ruler founded, among other things, the Queen's Guard and what is now commonly called the “Royal Bounty”, a convoluted and elephantine system that manages and controls all the Kingdom’s Bounties, its Chancelleries, and communications between them, as well as the Registers in which information regarding the malefactors of each region is constantly recorded. Although the Kingdom has since been through civil wars, schisms, and conflicts of all kinds, for everyone’s convenience, Menalda’s Royal Decrees, and the Royal Bounty itself, are still in force and function as follows.
    Repeat offenders who persist in certain wrongdoings may also be branded with Marks, such as Thief, Witch, Smuggler, Swindler, Outcast, or Assassin. In some regions of the Kingdom, punishment for the worst misdeeds can be death or mutilation, but because the very cheap labor provided by prisoners is so convenient, such practices are rarely adopted.
    Royal Bounty Law
    All of the Kingdom’s Bounties are recorded in the Royal Registers kept in the main Chancelleries, and continuously updated through official messengers and missives, including variations on Bounties for sentences served; sentences being served; new misdeeds; or death of the malefactor. Each Bounty must be accompanied by a portrait, physical description, and personal details of the malefactor. Regardless of where they are committed within the Kingdom, misdeeds of the same type are equivalent in terms of severity, sentence, and Bounty Value. Bounty can be redeemed at any Chancellery of the Kingdom. When this takes place, the regional or city authorities in charge inform other Chancelleries of the capture and inflict on the malefactor the sentence prescribed. Whoever delivers a malefactor to one of the Kingdom’s Chancelleries will receive the Bounty Value in gold coins, after their identity has been checked and following a week of detention to guard against tricks or illusions (it is during this week that most escapes take place). If malefactors are caught by guards on duty or other law-enforcement agents, they will only receive half the Bounty. Those who provide verified tip-offs that favor the collection of a Bounty will be rewarded with 10% of the Bounty Value, upon payment of the same, deducted from the total Bounty amount. Alternatively, Bounty Hunters may agree to pay on the barrelhead, out of their own pocket: this payment, often half of the value, cannot be accounted for or refunded in any way, even if the prisoner escapes. When Bounties are finally collected and malefactors officially brought to justice, their Bounty will remain in effect until they have served their entire sentence (in case they should escape). The sentence corresponds to a number of days of detention, pillory, or forced labor equal to ten times the total Bounty Value at the time of capture. For example, if a wanted person’s Bounty is 20 gold pieces, he or she will have to serve two hundred days in prison. Very low sentences, usually up to 60 days, are served directly in local prisons; alternatively, prisoners are exposed to public mockery, pillory, whipping, and such. If their sentence exceeds 60 days, at the appointed time, prisoners will be sent with a group of other inmates to the region where the misdeeds were committed: condemned to forced labor or to the galleys, they will pay off their debt, hopefully toiling like mules under the lashes of ferocious jailors. Many do not return from the galleys or labor camps; but plenty are back on the loose a few years later, owing to particular achievements, good conduct, pardons, or amnesties. Unwritten Laws
    What Royal Decrees fail to mention are the Kingdom’s arbitrary customs and abstract prescriptions. After all, this is the Bounty Kingdom, where justice is administered via endless compromise and alleviations, clauses and amendments: everyone knows, but mum’s the word.
    When nothing can be gained by reporting, don’t report. And if no one officially reports a misdeed, then nothing happened. Charges against persons unknown do not exist. If no one can accuse, recognize, or identify the wrongdoer, then no one did it. Guards couldn’t care less but might find some goon to blame to make the big shots happy. Anyone wishing to report a misdeed will have to be extremely convincing, prove that it’s all true, and provide a realistic portrait of the malefactor; otherwise, no one did it. Guards like a cushy life, and are willing to listen to anyone who gives them a simple, plausible, and convenient version of the facts; several witnesses providing similar versions will be heard and believed. Guards don’t like to be disturbed and will take it out on anyone who bothers them or forces them to work. Bigwigs, Queen's Guards, and other officers will be heard and believed almost automatically. If no violence is involved and no weapons were drawn, it’s all much easier to ignore. Anyone who suffers a scam is a fool and deserves what they get. Anyone robbed or cheated unawares is a fool and deserves what they get. Excluding important people, of course. There’s no point in going after malefactors or drawing weapons to catch them if their Bounties aren’t high enough. It’s far better to wait for a Bounty to go up before attempting capture. Except when the culprit is handed over tied and unarmed… After all, guards only get half the money. Guards always welcome tip-offs, but they, too, consider knaves who snitch to be Infamous.
  17. jokomaisu
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I had another busy week with work and family, so I only got around to posting the rules on Notoriety. If you're aware of the original Brancalonia rules, you'll notice that these rules have changed a little and been expanded. It's a neat indicator of how well-known you are in Brancalonia, how likely you can demand immediate help from non-knave folk, how many personal followers your Knave can attract, and when your transgressions catch up to you and the law finally decides to do something about it.
    I aim to complete the Compendium's Knaves and Kingdom Justice section next week.
    That's all for now 👋
    Until next time...
    For the bounty!
  18. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    I had a busy week with work and family, but I spent some time working on the format for the Compendium. It was getting too long for my liking (my scrolling finger was getting overworked) 🐭
    I also started on the Companies and Bounty Brothers section of the Compendium. Only now it is called Knaves and Kingdom Justice. These posts will help explain all the good and bad of being a Knave.
    I would have gotten more done, but I started tweaking some things and adding new stuff. I've started to notice that the Brancalonia setting has some content that does not balance with the core rules. If you see anything in the Compendium that seems wildly off - whether it's over or underpowered, or the cost doesn't make sense - let me know 👍
    That's all for now 👋
    Until next time...
    For the bounty!
  19. jokomaisu

    Rules
    Grandluxuries
    Improving the Den, making it more comfortable, and sprucing it up with a series of useful services and tools differentiates a bunch of beggars from a successful company. Since the primary beneficiaries of the Den's goods and amenities are the Bands themselves, it's their duty to provide the funds for things like Grandluxuries. Knaves can invest the loot found or earned on the job to choose which Grandluxuries to build or upgrade.
    Each Grandluxury is divided into three progressive ranks, meaning that each rank must be purchased and completed before the next one in line can be acquired and implemented in the same way.
    The first rank of each Grandluxury costs 100 gp, while the second and third ranks cost 50 gp each. Building or upgrading a Grandluxury level takes about a week, and it's an activity that can take place during the Rollick phase only. The newly built or upgraded Grandluxury provides its benefits at the beginning of the next job.
    Some Grandluxuries provide proper non-shoddy tools that can't be used outside the Den, nor taken away from it.
    Trading Materials for Grandluxuries
    If Knaves want to sell the equipment recovered during a job, they can also trade it in at the appropriate Grandluxury, if their Den is equipped with it, and for half of its market value. For example, if the Knaves return to the Den with four new draft horses (50 gp each), and the Den is equipped with a Stable, they can trade the animals at half their price for a total of 100 gp, thus allowing the Stable to upgrade by 1 Level. Alternatively, the equivalent of the money received can be used to pay Favors.
    Archery Butt
    An archery shooting area with mounds of earth used for targets or ones made from straw.
    Knaves can buy and sell shoddy ranged weapons and ammunition.
    Before a job, Knaves can select one ammunition type of their choice.
    Rank Archery Butt 1 10 arrows, blowgun needles, crossbow bolts, or sling bullets of normal quality. 2 20 arrows, blowgun needles, crossbow bolts, or sling bullets of normal quality. 3 1 explosive, flaming, or punching arrow of normal quality. Black Market
    The company develops a commercial network that allows the buying and selling of all kinds of materials and rare magic items.
    Knaves can buy counterfeit items and sell shoddy equipment.
    Before a job, the Black Market has for sale one random magic item available per rank.
    Rank Black Market 1 A common magic item that costs 50 gp. 2 An uncommon magic item that costs 150 gp. 3 A rare magic item that costs 600 gp. Cantina
    A cool, dry place to store various types of food and drinks.
    The Cantina provides cook's utensils.
    Here, Knaves can buy and sell food and drinks.
    Before every job, Knaves receive 1 Ration for each rank of the Cantina.
    Rank Cantina 1 When Knaves decide to Rest Their Weary Bones at the Den, at the end of a long rest they regain all spent Hit Dice instead of just half of their total number. 2 When Knaves decide to Rest Their Weary Bones at the Den, at the end of a long rest they can recover one additional level of Fatigue. 3 When Knaves decide to Rest Their Weary Bones at the Den, at the end of a long rest they earn Inspiration. Distillery
    A complex system of alembics and tanks allows the company to distill drinks, tonics, and concoctions of various kinds.
    The Distillery provides brewer's supplies.
    Here, Knaves can purchase concoctions at their common price.
    Before a job, Bands get 1 flask of a concoction of their choice from those available at each rank of the Distillery.
    Rank Distillery 1 Dead Water or Hair of the Dog. 2 Wild Stench or Infernet Malebranca. 3 Biondino Tonic or Concoction of Might. Forge
    The blacksmith allows Knaves to repair equipment and buy melee weapons and armor.
    The Forge provides smith's tools.
    Knaves can buy and sell shoddy melee weapons and armor.
    Before a job, Bands can choose a number of shoddy weapons or armor in their possession equal to the Forge rank. The selected items are treated as normal quality instead of shoddy until the end of the job.
    Rank Forge 1 The blacksmith of the Forge can repair broken metal objects (including melee weapons and armor). 2 The blacksmith of the Forge can break any non-magical lock or padlock. 3 Knaves can buy and sell non-shoddy weapons and armor. Herb Garden
    The garden in a cloister of conniving friars, the orchard where a practicalist grows the herbs for their mixtures, a backyard filled with weeds behind a hideout, or even a set of well-kept bud plants inside a building or a wagon.
    The Herb Garden provides an herbalism kit and grants a healer’s satchel for Bands.
    Before a job, a Band's granted healer’s satchel regains one use per rank of the Herb Garden up to 10 uses.
    Rank Herb Garden 1 You can use the granted healer’s satchel in the following additional way: With an action, you can spend one use to cure a creature and restore 1d6 hit points, plus a number of additional hit points equal to your level. The creature cannot regain more hit points with this feature until it finishes a short or long rest. 2 You and your companions have advantage when you use an herbalism kit to find herbs and detect poisons. 3 You can use the granted healer’s satchel in the following additional way: With an action, you can spend one use to recover one level of exhaustion. The creature cannot recover more levels of exhaustion with this feature until it finishes a short or long rest. Rotisserie
    Having an everburning oven at hand, even in the middle of the night, is always useful. Not only to cook any time, but also to quickly and discreetly destroy any trace of compromising outfits, papers, and documents.
    A Rotisserie grants cook’s utensils.
    Knaves can always buy and sell food, in addition to destroying tangible evidence (as long as it's flammable).
    Before a job, Knaves gain 1 Overfried Ration per rank of the Rotisserie.
    Overfried Ration. In addition to the benefits of a normal ration, it grants those who eat it a number of temporary hit points equal to their Constitution modifier (minimum of 1).
    Rank Rotisserie 1 Overfried Ration 2 The Rotisserie is a place where commoners, Knaves, and maybe guards go to eat. Knaves tend to hear many things that are hidden from most and news from afar. Once during a job, one Knave in the Band can make an ability check with a +5 bonus to recall rumors about a person, place, or event. 3 Overfried Rations also grant Inspiration to those who eat them. Stable
    A discreetly equipped Stable allows the Band to borrow mounts to reach a job’s most distant destinations.
    Here, Knaves can buy and sell mounts, harnesses, and vehicles.
    Before a job, Bands can borrow mounts equipped with harnesses and saddlebags for each Knave or a vehicle with the minimum mounts for a job's duration. If anything borrowed is lost, the Band must repay its full value to the Company. The types of mounts and vehicles available change accordingly with the Stable rank.
    Rank Stable 1 A pony, a donkey, a mule, a cart, and a sled of shoddy quality. 2 All the above, plus a draft horse, a riding horse, and a carriage of shoddy quality. 3 All the above are of normal quality. Trap Shop
    Building traps and weapons of destruction for rats and other critters are just some of the wondrous tricks you can find and build in a Trap Shop.
    A Trap Shop provides smith’s tools and poisoner’s kit.
    Here, Knaves can buy and sell poisons and traps.
    Before a job, Knaves gains a shoddy item of their choice among the available ones, as per the Trap Shop's rank.
    Rank Trap Shop 1 Hunting traps, 50-foot hempen rope, or ball bearings. 2 All of the above, plus acid, alchemist’s fire, or archaic fire. 3 All of the above are of normal quality.
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