Very fluffy, and complex: Fellowship Treasure Hunting
Posted: Wed Feb 19, 2014 8:23 pm
Yes it is not really in the flavor. Yes it is fluffy and sloppy. I know it is overly complicated.
I Just wrote it, and my people wanted me to share it.
A whole bunch of people will say this is too much. Very likely. Maybe this will give someone an idea of a way to do it better or adapt it. Free to all.
Fellowship undertaking: Searching For Treasure.
SEARCH FOR TREASURE (Requires Loremaster Supervision)
[Can take multiple characters, and use the highest of their skills, the Leader Rolls the dice.]
The Companion(s) spends a Fellowship phase leading an expedition in the search for treasure. The more dangerous expeditions are costly, because there is a need to hire scouts, lookouts, and porters. Much of the time, the adventurer will find only traps, or monsters, frustration, and stress, and lose their investment. But sometimes, with good training, lore-knowledge, and a lot of luck, they might find or track down a true hoard worthy of a Prince, or a Dragon!
The Adventurer goes to one of the following Regional Areas, searching for Treasure:
Wild Area - Coldfells, East Nether Vales, Grey Mountains Narrows, High Pass, Mountain Pass, The Nether Marches, Northern Mirwood, Redhorn Pass, Trollshaws, The Upper Marches, West Nether Vales, West Upper Vales, Western Mirkwood
Shadow Lands - Ettinmoors, Mount Gram, Mountains of Angmar, The Heart of Mirkwood, The Long Marshes, The Narrows of the Forest of Mirkwood, Vales of Gundabad, The Waste.
Dark Lands - The Mountains of Mirkwood, Mount Gundabad, Southern Mirkwood, The Withered Heath
The Leading Character specifies the danger level of the Area, pays the Expedition costs, then makes the following Checks:
Wild Area: No cost to fund the Expedition, since it is just heroes, and pack animals.
Make An Explore Test of TN 14. Hope may be used as applicable.
Shadow Land: Costs 1 Treasure to fund the Expedition.
An Explore Test TN 14, Travel TN 14, and Stealth Test of 14 . Hope may be used as applicable.
Dark Land: Costs 3 Treasure to fund the Expedition.
An Explore Test of TN 16, Travel TN 16, and Stealth Test of 16. Hope may be used as applicable.
If the Explore test was failed in a Wild Area, the Treasure Hunters find nothing.
If ANY test was failed in a Shadow Land Area, Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If ANY test was failed, in a Dark Land Area, the Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If All the tests were successful, roll a single Feat Die (1d12) on the table below. Hope cannot be used on this roll.
This second roll is modified by:
-2 if you do not have the Treasure Hunter Calling in any members of the Expedition.
+1 if any in Expedition has an applicable [Regional, Racial, Or Enemy-Lore Specialty] (not cumulative)
[Beast-, Folk-, and Herb-lore, are also non-applicable to the above.)
+1 if the Treasure Site is in a Shadow Land
+2 if the Treasure Site is in a Dark Land
Then Add the Better of:
+1 Gandalf on the Stealth Test Feat die, or An Extraordinary Success on the Stealth Test.
+2 if the Explore roll was a Great Success of at least one 6t.
+4 if the Explore roll was an Extraordinary Success of at least (2) 6ts OR a Gandalf on the Explore Test Feat Die
RESULTS:
Natural Sauron in Wilds: You Uncover an Ancient Haunted Barrow: You barely escape from the horrors that you experienced. - Make a Fear Check TN 14 or gain 1 Temp Shadow.
Natural Sauron in Shadow Lands: You Uncover a Wight's Tomb: You escaped, but the touch of pure evil has tainted your soul - gain 1 Temp Shadow. Make a Fear check or gain another 1 Temp Shadow.
Natural Sauron in Dark Lands: You tangled with a Nazgul, and lived, but you'll have nightmares forever. - Gain 1 Temporary Shadow point. Make a Fear Check TN 14, or gain 1 Permanent Shadow.
Modified Total of the Single Feat Die
-1 You have no idea what you are doing, and have fallen or been injured, and it heals badly.
Leader Rolls Inspire, Awe, or Persuade 14 or all Lose 1 Hope.
Individuals in Expedition Roll Athletics, or Lose a point of Endurance, permanently.
0 Your lack of training on how to explore crypts and tombs hampers your efforts. You strain yourself , escaping danger. All Lose 1 Hope. All Individuals in Expedition Roll Athletics, or lose another Hope.
1 This was a complete waste of time. There is nothing at this site, Not even an exciting fight. You trudge home, tired and crestfallen. All Lose 1 Hope.
2 You find Nothing! You have spent weeks searching through dusty dungeons, and cobweb-filled chambers by torchlight to no avail.
3 You get lost in a vast catacombs or labyrinth for days, and emerge exhausted, but alive. You rest up, considering this mostly a waste of time.
4 You Travel to many possible sites, but bad luck and bad weather take their toll, and you return home, empty-handed, but alive.
5 You escape many dangers, and learn how to be a more effective Treasure hunter. All Gain 1 AP for Explore in the upcoming Adventure phase.
6 You get into a nasty fight with something in a dark, slimy cave. It had no treasure, but it was an exciting fight, and you won. All Gain 1 XP.
7 Things of Silver Worth 1 point of treasure. Who gets it? The rest get 1 AP for Explore, and 1 AP for Search in the upcoming Adventure phase.
8 Coins worth 1 point of treasure Each, and a scrap of a map, or moldy scrolls. Each Gain 1 AP for Travel OR Lore in the upcoming Adventure.
9 Gold Treasures are found, worth 2 points of treasure to each member of the Expedition.
10 Gold Coins worth 2 treasures to each are found, and each Gain 1 AP for Explore in the upcoming Adventure phase.
11 Platinum Treasures or Gems worth 3 treasure each are found in a Ruin. All Gain 1 AP for Explore in the upcoming Adventure phase.
12 "Find A hostile Camp, or Ancient Ruins", and quickly grab what you can in gold, Gems, and other valuables before you are discovered. Split 10 points of treasure among the expedition. All Recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. Gain 1 AP for Stealth in the upcoming Adventure phase.
13 "Minions of Darkness" You stumble upon and delve deep into a legendary Goblin site of the Underdark, ambush the minions of darkness, and take their stuff, including some scraps of ancient Tomes. Divide 20 points of Treasure among the expedition. All recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. All Gain 1 AP for Lore in the upcoming Adventure phase. Each Make a Lore check TN 16. If you pass, Gain the Specialty: Goblin-Lore. If you have it, gain 1 point of Standing at Home.
14 "Fighting Shadows" You delve into the most hideous crypts, fight many denizens of the dark, and after days of horrific encounters, emerge victorious, but the fighting was epic and it has given you "the shakes". Split 40 points of treasure, but each can only carry up to their Endurance out. Each Gain 2 XP.
Everyone Make a Fear Check of TN 14 or gain 1 Point of Temporary Shadow.
15 "Escape from an Orc Lair, by a Hair" Split 50 points of treasure, but each can only carry up to their Endurance out. Each Make a Lore Check TN 16 to Gain Specialty "Orc-Lore". If you already have it, gain 2 XP.
16 "Looted the Lair of a Dragon, Filled a Wagon" Each can Carry Treasure equal to your Endurance. Each Make a Lore check TN 18. If you pass, Gain the Specialty "Dragon-Lore". If you already have it, Gain 1 Wisdom.
17 "Explored a Hoard!" A sea of coins, baubles, and loot! There's too much to carry, and you all make multiple trips. You Each end up carrying out Treasure equal to TWICE your Endurance. Make a Lore check TN 18.
If you pass, Gain the Specialty "Dragon-Lore". If you already have "Dragon-Lore", Gain 1 Valour.
Gandalf in Wilds: Treat this as 12, "Find A Hostile Camp, or Ancient Ruins", or roll again.
Gandalf in Shadow Lands: Treat this as 13, "Minions of Darkness", or roll again.
Gandalf in Dark Lands: Treat this as 14, "Fighting Shadows", or roll again.
Discuss.
I Just wrote it, and my people wanted me to share it.
A whole bunch of people will say this is too much. Very likely. Maybe this will give someone an idea of a way to do it better or adapt it. Free to all.
Fellowship undertaking: Searching For Treasure.
SEARCH FOR TREASURE (Requires Loremaster Supervision)
[Can take multiple characters, and use the highest of their skills, the Leader Rolls the dice.]
The Companion(s) spends a Fellowship phase leading an expedition in the search for treasure. The more dangerous expeditions are costly, because there is a need to hire scouts, lookouts, and porters. Much of the time, the adventurer will find only traps, or monsters, frustration, and stress, and lose their investment. But sometimes, with good training, lore-knowledge, and a lot of luck, they might find or track down a true hoard worthy of a Prince, or a Dragon!
The Adventurer goes to one of the following Regional Areas, searching for Treasure:
Wild Area - Coldfells, East Nether Vales, Grey Mountains Narrows, High Pass, Mountain Pass, The Nether Marches, Northern Mirwood, Redhorn Pass, Trollshaws, The Upper Marches, West Nether Vales, West Upper Vales, Western Mirkwood
Shadow Lands - Ettinmoors, Mount Gram, Mountains of Angmar, The Heart of Mirkwood, The Long Marshes, The Narrows of the Forest of Mirkwood, Vales of Gundabad, The Waste.
Dark Lands - The Mountains of Mirkwood, Mount Gundabad, Southern Mirkwood, The Withered Heath
The Leading Character specifies the danger level of the Area, pays the Expedition costs, then makes the following Checks:
Wild Area: No cost to fund the Expedition, since it is just heroes, and pack animals.
Make An Explore Test of TN 14. Hope may be used as applicable.
Shadow Land: Costs 1 Treasure to fund the Expedition.
An Explore Test TN 14, Travel TN 14, and Stealth Test of 14 . Hope may be used as applicable.
Dark Land: Costs 3 Treasure to fund the Expedition.
An Explore Test of TN 16, Travel TN 16, and Stealth Test of 16. Hope may be used as applicable.
If the Explore test was failed in a Wild Area, the Treasure Hunters find nothing.
If ANY test was failed in a Shadow Land Area, Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If ANY test was failed, in a Dark Land Area, the Treasure Hunters find nothing, and each Hero gains 1 point of Temporary Shadow.
If All the tests were successful, roll a single Feat Die (1d12) on the table below. Hope cannot be used on this roll.
This second roll is modified by:
-2 if you do not have the Treasure Hunter Calling in any members of the Expedition.
+1 if any in Expedition has an applicable [Regional, Racial, Or Enemy-Lore Specialty] (not cumulative)
[Beast-, Folk-, and Herb-lore, are also non-applicable to the above.)
+1 if the Treasure Site is in a Shadow Land
+2 if the Treasure Site is in a Dark Land
Then Add the Better of:
+1 Gandalf on the Stealth Test Feat die, or An Extraordinary Success on the Stealth Test.
+2 if the Explore roll was a Great Success of at least one 6t.
+4 if the Explore roll was an Extraordinary Success of at least (2) 6ts OR a Gandalf on the Explore Test Feat Die
RESULTS:
Natural Sauron in Wilds: You Uncover an Ancient Haunted Barrow: You barely escape from the horrors that you experienced. - Make a Fear Check TN 14 or gain 1 Temp Shadow.
Natural Sauron in Shadow Lands: You Uncover a Wight's Tomb: You escaped, but the touch of pure evil has tainted your soul - gain 1 Temp Shadow. Make a Fear check or gain another 1 Temp Shadow.
Natural Sauron in Dark Lands: You tangled with a Nazgul, and lived, but you'll have nightmares forever. - Gain 1 Temporary Shadow point. Make a Fear Check TN 14, or gain 1 Permanent Shadow.
Modified Total of the Single Feat Die
-1 You have no idea what you are doing, and have fallen or been injured, and it heals badly.
Leader Rolls Inspire, Awe, or Persuade 14 or all Lose 1 Hope.
Individuals in Expedition Roll Athletics, or Lose a point of Endurance, permanently.
0 Your lack of training on how to explore crypts and tombs hampers your efforts. You strain yourself , escaping danger. All Lose 1 Hope. All Individuals in Expedition Roll Athletics, or lose another Hope.
1 This was a complete waste of time. There is nothing at this site, Not even an exciting fight. You trudge home, tired and crestfallen. All Lose 1 Hope.
2 You find Nothing! You have spent weeks searching through dusty dungeons, and cobweb-filled chambers by torchlight to no avail.
3 You get lost in a vast catacombs or labyrinth for days, and emerge exhausted, but alive. You rest up, considering this mostly a waste of time.
4 You Travel to many possible sites, but bad luck and bad weather take their toll, and you return home, empty-handed, but alive.
5 You escape many dangers, and learn how to be a more effective Treasure hunter. All Gain 1 AP for Explore in the upcoming Adventure phase.
6 You get into a nasty fight with something in a dark, slimy cave. It had no treasure, but it was an exciting fight, and you won. All Gain 1 XP.
7 Things of Silver Worth 1 point of treasure. Who gets it? The rest get 1 AP for Explore, and 1 AP for Search in the upcoming Adventure phase.
8 Coins worth 1 point of treasure Each, and a scrap of a map, or moldy scrolls. Each Gain 1 AP for Travel OR Lore in the upcoming Adventure.
9 Gold Treasures are found, worth 2 points of treasure to each member of the Expedition.
10 Gold Coins worth 2 treasures to each are found, and each Gain 1 AP for Explore in the upcoming Adventure phase.
11 Platinum Treasures or Gems worth 3 treasure each are found in a Ruin. All Gain 1 AP for Explore in the upcoming Adventure phase.
12 "Find A hostile Camp, or Ancient Ruins", and quickly grab what you can in gold, Gems, and other valuables before you are discovered. Split 10 points of treasure among the expedition. All Recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. Gain 1 AP for Stealth in the upcoming Adventure phase.
13 "Minions of Darkness" You stumble upon and delve deep into a legendary Goblin site of the Underdark, ambush the minions of darkness, and take their stuff, including some scraps of ancient Tomes. Divide 20 points of Treasure among the expedition. All recover 1 point of Hope. If your Hope was already full, gain 1 XP, instead. All Gain 1 AP for Lore in the upcoming Adventure phase. Each Make a Lore check TN 16. If you pass, Gain the Specialty: Goblin-Lore. If you have it, gain 1 point of Standing at Home.
14 "Fighting Shadows" You delve into the most hideous crypts, fight many denizens of the dark, and after days of horrific encounters, emerge victorious, but the fighting was epic and it has given you "the shakes". Split 40 points of treasure, but each can only carry up to their Endurance out. Each Gain 2 XP.
Everyone Make a Fear Check of TN 14 or gain 1 Point of Temporary Shadow.
15 "Escape from an Orc Lair, by a Hair" Split 50 points of treasure, but each can only carry up to their Endurance out. Each Make a Lore Check TN 16 to Gain Specialty "Orc-Lore". If you already have it, gain 2 XP.
16 "Looted the Lair of a Dragon, Filled a Wagon" Each can Carry Treasure equal to your Endurance. Each Make a Lore check TN 18. If you pass, Gain the Specialty "Dragon-Lore". If you already have it, Gain 1 Wisdom.
17 "Explored a Hoard!" A sea of coins, baubles, and loot! There's too much to carry, and you all make multiple trips. You Each end up carrying out Treasure equal to TWICE your Endurance. Make a Lore check TN 18.
If you pass, Gain the Specialty "Dragon-Lore". If you already have "Dragon-Lore", Gain 1 Valour.
Gandalf in Wilds: Treat this as 12, "Find A Hostile Camp, or Ancient Ruins", or roll again.
Gandalf in Shadow Lands: Treat this as 13, "Minions of Darkness", or roll again.
Gandalf in Dark Lands: Treat this as 14, "Fighting Shadows", or roll again.
Discuss.