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> | |
− | + | ** Increase the results of Journey Event Tables by 2. All Characters also gain Conflict. | |
− | + | ||
− | + | * (2) '''Fell and Foreboding Spirit'''<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> | |
− | + | ** All Journey Events Rolls add +1 | |
− | + | ** Group suffers [[image:Threat-result.png|14px]] to first Checks made each Encounter | |
− | + | ||
+ | * (4) '''Foul Weather'''<br> | ||
+ | ** Group Suffers 1 additional level of Exhaustion | ||
+ | |||
+ | * (5) '''Meagre Supplies and Pool Meals'''<br> | ||
+ | ** Group suffers [[image:Threat-result.png|14px]] to all checks throughout of the journey. | ||
+ | |||
+ | * (6) '''Feast fit for Kings'''<br> | ||
+ | ** Group gains [[image:Advantage-result.png|14px]] to all checks throughout of the journey. | ||
+ | |||
+ | * (7) '''Fair and Fine Weather'''<br> | ||
+ | ** Group ignores first level of Exhaustion | ||
+ | |||
+ | * (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) '''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) '''Harrowing Encounter'''<br> | ||
+ | ** (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=== | ===Arrival=== |
Revision as of 11:39, 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) 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) 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.
- Success / Advantage - Group has encountered a powerful ally
- (Initial Roll) Look-Out Makes a Perception Check