Difference between revisions of "ToS: Narrators Page"

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Each Event is represents a specific scene and encounter and can affect the outcome of the Journey<br>
 
Each Event is represents a specific scene and encounter and can affect the outcome of the Journey<br>
  
* (1 or Less) '''Dark Signs and Evil Portents'''<br>
+
* (1 or Less) '''XXX'''<br>
** Increase the results of Journey Event Tables by 2. All Characters also gain Conflict.
 
  
* (2) '''Fell and Foreboding Spirit'''<br>
+
* (2) '''XXX'''<br>
** 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'''<br>
+
* (3) '''XXX'''<br>
** All Journey Events Rolls add +1
 
** Group suffers [[image:Threat-result.png|14px]] to first Checks made each Encounter
 
  
* (4) '''Foul Weather'''<br>
+
* (4) '''XXX'''<br>
** Group Suffers 1 additional level of Exhaustion
 
  
* (5) '''Meagre Supplies and Pool Meals'''<br>
+
* (5) '''XXX'''<br>
** Group suffers [[image:Threat-result.png|14px]] to all checks throughout of the journey.
 
  
* (6) '''Feast fit for Kings'''<br>
+
* (6) '''XXX'''<br>
** Group gains [[image:Advantage-result.png|14px]] to all checks throughout of the journey.
 
  
 
* (7) '''Fine spot for a Camp'''<br>
 
* (7) '''Fine spot for a Camp'''<br>

Revision as of 12:55, 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) XXX
  • (2) XXX
  • (3) XXX
  • (4) XXX
  • (5) XXX
  • (6) XXX
  • (7) Fine spot for a Camp
  • (8) Relic of Ages Past
  • (9) Corrupted Location
    • Place Touched by Shadow
  • (10 or more) Harrowing Encounter
    • (Initial Roll) Look-Out Makes a Perception Check
      • Success / Advantage - Group has encountered a powerful ally
        • Each Character may immediately remove 1 Point of Conflict
        • 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
        • Under Construction
      • Failure - Group has encountered a group of difficult enemies
        • Each Character must make a Fear Check. Failure also results in gaining 2 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 2 Conflict, they suffer an additional level of Exhaustion and Arrival is made at -1.

Arrival

  • (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.