Difference between revisions of "ToS: Narrators Page"
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** All Journey Events Rolls add +1 | ** All Journey Events Rolls add +1 | ||
− | * (4) | + | * (4) '''Foul Weather'''<br> |
+ | ** Group Suffers 1 additional level of Exhaustion | ||
− | * (5) | + | * (5) '''Meagre Supplies and Pool Meals'''<br> |
+ | ** Group suffers [[image:Threat-result.png|14px]] to all checks throughout of the journey. | ||
* (6) | * (6) |
Revision as of 11:01, 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) Foul Weather
- Group Suffers 1 additional level of Exhaustion
- (6)
- (7)
- (8)
- (9)
- (10 or more) For Auspicious Beginings
- All Journey Events Rolls gain +2.
- All Initial Checks made during Events are Upgraded Once.