Difference between revisions of "ToS: Narrators Page"

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===Embarkation===
 
===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:
 
* 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====
+
* (1 or Less) '''Dark Signs and Evil Portents'''<br>
'''Dark Signs and Evil Portents'''<br>
+
** Increase the results of Journey Event Tables by 2. All Characters also gain Conflict.
Increase the results of Journey Event Tables by 2. All Characters also gain Conflict.
 
  
 
====2====
 
====2====

Revision as of 10:55, 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

4

5

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10

For Auspicious Beginings

  • All Journey Events Rolls gain +2.
  • All Initial Checks made during Events are Upgraded Once.

Journey Events

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10

Arrival

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10