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 | + | ** Group receives a [[image:Boost-die.png|16px]] on all Social Tests until one fails. |
− | * (8) ''' | + | * (8 or more) '''Inspired and Filled with Hope''' |
− | + | ** Group removes 2 Conflict and gains 5 Renown. | |
− | * | ||
− | |||
− | * |
Revision as of 23:12, 11 December 2016
Contents
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
- (4) Foul Weather
- Group Suffers 1 additional level of Exhaustion
- (7) Fair and Fine Weather
- Group ignores first level of Exhaustion
- (8) Hidden from Shadow
- (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
- (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.
- All other Characters must make an Athletics or Survival Check.
- (Initial Roll) the Guide may make a Leadership Check.
- (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.
- Medicine, Knowledge(Cultures), Leadership, Survival, or Vigilance.
- The group must decide to aid or not.
- (4) Enemy Scouts
- (5) Wonder
- Each Character must make a Perception or Discipline Check. Apply a if they rolled Foul Weather. Apply a 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.
- Each Character must make a Perception or Discipline Check. Apply a if they rolled Foul Weather. Apply a if they rolled Fair and Fine weather.
- (6) A Hunt
- (Initial Check) Hunter makes a Survival Check. If the Embarkation roll was Meager and Poor Supplies, apply a . If Feast fit for a King was Rolled, apply a .
- 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.
- (Initial Check) Hunter makes a Survival Check. If the Embarkation roll was Meager and Poor Supplies, apply a . If Feast fit for a King was Rolled, apply a .
- (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.
- (Initial Roll) Scout must make Perception Check
- (8) Relic of Ages Past
- (Initial Roll) Guide makes a Leadership Check.
- Each Member of the group must then make a Discipline Check.
- 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 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 .
- If Fail w/ Threat - The group awakens a horrible creature - See Harrowing Encounter.
- (Initial Roll) Scout must make Perception Check
- (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 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.
- Success / Advantage - Group has encountered a powerful ally. Each Character may immediately remove 1 Point of Conflict for each rolled.
- (Initial Roll) Look-Out Makes a Vigilance Check
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
- (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.
- (8 or more) Inspired and Filled with Hope
- Group removes 2 Conflict and gains 5 Renown.