Difference between revisions of "ToS: Narrators Page"
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* (4) '''Enemy Scouts'''<br> | * (4) '''Enemy Scouts'''<br> | ||
+ | ** (Initial Roll) Look-Out must make a Vigilance Check. | ||
* (5) '''Wonder'''<br> | * (5) '''Wonder'''<br> | ||
Line 93: | Line 94: | ||
* (7) '''Fine spot for a Camp'''<br> | * (7) '''Fine spot for a Camp'''<br> | ||
+ | ** (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''' | * (8) '''Relic of Ages Past''' | ||
+ | ** (Initial Roll) Guide makes a Leadership Check. | ||
+ | *** If Guide Succeeds, the group may add a [[image:boost-die.png|16px]] to their subsequent check. | ||
+ | *** If the Guide Fails, the group suffers a [[image:Setback-die.png|16px]] 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 [[image:Advantage-result.png|16px]] 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 [[image:Threat-result.png|16px]] 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'''<br> | * (9) '''Corrupted Location'''<br> | ||
+ | ** (Initial Roll) Scout must make Perception Check | ||
** Place Touched by Shadow | ** Place Touched by Shadow | ||
* (10 or more) '''Harrowing Encounter'''<br> | * (10 or more) '''Harrowing Encounter'''<br> | ||
− | ** (Initial Roll) Look-Out Makes a | + | ** (Initial Roll) Look-Out Makes a Vigilance Check |
*** Success / Advantage - Group has encountered a powerful ally | *** Success / Advantage - Group has encountered a powerful ally | ||
**** Each Character may immediately remove 1 Point of Conflict | **** Each Character may immediately remove 1 Point of Conflict |
Revision as of 14:09, 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
- (Initial Roll) Look-Out must make a Vigilance Check.
- (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
- Place Touched by Shadow
- (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
- 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.
- Success / Advantage - Group has encountered a powerful ally
- (Initial Roll) Look-Out Makes a Vigilance Check
Arrival
- (1 or Less) XXX
- (2) XXX
- (3) xxx
- (4) XXX
- (5) XXX
- (6) XXX
- (7) XXX
- (8) XXX
- (9) XXX
- (10 or more) XXX