Traveling - Chapter 1
- Shurijo
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Re: Traveling - Chapter 1
All right, let's pick up the pace! I'm half your size but I move twice as fast!
Either way, sounds okay to me. I do think having the 1 Hunter would probably be best. We can work on points at level up and maybe adjust roles a bit.
Either way, sounds okay to me. I do think having the 1 Hunter would probably be best. We can work on points at level up and maybe adjust roles a bit.
- Vardaen
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Re: Traveling - Chapter 1
Assuming the roles Trog and I both seemed to suggest (along with the other statements)
We move into Fatigue Tests for the various legs of the trip. We'll make one right away not too far into things, just a few days.
This is a Travel skill test really. So d12+1d6 Per Rank in Travel
You had suggest letting Var make one auto success, since she made her Lore. Might as well use it up at the start so not as to fall behind?
Mirkwood is a Hard place to travel and the TN is 16!!! (that's what the book says)
Aerth 1: 10+2 = 12 Fail
Var 1: Auto Success
Wren 0:<Eye of Sauron>
Borir 3: 8+1,3,3 = 15 Fail
Pip 2: <Gandalf Rune> + 3,3 = Auto Success
You could spend Hope for bonus to these rolls, but hardly seems worth it now.
For each failed Fatigue test, an adventurer sees his Fatigue score increased by a number of points equal to the Encumbrance of his Travelling gear. (Ponies reduce this number in half rounded up). Everyone has Summer Traveling Gear as its Autumn still and you don't need Winter Traveling Gear. That means a failure gives you +1 Fatigue, and your ponies don't really help you.
Aerth, Wren, Borir all get +1 Fatigue
This Fatigue remains for a while until certain points along the way.
Wren however triggers a Hazard! That means we have an RP scene of something coming up.
We move into Fatigue Tests for the various legs of the trip. We'll make one right away not too far into things, just a few days.
This is a Travel skill test really. So d12+1d6 Per Rank in Travel
You had suggest letting Var make one auto success, since she made her Lore. Might as well use it up at the start so not as to fall behind?
Mirkwood is a Hard place to travel and the TN is 16!!! (that's what the book says)
Aerth 1: 10+2 = 12 Fail
Var 1: Auto Success
Wren 0:<Eye of Sauron>
Borir 3: 8+1,3,3 = 15 Fail
Pip 2: <Gandalf Rune> + 3,3 = Auto Success
You could spend Hope for bonus to these rolls, but hardly seems worth it now.
For each failed Fatigue test, an adventurer sees his Fatigue score increased by a number of points equal to the Encumbrance of his Travelling gear. (Ponies reduce this number in half rounded up). Everyone has Summer Traveling Gear as its Autumn still and you don't need Winter Traveling Gear. That means a failure gives you +1 Fatigue, and your ponies don't really help you.
Aerth, Wren, Borir all get +1 Fatigue
This Fatigue remains for a while until certain points along the way.
Wren however triggers a Hazard! That means we have an RP scene of something coming up.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Shurijo
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Re: Traveling - Chapter 1
Does the "Hardy" trait help Borir's roll at all?
Distinctive Features - Hardy
You can withstand long hours of toil and travel far without rest, or under extreme conditions.
Distinctive Features - Hardy
You can withstand long hours of toil and travel far without rest, or under extreme conditions.
- Trogdor
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Re: Traveling - Chapter 1
Nice going Wren.
- Vardaen
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Re: Traveling - Chapter 1
I believe this is a legit call for Hardy. By invoking it you get a total of one success. So that means Borir doesn't suffer the Fatigue -- seems really dwarfy too. Interesting, by this standard Borir would never provoke a Hazard!
I'll update Borir's sheet so he doesn't take the 1 Fatigue.
I'll update Borir's sheet so he doesn't take the 1 Fatigue.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
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Re: Traveling - Chapter 1
Yeah!Trogdor wrote:Nice going Wren.
:P
If everyone would make an IC post relating to your new roles on the journey (and if you want the Lore checks still) come monday we'll reach our first hazard and things will progress much smoother and quicker now that we have sorted out alot of this crunchy bit stuff.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Shurijo
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Re: Traveling - Chapter 1
Crap. Hazards sound fun, wouldn't mind provoking some to try my axe (just kidding).
- Vardaen
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Re: Traveling - Chapter 1
I'm sure the others will provoke some. Just because Wren provokes it, doesn't mean it will just be a test for him. There is a random or GM pick option.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Muskrat
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Re: Traveling - Chapter 1
Hunter will be an interesting roll for Varuthil and I can certainly see putting more points into it over time.
- Vardaen
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Re: Traveling - Chapter 1
You guys have made so far 3 Fatigue Tests for travel.
You have also used up your Lore bonuses, giving a free success to one person and dropping Borir's checks by 2.
There are three Fatigue/Travel tests left, once you are back on the road.
You have also used up your Lore bonuses, giving a free success to one person and dropping Borir's checks by 2.
There are three Fatigue/Travel tests left, once you are back on the road.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring