Scouts of the Roses
When, in the course of exploring the valley, you hear rumors or whispers of a far-off ruin filled with ancient treasure, it can be beneficial to begin with some foreknowledge of such a location before you adventure there. Well, fear not, noble men and women whose hearts are fit to burst with the true spirit of adventure: The noble and gracious White Roses are here to answer your call and provide the services you so desperately require!
Simply consult the pricing tables below and notify us of the services you require. Our most excellent scouts and trackers will seek out any location you have heard of, provided you can give the general area it lies in. Upon their return, you will be provided with a description of the locale, as well as the scout's impression of the dangers that lie within. It's simply a deal you can't afford to pass up if you are an intrepid explorer in the Valley!
-With love, Whitikast Fourere, Explorer Extraordinaire and Condottieri of the White Roses
Hiring Scouts
To hire a scout, you must already know two pieces of information: The Name of the Adventuring Site you wish for them to scout out, and The hex in which the Adventuring Site lies.
The scout will travel to the hex in question, taking the fastest and least dangerous route to do so. Scouts can move up to four hexes per day, or as many hexes as their hit points allow. The scouts use the Danger Ranking table to determine the easiest route.
The scout requires 1 day in the hex itself to scout out the site in question.
Danger Ranking
Terrain | Danger Ranking | Average Monster CR |
---|---|---|
Settled Territory Barren Lands |
0 HP | 1/8 |
Conquered Territory Open Frontier Quiet Wilderness |
5 HP | 1/2 |
Dangerous Frontier | 10 HP | 1 |
Enemy Territory | 15 HP | 2 |
Deadly Wilderness Inhospitable Lands |
20 HP | 3 |
The scouts then determine the danger level of the site if they are able to. Their ability to do so depends on their skills. The Investigating Sites table can be used to guess at what sort of skill will be necessary.
Investigating Sites
Type of Site | Relevant Skill |
---|---|
Wizard Homes Magical Monster Dens Magical Locations Spells |
Intelligence (Arcana) |
Humanoids Ancient Ruins Legendary Objects Weapons and Armor |
Intelligence (History) |
Beasts and Plants Natural Caverns Hunters or Druids Poisons |
Intelligence (Nature) |
Undead Desecrated Sites Fiends and Unholy Monsters Elementals Fey |
Intelligence (Religion) |
Active Settlements Mysteries |
Intelligence (Investigation) |
Finally, after determining the number of days needed to locate the site and return safely, the scout must be paid (up front) for each day's supply cost and an additional fee per day. The scout pays the Supply Cost for the most expensive hex they pass through on a given day.
Supply Costs
Terrain | Supply Cost |
---|---|
Settled Territory Conquered Territory |
1 gold |
Forests Coasts Verdant Regions |
2 gold |
Grasslands Swamps Oceans |
3 gold |
Tundras Mountains The Underdark Desolate Regions |
5 gold |
Once the scout has returned, the character who paid them receives a short description of the site. If the scout's skill was appropriate to the site and was equal to or greater than the site's danger level, they also can tell what sort of monsters might be in the site and the site's exact danger level.
Scouts Available
Class | HP | GP/Day | Arcana | History | Nature | Religion | Investigation |
---|---|---|---|---|---|---|---|
Acolyte (and Guards) | 9 | 3 | 0 | 0 | 0 | 2 | 0 |
Scout | 16 | 3 | 0 | 0 | 4 | 0 | 0 |
Spy | 27 | 5 | 1 | 1 | 1 | 1 | 5 |
Wizard (and Guards) | 9 | 3 | 4 | 4 | 0 | 0 | 0 |