Journey Hazards

Adventure in the world of J.R.R. Tolkien’s The Lord of the Rings. Learn more at our website: http://www.cubicle7.co.uk/our-games/the-one-ring/
aramis
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Re: Journey Hazards

Post by aramis » Sat Jun 28, 2014 4:12 am

trystero wrote:I'm wondering whether a fan-designed Hazard deck would be possible -- print-on-demand card decks are getting cheaper all the time, and it'd be great fun if we could combine the Target roll and Consequences of Failure roll into a single card-draw, possibly with some suggestions for each card/combination. (Though that would mean having ~144 cards in the deck, which is a lot to manage.)
Actually, it can be done with 13 cards - since it's two draws...
Borrow a suit from your bridge or jass deck.
A-10 = 1-10
J = sauron
K = gandalf
Q = same value as other card drawn.

Draw two cards.
to give an example of the queen effect:
Q - 3 is treated as two 3's drawn.
3 - Q would also be two 3's drawn.

Glorelendil
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Re: Journey Hazards

Post by Glorelendil » Sun Jul 13, 2014 10:18 pm

Wild hailstorm happening outside right now. Enough that I'm worried about our cars.

Then it occurred to me that it would make a good Hazard for the Scout or Guide. Find shelter fast or everybody loses Endurance to golf-ball sized hail stones. Even better if it can be portrayed as an unnatural storm.

Maybe not quantitatively different from a normal storm (in terms of dice rolls and consequences), but could add some nice flavor.
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zedturtle
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Re: Journey Hazards

Post by zedturtle » Sun Jul 13, 2014 11:23 pm

Elfcrusher wrote:Wild hailstorm happening outside right now. Enough that I'm worried about our cars.

Then it occurred to me that it would make a good Hazard for the Scout or Guide. Find shelter fast or everybody loses Endurance to golf-ball sized hail stones. Even better if it can be portrayed as an unnatural storm.

Maybe not quantitatively different from a normal storm (in terms of dice rolls and consequences), but could add some nice flavor.

Oh very nice!

Quick, cast a spell of Protection from Dirty Chunks of Ice! Oh, wait... not D&D.

---

Seriously, here's hoping that there's no damage done to property or people or pets...
Jacob Rodgers, occasional nitwit.

This space intentionally blank.

watley
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Re: Journey Hazards

Post by watley » Wed Jul 16, 2014 10:07 pm

Has anyone else used the Hobbit Tales hazard system? I found it handy for to grab a few cards and choose a hazard suitable, then build a story quickly around it.

Glorelendil
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Re: Journey Hazards

Post by Glorelendil » Thu Jul 17, 2014 4:01 pm

watley wrote:Has anyone else used the Hobbit Tales hazard system? I found it handy for to grab a few cards and choose a hazard suitable, then build a story quickly around it.
My problem is that I suck at quick improvisation. If I can't plan things out in advance then I really appreciate "creative assistance". Otherwise my random encounters always feel a little dull.
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Rich H
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Re: Journey Hazards

Post by Rich H » Thu Jul 17, 2014 5:45 pm

Elfcrusher wrote:My problem is that I suck at quick improvisation. If I can't plan things out in advance then I really appreciate "creative assistance".
Hopefully these will help a bit... Going to post by role separately to avoid "wall of text" syndrome.

Note: The following posts are still a work in progress and will eventually be updated within my Additional Rules supplement where these Hazards originally appeared, but to now support the Revised Rules.
Last edited by Rich H on Thu Jul 17, 2014 5:53 pm, edited 1 time in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: Journey Hazards

Post by Rich H » Thu Jul 17, 2014 5:45 pm

ALL COMPANIONS

FALSE FRIENDS
Dangerous Meetings
The company meets a group of Woodmen who seem friendly. All companions must make an Insight test. If no one succeeds, they do not realise that these Woodmen have fallen to the Shadow and will seek to ambush and rob them at the first opportunity.

ON THE PATH OF MISCHIEF
Dangerous Meetings
The company passes a pair of seemingly friendly local inhabitants. A successful Insight roll suggests that the pair is up to no good and have some serious mischief in mind.

ENCHANTED OBSTACLE
Misery
The company faces an enchantment not unlike the Black Stream in Mirkwood. Failing the test, they will learn soon enough as one or several of the companions succumb to the dark enchantment.

SCANTY PROVISIONS
Misery
The reserves of food have been spoilt, or prove to be too scarce. On a failure, the mood of the company is ruined for the rest of the leg of the journey.

A GLOOMY PLACE
Daunted
All companions make a Fear test to maintain their resolve as they pass through a frightfully eerie place.

TAP-TAP-TAP...
Despair
The company hears an ominous noise echoing in the distance. The noise is unsettling, and everyone must make a Valour test to avoid losing Hope.

WORN WITH SORROW AND TOIL
Despair
The company makes hard work of their travels. All companions make a Valour test to avoid losing Hope.

DARK EMBASSIES
Corruption
The company is met by an ambassador of the Enemy (or of their principal enemy). He may simply offer dire warnings but may also wish to negotiate with them. Or even ask a favour of them and give them a rich reward for merely considering it. The characters should be tempted according to their respective Shadow-Weaknesses.

SPELLBOUND
Corruption
The company is subjected to a terrible enchantment that befalls all who enter the area. All companions must make a Wisdom test. On a failure, a character gains a Shadow point and falls into a daze and starts walking towards a dangerous end (perhaps into a swamp or cave).

UNQUIET DEAD
Corruption
Unbeknownst to them, the company shelters on the site of an ancient massacre of Dwarves by Orcs. The company are plagued by the ghosts for several subsequent nights and every companion must make a Corruption test.

A NIGHT TIME CHORUS
Weariness
Throughout this leg of the journey, the nights are plagued by the loud chorus of frogs, toads, insects and the like.

BAD WEATHER
Fatigue
The company must all make another Fatigue test immediately as terrible weather assails them for a number of days.

HIGH ROAD
Fatigue
The Company are forced to take a higher route than expected. The cold and the climb affect all as they traverse this high road.

SWARMS OF MIDGES
Fatigue
Blood-sucking insects descend on the company. Everyone must make an immediate Fatigue test, representing the unpleasant conditions and the distraction of having hundreds of insects snacking on their blood.

TREACHEROUS PATH
Fatigue
The company must cross a difficult natural obstacle such as a fast flowing stream or steep cliff using Travel or Athletics.

DEADFALL
Strain
The Company may fail to spot a precarious dead tree, and it falls with a crash. Anyone failing the test suffers hurt from the crashing wood and branches.

LOST BAGGAGE
Wrong Choices
Ponies topple into gorges, packs are dropped, etc making Fatigue tests for the rest of the journey more difficult than previously.

UNCOMFORTABLE LODGINGS
Wrong Choices
The heroes have made poor choices regarding where to camp and find a shelter for the night. On a failure, the companions sleep miserably and will face harder Fatigue tests.
Last edited by Rich H on Thu Jul 17, 2014 5:54 pm, edited 1 time in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: Journey Hazards

Post by Rich H » Thu Jul 17, 2014 5:47 pm

GUIDE

AMBUSH FROM ABOVE
Dangerous Meetings
The path leads through a gorge, above which Goblins lie in wait to ambush the companions.

SIGNS OF MONSTERS
Dangerous Meetings
The guide must make a Travel test to keep the company moving through the territory of a dangerous creature(s). For example, trees covered in spider webs indicate a spider nest nearby. On a failure, the company is unable to clear the territory before being attacked.

ABANDONED SETTLEMENT
Despair
The guide brings the company to where he thought there was a friendly settlement, but it has been abandoned/destroyed.

VERY NASTY DREAMS
Corruption
The company unknowingly stops to rest on the doorstep of a dangerous enemy. The Guide must make a Corruption test as a fell and evil dread falls across him.

CREEPING COLD
Weariness
If the Guide fails a Travel test, a combination of unusually cold weather and poor preparation for water travel means the companions are Weary for the rest of this leg of the journey.

LOST DIRECTION
Weariness
The guide has lost the path he was meant to follow and scrambles to recover the lost trail to keep heading in the right direction while traversing a trackless area.

FALSE TRAIL
Fatigue
The guide finds an old trail that leads away from where the company wants to go.

ILL EQUIPPED
Fatigue
The Guide has to make a Travel test. A failure means he is not appropriately equipped for the route taken.

BITING INSECTS AND SUCKING LEECHES
Strain
The Guide leads the company through an area rife with blood-sucking animals.

HAZARDOUS TERRAIN
Strain
The path ahead is difficult and the unwary traveller might easily twist an ankle or break a foot. The guide can navigate these hazardous patches with a Travel test; otherwise they injure one of their feet.

DEAD END
Wrong Choices
The Guide makes a Travel roll; on a Failure he incurs an unexpected detour.

SPLIT PATH
Wrong Choices
The guide must make a Travel test to guess the correct path. If the test fails, the company goes down the wrong path.
Last edited by Rich H on Thu Jul 17, 2014 5:53 pm, edited 2 times in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: Journey Hazards

Post by Rich H » Thu Jul 17, 2014 5:48 pm

SCOUT

MONSTERS AT WORK
Dangerous Meetings
The scout spots monsters that are otherwise engaged in some activity. Spiders could be weaving webs, a Troll could be digging out a new den, or Wargs could be feasting on a deer. The company can either attack or use Explore to find a way around without drawing the creature(s) attention.

OUT OF THE FRYING-PAN INTO THE FIRE
Dangerous Meetings
The scout makes an Explore test. On a failure, the company has been put in danger by the wrong choices of the scout; for example the group enters the hunting ground of a dangerous creature.

DYING ELF
Misery
The company moves past a place where Wargs and Elves have fought. One scout must make an Explore test. If he succeeds, he encounters a dying Elf who has been attacked by Wargs. The Elf can warn the company so that they avoid the Wargs. A Failure and the Elf is dead and the companion is temporarily Miserable for the rest of this leg of the journey.

NO STARS TO LIGHT THE WAY
Daunted
The way is dark and/or confusing. All scouts make a Fear test as the darkness closes in about them and eerie shadows play tricks on their mind.

SEPARATED
Despair
The scout becomes separated from the company. The scout must make an Explore Test. If he fails, then he loses Hope as he searches for his companions.

WASHED OUT CAMP
Weariness
It rains heavily, making finding suitable shelter more difficult. All Scouts must make Explore Tests. If none succeed, the company's gear is soaked and they are considered Wearied for the rest of this leg of the journey.

CRUEL WEATHER
Fatigue
The company is surprised by the changing weather and is repeatedly caught in the open by rain or snow.

GOBLIN CAMP
Fatigue
The company is in an area with very few sheltered places to camp. Every scout makes an Explore test. Failure results in the scout expending more energy in order to avoid marauding orcs and goblins that patrol the area.

NO WAY FORWARD
Fatigue
The company faces an unexpected obstacle in its path and the Scout must go out of his way to find a better path to follow.

FALLING BRANCHES/ROCKS
Strain
The scout must make an Explore test to mark any dangerous branches or rocks that might break lose. Failure results in injury.

RUINS
Strain
The scout must make an Athletics test to avoid falling through the crumbling roof of long forgotten ruins. On a failure, he loses Endurance or is Wounded. Is the scout trapped in the ruins? Does the company have the time to explore the strange ruins?

BETWEEN HAMMER AND ANVIL
Wrong Choices
The scout makes an Explore test and discovers that the company is caught between two perils. Circumventing them causes delays and greater challenges than expected.
Last edited by Rich H on Thu Jul 17, 2014 5:53 pm, edited 1 time in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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Rich H
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Re: Journey Hazards

Post by Rich H » Thu Jul 17, 2014 5:50 pm

HUNTER

A FALLEN TOKEN
Dangerous Meetings
The huntsman discovers a token of some kind: a sign that someone has deliberately dropped or placed. Is someone in danger and in need of help?

HAUNTED GROUNDS
Dangerous Meetings
On a failure, the hunter continues to pursue an easy prey but as soon as the beast’s blood hits the earth, the air grows dim as an evil mist descends and ghosts assail the company with dreadful spells.

OUTLAWS
Dangerous Meetings
While travelling away from the rest of the company, the huntsman spies a small patrol of outlaws approaching. Does the companion race back to the company, or try to hide?

FAT PHEASANTS
Misery
The huntsman spots a flock of juicy fat black pheasants (or other desirable fowl). He is permitted a single Hunting or Bow test to bring one down before the rest scatter. If the test fails, the birds vanish, and the company are tormented by the thought of what they might have had if they were luckier.

TRACKS OF THE WEREWOLF
Daunted
The huntsman finds a gigantic paw-print in the mud and must make a Valour test. If successful, the character correctly observes that the print is old and that the beast is no longer nearby. If unsuccessful, the hunter mistakenly determines that the print is fresh and that a gigantic wolf is lurking in the woods.

JUST OUT OF REACH
Despair
The huntsman spots a flock or herd just beyond some natural barrier such as a rushing river or deep chasm.

A NOBLE BEAST
Corruption
Unbeknownst to the huntsman, the beast he is tracking is a noble and intelligent creature. He recognises this on a successful Hunting test. If the creature is killed by the Huntsman, he will be asked to pay a were gild to its family, and will also need to make a Corruption test.

FOUL FORAGING
Weariness
The huntsman makes a Hunting test. On a failure, he mistakes a poisonous plant, berry, or mushroom for a common edible one. The company is sickened and considered Weary for the rest of the leg of the journey.

MAGIC MUSHROOMS
Fatigue
The mushrooms in the area are unfamiliar. All Huntsmen make a Hunting Test. If no one succeeds, the companions are plagued by nightmares and restless sleep.

SCARCE GAME
Fatigue
The company moves through an area of scarce game. Can their Hunters successfully forage food?

FROM HUNTER TO PREY
Strain
A dangerous predator has followed the tracks or the scent of a hunting companion. On a failure, the Huntsman is attacked by an unusually dangerous creature.

THINGS THAT BITE AND STING
Strain
The huntsman is attacked by a small creature that quickly disappears.

FOUL WATER
Strain
The river and streams of the area are corrupted. All Huntsmen make a Hunting Test. If no one succeeds, the company are Poisoned.

POACHED QUARRY
Wrong Choices
The hunter pursues the same quarry as a group of Elves. One Huntsman makes a Hunting Test. If he succeeds, he has killed a particularly fine stag that was being stalked by a group of Elves and they are not happy.
Last edited by Rich H on Thu Jul 17, 2014 5:54 pm, edited 1 time in total.
TOR resources thread: viewtopic.php?f=7&t=62
TOR miniatures thread: viewtopic.php?t=885

Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318

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