Difference between revisions of "ToS: Narrators Page"

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* (3) '''Keen Eyes of the Enemy'''<br>
 
* (3) '''Keen Eyes of the Enemy'''<br>
** All Journey Events Rolls add +1
+
** All Journey Events Rolls add +1  
 +
** Group suffers [[image:Threat-result.png|14px]] to first Checks made each Encounter
  
 
* (4) '''Foul Weather'''<br>
 
* (4) '''Foul Weather'''<br>
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** Group suffers [[image:Threat-result.png|14px]] to all checks throughout of the journey.
 
** Group suffers [[image:Threat-result.png|14px]] to all checks throughout of the journey.
  
* (6)
+
* (6) '''Feast fit for Kings'''<br>
 +
** Group gains [[image:Advantage-result.png|14px]] to all checks throughout of the journey.
  
* (7)
+
* (7) '''Fair and Fine Weather'''<br>
 +
** Group ignores first level of Exhaustion
  
* (8)
+
* (8) '''Hidden from Shadow'''
 +
** All Journey Events Rolls add +1
 +
** Group gains [[image:Advantage-result.png|14px]] to first checks made during an encounter
  
* (9)
+
* (9) '''Clear Purpose'''<br>
 +
** 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'''<br>
 
* (10 or more) '''For Auspicious Beginings'''<br>

Revision as of 12:09, 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

1

2

3

4

5

6

7

8

9

10

Arrival

1

2

3

4

5

6

7

8

9

10