Re: Journey Hazards
Posted: Thu Jul 17, 2014 5:51 pm
LOOK-OUT
HUNGRY WOLVES
Dangerous Meetings
A pack of wolves are hunting in the area. While they are unlikely to attack a bank of armed adventurers, a lone look-out might be easier prey, especially if he is a toothsome morsel like a Hobbit or a fat Dale-man.
MONSTERS ROUSED
Dangerous Meetings
The company travels close to the lair of a perilous monster or a colony of wicked creatures. On a failure, monsters are made aware of the company’s presence before any companion realises that a threat is imminent, and attack.
WANDERING TROLL
Dangerous Meetings
The look-out hears something huge moving nearby. A troll is wandering this way, The company can fight the monster, or they can hide if the look-out gives enough warning. If anyone fails the Stealth test, the troll spots them.
SCAVENGERS
Miserable
The company has attracted the attention of scavenging animals, who follow them on their journey. All Look-Outs must roll Awareness. If none succeed, the scavengers have looted the company's provisions and the companions count as Miserable until they reach a safe place.
A FELL CREATURE
Daunted
The look-out spots a large bat swooping towards him and must then make a Wisdom test to resist the vampires dreadful spells.
SPOOKED
Daunted
The look-out makes a Valour test to avoid becoming spooked by strange noises. On a failure he is Daunted.
A THIEF IS ABROAD
Despair
There is a strange, sad creature stealing valuables from passing travellers. All Look-Outs must make an Awareness test. If none succeed, one item of value is lost. The victim is randomly determined unless one companion possesses a valuable ring, in which case the thief makes off with that...
NO WAY OUT
Despair
The companions feel like they are going round in circles. All look-outs must make a Awareness tests. If no one succeeds, the company loses Hope as they struggle to overcome the feeling that they are lost.
SPIES AND THIEVES!
Corruption
The look-out makes an Awareness test. On a failure, one or more valuable items are taken from the camp at night and the companions only notice the following morning. On a success, the company’s belongings remain safe but the look-out is unsettled by feelings of being watched.
BLANKET OF BUTTERFLIES
Weariness
A flock of purple butterflies flutter down and nest on the sleeping company. They are life a velvet shroud; if left undisturbed, they smother their victims. The butterflies hum a lullaby as they land. The look-out must make a Awareness roll to stay awake; if successful, he fends off the unnatural sleepiness and drives the butterflies away. On a failure, the humming of the butterflies puts him to sleep too. The company are saved when one of the insects is inhaled by a sleeping companion, and his choking snorts wake the rest. In that time, though, all the company were partially suffocated and feel drained.
GUTTERING FIRES
Fatigue
A constant freezing wind makes keeping the fire alive difficult. All Look-Outs must make an Awareness roll. If none succeed, they repeatedly let the fire go out and all companions are cold and fatigued when they rise in the morning from their restless slumber.
JUMPING AT SHADOWS
Fatigue
In a dark and sinister part of the wood, there are many noises and movements that look threatening but may not be. Look-Outs should make Awareness Tests. If any fail, no one gets a proper night's sleep.
A TASTE FOR BLOOD
Strain
The look-out makes an Awareness test otherwise he wakes with a mysterious bite mark.
MIDGE INFESTATION
Wrong Choices
The Look Out makes an Awareness test, on a Failure he encounters a large infestation of midges and the company struggles to circumvent the pests.
HUNGRY WOLVES
Dangerous Meetings
A pack of wolves are hunting in the area. While they are unlikely to attack a bank of armed adventurers, a lone look-out might be easier prey, especially if he is a toothsome morsel like a Hobbit or a fat Dale-man.
MONSTERS ROUSED
Dangerous Meetings
The company travels close to the lair of a perilous monster or a colony of wicked creatures. On a failure, monsters are made aware of the company’s presence before any companion realises that a threat is imminent, and attack.
WANDERING TROLL
Dangerous Meetings
The look-out hears something huge moving nearby. A troll is wandering this way, The company can fight the monster, or they can hide if the look-out gives enough warning. If anyone fails the Stealth test, the troll spots them.
SCAVENGERS
Miserable
The company has attracted the attention of scavenging animals, who follow them on their journey. All Look-Outs must roll Awareness. If none succeed, the scavengers have looted the company's provisions and the companions count as Miserable until they reach a safe place.
A FELL CREATURE
Daunted
The look-out spots a large bat swooping towards him and must then make a Wisdom test to resist the vampires dreadful spells.
SPOOKED
Daunted
The look-out makes a Valour test to avoid becoming spooked by strange noises. On a failure he is Daunted.
A THIEF IS ABROAD
Despair
There is a strange, sad creature stealing valuables from passing travellers. All Look-Outs must make an Awareness test. If none succeed, one item of value is lost. The victim is randomly determined unless one companion possesses a valuable ring, in which case the thief makes off with that...
NO WAY OUT
Despair
The companions feel like they are going round in circles. All look-outs must make a Awareness tests. If no one succeeds, the company loses Hope as they struggle to overcome the feeling that they are lost.
SPIES AND THIEVES!
Corruption
The look-out makes an Awareness test. On a failure, one or more valuable items are taken from the camp at night and the companions only notice the following morning. On a success, the company’s belongings remain safe but the look-out is unsettled by feelings of being watched.
BLANKET OF BUTTERFLIES
Weariness
A flock of purple butterflies flutter down and nest on the sleeping company. They are life a velvet shroud; if left undisturbed, they smother their victims. The butterflies hum a lullaby as they land. The look-out must make a Awareness roll to stay awake; if successful, he fends off the unnatural sleepiness and drives the butterflies away. On a failure, the humming of the butterflies puts him to sleep too. The company are saved when one of the insects is inhaled by a sleeping companion, and his choking snorts wake the rest. In that time, though, all the company were partially suffocated and feel drained.
GUTTERING FIRES
Fatigue
A constant freezing wind makes keeping the fire alive difficult. All Look-Outs must make an Awareness roll. If none succeed, they repeatedly let the fire go out and all companions are cold and fatigued when they rise in the morning from their restless slumber.
JUMPING AT SHADOWS
Fatigue
In a dark and sinister part of the wood, there are many noises and movements that look threatening but may not be. Look-Outs should make Awareness Tests. If any fail, no one gets a proper night's sleep.
A TASTE FOR BLOOD
Strain
The look-out makes an Awareness test otherwise he wakes with a mysterious bite mark.
MIDGE INFESTATION
Wrong Choices
The Look Out makes an Awareness test, on a Failure he encounters a large infestation of midges and the company struggles to circumvent the pests.