Prelude - Travel Thread

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Vardaen
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Prelude - Travel Thread

Post by Vardaen » Fri Feb 20, 2015 9:15 pm

Planning Phase for the Travel
There were many paths that led up into
those mountains, and many passes over
them. But most of the paths were cheats
and deceptions and led nowhere or to bad
ends...
Distance and Terrain
Leg 1: Rivendell to Last Bridge: 110 Miles (Trollshaws, Moderate, Wild Lands, Road) [x.5] = 55 Miles

Leg 2: Last Bridge to Weathertop: 110 Miles (Lone-Lands, Severe, Wild Lands, Road) [x.5] = 55 Miles

Leg 3: Weatertop to Bree: 90 Miles (Weather Hills, Daunting, Border Lands, Road) [x.5] = 45 Miles

Speed: On Foot 20 Miles Daily

Expected Journey Length:
Leg 1 2.75 Days
Leg 2 2.75 Days
Leg 3 2.25 Days
Total Trip: 7.75 Days Rounds to 8 Days

Fatigue Tests: Summer (1/6 Days) 2 Total Tests Each

Majority of Trip Wild Lands TN 16 - 2 Road = 14TN

Journey Advantages
When the company has chosen the road they intend to follow to reach their destination, all players may make a roll of Lore to check if their characters know something useful about the lands they are going to traverse.

Every successful Lore roll grants a hero a number of bonus Success dice to use during the journey — the companion leaves with the proper gear, or having planned the most appropriate course, or having listened to the best counsellors.

Lore Checks: TN 14
Aravule 2: 2,6t,4 = 12 Fail
Halleth 2 : 7,2,2 = 11 Fail
Telurin 3 : 9,5,5,6t = Great Success (2 Bonus)
Thaladrim 4 : 1,3,1,5,1 = 11 Fail

Wow, bad rolls.
Travelling Companions Roles
There are 4 of you, you need to fill the roles: (page 154 Revised Book)

Guide, Scout, Huntsman, Look-out Man

I believe BB is suggesting these roles:
Guide Aravule
Scout Halleth
Look-out Man Thaladrim
Huntsman Telerin


You also must pick your Fellowship Focus. (page 133 Revise Core)
"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

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Re: Prelude - Travel Thread

Post by Muskrat » Fri Feb 20, 2015 9:40 pm

Aravule is my Fellowship Focus.

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Vardaen
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Re: Prelude - Travel Thread

Post by Vardaen » Fri Feb 20, 2015 9:55 pm

Be sure to mark this information, Roles and Focus on your Fellowship Tab of your sheets. Thanks.
"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

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Re: Prelude - Travel Thread

Post by Blubbo_Baggins » Sat Feb 21, 2015 12:26 am

Actually, my suggestion for roles is almost like that, but slightly different:

Guide: Aravule
Scout: Halleth
Look out: Thaladrim, Telurin
Huntsman: One of the Dunedain to spend Hope to fill role if it is needed

I am willing for Telurin to be the Huntsman, but I will almost certainly need to spend Hope for success ( just 1 skill), and that still may not bring success. Leaving the Huntsmen roll unfilled means we'll have to spend 1 Hope (Aravule or Halleth will, that is), but both of them have a much better chance at success.
(Telurin has 2 in Awareness, and it is favoured; and a 2nd lookout is probably more helpful than a huntsman in many situations, anyway)

What are your thoughts everyone?



As on my sheet, Aravule is my focus

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Re: Prelude - Travel Thread

Post by Muskrat » Sat Feb 21, 2015 2:27 am

My concern with that is that it's harder for Dunedain to recover Hope, since they're not allowed to draw it from the Fellowship Pool.

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Re: Prelude - Travel Thread

Post by Blubbo_Baggins » Sat Feb 21, 2015 2:36 am

Good point; well, Kol and Conrad will join us eventually, and I'm sure we'll have the roles covered better then. For now, Telurin can remain Huntsman.

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Re: Prelude - Travel Thread

Post by TetNak » Mon Feb 23, 2015 6:01 am

I'm pretty amicable with what everyone thinks is best.
"Kings have no friends, only subjects and enemies."

- King Stannis Baratheon, First of His Name

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Re: Prelude - Travel Thread

Post by Blubbo_Baggins » Mon Feb 23, 2015 8:54 pm

By the way V, two questions on Traits and Bonus dice:

1) If a PC has a relevant Trait (like Lore of Arnor and we are traveling in Eriador), they can invoke it, instead of making a Lore roll, to get (just) 1 bonus die for the journey, right? Obviously if they do that, they have no chance at more than 1 die.
That's my understanding of RAW, but wasn't sure if we were going by that or not. I know there are circumstances that Traits can't be invoked, if they are significant to the story, etc.

2) If one of us wants to use a bonus die for a Travel roll or avoiding a Hazard or something, is it important to tell you before you make the roll? (Just wondering how we'll work this out, since with PbP it can be hard to know when we need to decide about using these dice)

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Re: Prelude - Travel Thread

Post by Vardaen » Mon Feb 23, 2015 11:48 pm

I think that's a legit use of a trait like you have said.

As for timing, yeah its tricky, if you know the roll is coming by all means post as such or PM me or something. If the timing is bad and I've posted rolls I'm amicable to letting me know after the fact and fixing things, I'd prefer not to use it as a 'try my luck as 3 successes, ooops I failed, call in my trait' sort of thing, but generally I figure we can avoid that sort of min/maxing 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

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Re: Prelude - Travel Thread

Post by Blubbo_Baggins » Mon Feb 23, 2015 11:52 pm

Cool, yeah, I don't think anyone is abusing things.

One LM on C7 posted the way he handles the bonus die thing, if a player wasn't able to declare using it beforehand:
- static +3 bonus

So you either declare before hand and the die gets rolled, or you say after the fact, and it's considered a 3. Has its downsides, but is one way to do it.

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