Difference between revisions of "ToS: Narrators Page"

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* (7) '''Tall Tales and Great Deeds'''<br>
 
* (7) '''Tall Tales and Great Deeds'''<br>
** Group recieves a [[image:boost-die|16px]] on all Social Tests until one fails.
+
** Group receives a [[image:Boost-die.png|16px]] on all Social Tests until one fails.
  
* (8) '''XXX'''
+
* (8 or more) '''Inspired and Filled with Hope'''
 
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** Group removes 2 Conflict and gains 5 Renown.
* (9) '''XXX'''<br>
 
 
 
* (10 or more) '''XXX'''<br>
 

Revision as of 23:12, 11 December 2016

Chapter Outlines

Adventuring and Travel

This uses modified Journey Rules as presented in the Adventures in Middle Earth Campaign Book for D&D5e

Trekking through the Wildlands

  • Tasks
    • Guide - Uses Leadership and Survival
    • Scout - Uses Stealth and Perception
    • Hunter - Uses Survival
    • Look-Out - Uses Vigilence
  • Peril Rating - Hard 3 - Entrance and travel through the outer Wildlands is difficult due to the poor mapping and established routes.

Embarkation

  • The Guide rolls a single D10 modified as follows: Add Number of Ranks in Survival and half their ranks in Leadership, then subtract the Peril Rating. The Consult the following:
  • (1 or Less) Dark Signs and Evil Portents
    • Increase the results of Journey Event Tables by 2. All Characters also gain Conflict.
  • (2) Fell and Foreboding Spirit
    • Each Character Gains Conflict - and all Checks made during Journey Events are Upgraded Once until a Roll is successful.
  • (3) Keen Eyes of the Enemy
    • All Journey Events Rolls add +1
    • Group suffers Threat-result.png to first Checks made each Encounter
  • (4) Foul Weather
    • Group Suffers 1 additional level of Exhaustion
  • (5) Meagre Supplies and Pool Meals
    • Group suffers Threat-result.png to all checks throughout of the journey.
  • (6) Feast fit for Kings
    • Group gains Advantage-result.png to all checks throughout of the journey.
  • (7) Fair and Fine Weather
    • Group ignores first level of Exhaustion
  • (8) Hidden from Shadow
    • All Journey Events Rolls add +1
    • Group gains Advantage-result.png to first checks made during an encounter
  • (9) Clear Purpose
    • All Journey Event Rolls gain +1
    • Upgrade the First Check made during each event Once, until a Check is failed.
  • (10 or more) For Auspicious Beginings
    • All Journey Events Rolls gain +2.
    • All Initial Checks made during Events are Upgraded Once.

Journey Events

The Length of the Journey determines the number of Events that the group will encounter.
Each Event is represents a specific scene and encounter and can affect the outcome of the Journey

  • (1 or Less) Fine Foraging
    • (Initial Roll) the Hunter may make a Survival Check. If the Embarkation roll was Meager and Poor Supplies, apply a Setback-die.png . If Feast fit for a King was Rolled, apply a Boost-die.png.
      • Success allows the group to gather fresh supplies - this restores 1 level of Exhaustion or grants a Recovery Roll.
      • The Hunter may instead choose to gain either a Poultice or Healing Herbs for each Success-result.png
      • If this roll is failed, the Arrival Roll gains -1.
  • (2) Obstacle
    • (Initial Roll) the Guide may make a Leadership Check.
      • All other Characters must make an Athletics or Survival Check.
        • If all Checks are successful, the group gains +1 on the Arrival Roll.
        • If more than half are successful, the group clears the path, but gains no benefit.
        • If less than half are successful, the group clears the path, but suffers a Level of Exhaustion
        • If all fail the group suffers a level of Exhaustion and a -1 on Arrival Roll.
  • (3) In need of help
    • The group must decide to aid or not.
      • If they choose not, they suffer 3 Conflict
      • If they choose to help then they must make 3 Checks
        • Medicine, Knowledge(Cultures), Leadership, Survival, or Vigilance.
          • If all Checks are Successful, the group reduces its Conflict by 3, gains 5 Renown Each, and gains +1 to the Arrival Roll.
          • If more than half are successful, the Group gains 5 Renown, and gets +1 on Arrival Roll
          • If at least one check is Successful, the group gains +1 on Arrival Roll.
          • if all Fail, the group suffers -1 on Arrival Roll.
  • (4) Enemy Scouts
    • (Initial Roll) Look-Out must make a Vigilance Check. Apply a Setback-die.png if they rolled Keen Eyes of the Enemy. Apply a Boost-die.png if they rolled Hidden from Shadow.
      • If Successful, the group becomes aware of the Enemy and may avoid them or ambush them.
      • If Failed, the Enemy ambushes them instead.
  • (5) Wonder
    • Each Character must make a Perception or Discipline Check. Apply a Setback-die.png if they rolled Foul Weather. Apply a Boost-die.png if they rolled Fair and Fine weather.
      • If they succeed, they feel invigorated by the beauty of the scene and recover 1 level of Exhaustion.
      • If they fail, they feel overcome by the difficulties ahead and suffer a level of Exhaustion.
      • If they all succeed, they gain +1 to Arrival Roll
      • if they all fail, they suffer -1 to Arrival Roll.
  • (6) A Hunt
    • (Initial Check) Hunter makes a Survival Check. If the Embarkation roll was Meager and Poor Supplies, apply a Setback-die.png. If Feast fit for a King was Rolled, apply a Boost-die.png.
      • If the Check is Success w/ Advantage - the Group recovers 1 level of Exhaustion and gains +1 on Arrival
      • If the Check is Success - group recovers 1 level of Exhaustion
      • If Check Fails, group suffers 1 level of Exhaustion
      • if check fails w/ Threat - group suffers 1 level of Exhaustion and -1 on Arrival Roll.
  • (7) Fine spot for a Camp
    • (Initial Roll) Scout must make Perception Check
      • If the Check is Success w/ Advantage - the Group recovers 1 level of Exhaustion and gains +1 on Arrival
      • If the Check is Success - group recovers 1 level of Exhaustion
      • If Check Fails, group suffers 1 level of Exhaustion
      • if check fails w/ Threat - the Camp is already inhabited by hostile folk, and the Scout must make a Stealth Check to avoid drawing the group into a fight.
  • (8) Relic of Ages Past
    • (Initial Roll) Guide makes a Leadership Check.
      • If Guide Succeeds, the group may add a Boost-die.png to their subsequent check.
      • If the Guide Fails, the group suffers a Setback-die.png to their subsequent check.
    • Each Member of the group must then make a Discipline Check.
      • If they succeed w/ Advantage they reduce their conflict by 1 for each Advantage-result.png rolled. and recover a level of exhaustion
      • If they succeed they recover a level of exhaustion
      • If they fail, the suffer a level of exhaustion.
      • if the Fail w/ Threat, they increase their Conflict by 1 for each Threat-result.png rolled.
    • If more than Half of the Group Succeeds, the group gains +1 on Arrival Roll.
    • If more than Half of the Group Fails, the group gains 91 on Arrival Roll.
  • (9) Corrupted Location
    • (Initial Roll) Scout must make Perception Check
      • If Success w/ Advantage, all Characters reduce their Conflict by 1 for each Advantage-result.png rolled, and gain +1 on Arrival Roll
      • If Successful gain +1 on Arrival Roll
      • If Fail, the group suffers -1 to the Arrival Roll and 1 point of Conflict for each Failure-result.png.
      • If Fail w/ Threat - The group awakens a horrible creature - See Harrowing Encounter.
  • (10 or more) Harrowing Encounter
    • (Initial Roll) Look-Out Makes a Vigilance Check
      • Success / Advantage - Group has encountered a powerful ally. Each Character may immediately remove 1 Point of Conflict for each Advantage-result.png rolled.
        • A Social Encounter ensures. If successful, the group may Upgrade the Initial Roll in the next Event. Group also gains +1 to the Arrival Roll
      • Success - Group has encountered a helpful ally, The group gains +1 to the Arrival Roll
      • Failure - Group has encountered a group of difficult enemies
        • Each Character must make a Fear Check. Failure of this check also results in gaining 3 Conflict
        • If the group wishes to avoid a fight, they must make a Stealth Check.
        • If they fail, they suffer an additional level of Exhaustion and Arrival is made at -1.
      • Failure w/ Threat - Group has encountered a powerful nemesis.
        • There is no chance to avoid confrontation, they must flee. Each Character suffers 3 Conflict, they suffer an additional level of Exhaustion and Arrival is made at -1.

Arrival

When the group finally arrives at it's destination, make an Arrival Roll. This Roll is a D8 and is modified as follows:

  • Apply any Modifiers from Journey Events
  • Apply Modifier based on Terrain
    • +1 for Easy
    • +0 for Moderate
    • -1 for Hard
    • -2 for Daunting
  • (1 or Less) Weary to their Bones
    • Each member of the group makes a Disciplne Check - Upon failure, take 2 Conflict
  • (2) Empty Bellies
    • Each member of the group gains a level of exhaustion
  • (3) In poor spirits
    • Each member of the group suffers a Setback-die.png until a Check succeeds.
  • (4) Uncertain Arrival
    • If the group was reaching a settlement, they must convince the guards to let them in. If they were heading somewhere else, the Guide must make a Leadership Check. If they fail, the group suffers a Level of Exhaustion.
  • (5) A Worthy Journey
    • Recover 1 level of Exhaustion.
  • (6) Grimly Determined
    • Group Receives +1 on its next Embarkation Roll.
  • (7) Tall Tales and Great Deeds
    • Group receives a Boost-die.png on all Social Tests until one fails.
  • (8 or more) Inspired and Filled with Hope
    • Group removes 2 Conflict and gains 5 Renown.