Journey Hazards
Re: Journey Hazards
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.
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
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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Re: Journey Hazards
Awesome, thanks Rich.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Journey Hazards
No worries.
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
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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- Posts: 5162
- Joined: Mon Jan 13, 2014 5:20 pm
Re: Journey Hazards
I finally read through all of these. Even just a sentence or two is enough to trigger ideas for me, so this is just what I need. Thanks!
This does, however, raise some questions about what the actual roles entail. In particular, the distinction between Guide and Scout is fuzzy to me. A lot of these Hazards have the guide picking the route, which seems to overlap with the Scout's job.
Admittedly, in other contexts a "guide" is responsible for picking the route. But here's the description from the rules:
In practice, the scout is likely ahead of the group, either checking back with them, waiting for them to catch up before setting out again, or leaving signs for the main group to follow. Therefore the guide "losing" the path could consist of either not seeing a sign left by the scout, or just mistaking an animal track or natural feature for the main road/path.
Also, I assumed that picking a camping spot was the guide's job, but apparently it's the scout's. Which makes sense, if he's up ahead. The guide, on the other hand, decides approximately when to stop, based on a combination of time and general terrain (i.e., "We'll camp at the foot of the mountain tonight and start climbing in the morning."). Then it's up to the scout to pick the actual site.
Any reactions to all that?
TL;DR: Guide == strategy :: Scout == tactics.
This does, however, raise some questions about what the actual roles entail. In particular, the distinction between Guide and Scout is fuzzy to me. A lot of these Hazards have the guide picking the route, which seems to overlap with the Scout's job.
Admittedly, in other contexts a "guide" is responsible for picking the route. But here's the description from the rules:
And for Scout:The Guide of the company is responsible for decisions, such as when the group should stop for a rest or how to manage their reserves of food.
And then on page 154 it says:A character acting as a Scout can be called upon to find a suitable location for setting up camp, or when a situation forces the company to abandon the road it was following to find a new one. Leaving a well-trodden path is difficult and dangerous, involving climbing up steep hills, wading wide streams or scaling doubtful paths along cliff-sides.
And on that same page for Scout:In charge of all decisions concerning route, rest, and supplies.
So, if I'm interpreting this correctly, the guide choosing the "route" means in a macro sense: "we'll cut across this forest" or "we'll take this pass" or "we'll follow this road". The scout's job only becomes "guiding", in the micro sense, if the party isn't following a distinct path or road.In charge of setting up camp, opening new trails.
In practice, the scout is likely ahead of the group, either checking back with them, waiting for them to catch up before setting out again, or leaving signs for the main group to follow. Therefore the guide "losing" the path could consist of either not seeing a sign left by the scout, or just mistaking an animal track or natural feature for the main road/path.
Also, I assumed that picking a camping spot was the guide's job, but apparently it's the scout's. Which makes sense, if he's up ahead. The guide, on the other hand, decides approximately when to stop, based on a combination of time and general terrain (i.e., "We'll camp at the foot of the mountain tonight and start climbing in the morning."). Then it's up to the scout to pick the actual site.
Any reactions to all that?
TL;DR: Guide == strategy :: Scout == tactics.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Journey Hazards
Think that's an excellent summary and easy to understand the differences in the two roles and also to appreciate the overlap and how they work together supporting each other.
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
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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Re: Journey Hazards
Bad guys could have intentionally obscured the main path and created a fake one that leads to an ambush (like the Western trope of outlaws diverting a train to a spur). Or maybe they did that long ago, and are gone, but the diversion is still there.
Alternately: a sneaky stalker could be (re)moving the signs left by the scout, trying to separate the party. It's up to the Hunter to notice.
Alternately: a sneaky stalker could be (re)moving the signs left by the scout, trying to separate the party. It's up to the Hunter to notice.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Journey Hazards
Reading those made me feel tired and cold and check my rings--so well played Rich! You're another person for whom I'd like to buy a beverage of your choice for all the helpful materials you've put together. Thank you!
Re: Journey Hazards
No problem.Rue wrote:Reading those made me feel tired and cold and check my rings--so well played Rich! You're another person for whom I'd like to buy a beverage of your choice for all the helpful materials you've put together. Thank you!
Bear, wine, spirits, cocktails... They're all good.
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
TOR miniatures thread: viewtopic.php?t=885
Fellowship of the Free Tale of Years: viewtopic.php?f=7&t=8318
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- Posts: 5162
- Joined: Mon Jan 13, 2014 5:20 pm
Re: Journey Hazards
I want to be there when Rue hands Rich a bear.
Or somebody...for the love of god...please take a video of it.
Or somebody...for the love of god...please take a video of it.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
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