Jump to content

jokomaisu

Members
  • Posts

    720
  • Joined

  • Last visited

Blog Entries posted by jokomaisu

  1. 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!
  2. 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.
  3. 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
  4. 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!
  5. 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!
  6. 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!
  7. 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!
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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!
  13. 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.
  14. 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!
  15. 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.
  16. jokomaisu

    Rules
    The Den
    Knaves need a comfortable and secure place to retire and de-stress between one job and another. Usually, even if the guards or some competing Bands know where the Company's Den is, a web of tacit agreements between the Kingdom Justice and the Bounty Brotherhood ensures that no one ever upsets the apple cart while the Knaves take refuge in their Dens. Just as Companies may not be composed of thieves and criminals only, but also of friars, miraculists, guiscards, soldiers, street actors, and so on, even their Dens can present several and various natures while remaining a safe haven for the Band and the whole Company game-wise, and while still being run by the Company leader.
    Company Options
    Life can be hard for a bunch of "honest" Knaves out there in the Kingdom: troublesome bounties always hanging on their heads, saddlebags full of nothing but poor-quality equipment, and the chance to let their hair down a bit only at the very end of a hard and dangerous job. However, Company Options allow players to get even, providing precious, practical, and supplementary benefits when needed. The Company Options available to Knaves are Grandluxuries and Favors.
  17. jokomaisu
    Bounty Brothers, Mavericks, and the Infamous
    All Knaves roaming the Kingdom, all pillory scum that wanders the country, are part of the same large bunch of rogues known as “Bounty Brothers”. Their group is relatively informal: there are no registration fees, marks, or admission rituals, no special secret language other than what some characters may already know, nor is there a board of any kind. In short, all those who have a Bounty on their head listed in the Royal Registers, or did in the past, are considered “Brothers”, united by mutual solidarity in the face of the law and of the diabolical organization that is after them day and night: the Royal Bounty Agency.
    Knaves don’t have to belong to a Band, nor do Bands necessarily have to belong to a Company. Knaves who move independently are called “mavericks”: isolated individuals or groups who do their jobs independently.
    Being part of a Company is very useful for Knaves because it provides the Band with a whole range of connections, advantages, options, and favors of which they otherwise could not dispose when things get tough. The Company leader offers a safe Den to rest or hide in, can guarantee favors and support when needed, and find jobs, assignments, and adventures for the Band.
    The Three Infamies
    Bounty Brothers love to brag, tell each other the tallest tales, and never stop gossiping about what other Bands and Companies around the Kingdom are up to. This is precisely how Notoriety is created and spread. Internal laws which Bounty Brothers must abide by exist, mainly based on an obligation to avoid the Three Infamies:
    Betraying other Brothers. A Brother never snitches on his Brothers, nor does he sell them out to Queen's Guards or Bounty Hunters, not even to save himself from prison; a Brother does not take money for tip-offs, ratting, or Bounties, unless they’re to do with the Infamous. Committing Heinous Crimes. Brothers are Knaves, not murderers, and always move within a “criminally correct” sphere. Never indulge in brutality, aggression, or torture, never strike the defenseless, or use violence against the helpless, the elderly, children, or the needy; never torment animals, marionettes, or other sentient beings unnecessarily. Cheating Your Company. It is simply not done to rip off your own company or leader; no cheating on payments; no stealing from the Den’s coffers; no hiding important secrets; no stirring up wars between companies or with guards; pay off any debts contracted with your company. Whoever carries out these infamies loses “Brother” status, and is considered an Infamous. Selling, fighting, capturing, or delivering an Infamous to guards or Bounty Hunters, or even trying to get rid of them “the old way” is not forbidden: on the contrary, it is encouraged by other Brothers. In fact, the Infamous undermine the mutual pact of non-interference between guards and Knaves on which the Kingdom is based, and are a danger and a nuisance for all Brothers. The Infamous shall not be welcomed into any Den, and should never be allowed to exploit the Favors and Grandluxury of any company. In turn, leaders and Knaves who help the Infamous could also incur Infamy. While most Infamous are Mavericks, they also congregate in bands or entire companies.
  18. jokomaisu

    Campaign Progress
    Greetings, Knaves!
    It's time for your weekly peek at the campaign progress!
    Several spells were added to the Compendium. I (hopefully) improved the readability of classes by tinkering with the format a bit. I created a new page for keeping track of all knaves. Also, there are three new forums to help keep communication from getting cluttered all in one space.
    Oh yeah, and a little something called knave creation has started. Pretty sure you're all aware of that by now 😏
    I'm going to focus on the Companies and Bounty Brothers section of the Compendium next. I also still need to look over combat rules to see if there is anything new to add. That will lead us to dive into how we will actually be handling combat. I have an idea of how I want to do that, but I still need to do a little more research.
    That's all for now 👋
    Until next time...
    For the bounty!
×
×
  • Create New...