Journey Tasks
Posted: Wed Feb 25, 2015 5:35 pm
[Inspired originally from some ideas by James R Brown]
Okay, just playing with these as an idea but thought I'd share.
Currently they are a bit of a brain dump of my thoughts which I've fleshed out to look like actual rules but nothing is set in my mind; would welcome comments and ideas...
Okay, just playing with these as an idea but thought I'd share.
Currently they are a bit of a brain dump of my thoughts which I've fleshed out to look like actual rules but nothing is set in my mind; would welcome comments and ideas...
- Bonus Journey Tasks -
These rules expand upon the Journey rules presented in the main rulebook.
ACTIONS WHILE TRAVELLING
Upon a great or extraordinary success on a fatigue test a player my select one of the following options, based upon the character's Role or Calling, and gains the benefit of the chosen Journey Task for the specified length of time.
These tasks, listed below, provide small additional bonuses to other actions and tests which may occur during a fellowship's journey.
TASK DESCRIPTIONS
In the following descriptions ānā is the number of successes (one for a great success and two for an extraordinary success), obtained during a Fatigue Test that are used in the particular effect being described.
A GOOD ROAD TAKEN (GUIDE)
A competent Guide aids the company by discovering and choosing better paths to travel.
Reduce TN by n for the next Travel fatigue test rolls for all companions.
A SOFT BED AND WARM FIRE (SCOUT)
An able Scout fashions a good camp from the materials at hand.
Increase the number of Endurance points recovered by 2n for all companions taking a prolonged rest.
A HEARTY MEAL (HUNTSMAN)
The capable Huntsman successfully forages for extra provisions to provide for a hearty meal.
Restore 2n Endurance points to all companions.
SHARP WITS AVAIL (LOOK-OUT)
A sharp witted Look-Out stays alert for signs of danger.
Reduce the TN by n for the next test roll when attempting to avoid a Hazard.
SPIRITS RAISED (CAPTAIN)
A good-hearted Captain raises the spirits of his companions when they find themselves at their lowest ebb.
Remove the Miserable or Daunted status from n Companions. May only be applied once per Journey Leg.
SECRETS REVEALED (SCHOLAR)
A perceptive Scholar discovers vital pieces of information within ancient ruins.
Find n clues. The Loremaster must state prior to this action whether there are in fact any clues worth discovering! Such clues do not have to relate directly to the current task in hand or adventure and may be used by the Loremaster to foreshadow and provided information on future events. May only be applied once per Journey Leg.
NO FEAR THIS DAY (SLAYER)
A fearless Slayer is undaunted by dark visions and eerie feelings.
Reduce the TN by n for the next Fear test rolls for all companions. May only be applied once per Journey Leg.
TREASURES UNTOLD (TREASURE HUNTER)
A sharp-eyed Treasure Hunter uncovers items of value within dark caverns and dangerous lairs.
Can only be used in Wild Lands, Shadow Lands, and Dark lands. Find 2n treasure points. May only be applied once per Journey Leg.
PATHS SELDOM TRODDEN (WANDERER)
The world-wary Wanderer aids the company by journeying along paths that are seldom trodden; away from the prying eyes of the servants of the Enemy.
Reduce the fellowship's Eye Awareness by n. May only be applied once per Journey Leg.
Eye of Mordor Rules
If a campaign has yet to employ these rules then the Journey Task for the Wanderer can be used instead to ignore the next EYE result on a Fatigue Test. As usual, this may only be applied once per Journey Leg.
AGAINST THE SHADOW (WARDEN)
A wise Warden recognises the signs of the Shadow and wards against them.
Reduce the TN by n on the next Corruption test rolls for all companions. May only be applied once per Journey Leg.
WHEN NOT TO USE THESE TASKS
Journey tasks are designed to supplement story tasks, not replace them, so if the story requires players to be undertaking specific time-consuming tasks (eg, searching for a missing pair of dwarves) then the focus should be on the story tasks.
Likewise, for narrative reasons, there may be times where nothing of interest happens and the Loremaster wants to quickly move the characters from one location to another. Do not use Journey Tasks in these cases.