Journey Hazards
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Re: Journey Hazards
Thanks Rich! I've been wanting just such a compendium of hazards for a long time. I just saved it all into a Word document for future reference at my gaming table.
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Re: Journey Hazards
When in doubt, turn to the books for examples.Elfcrusher wrote:This does, however, raise some questions about what the actual roles entail. In particular, the distinction between Guide and Scout is fuzzy to me.
In my opinion, when the Fellowship of the Ring first set out from Rivendell, Gandalf was their guide, and Aragorn was the scout. Perhaps Legolas was the Lookout, with his keen eyes.
Once Gandalf fell, either Aragorn also assumed the role of guide, or maybe the party had no guide for a time. You could argue that Boromir tried to play the part, by trying to entice the party to come to Minas Tirith.
When Sam and Frodo left the Fellowship and entered Mordor, it is pretty clear that Gollum was the scout and Frodo was the guide. Sam was probably the huntsman.
I agree, there is some overlap between the two roles, so it helps me to have some actual known characters to visualize.
Re: Journey Hazards
During this stage of the journey, Aragorn, Boromir, and Legolas all played Scout roles. Most of this had to do with navigating Caradhras: Legolas running ahead over snow to gather information; Aragorn and Boromir to plow a path through the snow for the others to follow.nazgul_2000 wrote:In my opinion, when the Fellowship of the Ring first set out from Rivendell, Gandalf was their guide, and Aragorn was the scout. Perhaps Legolas was the Lookout, with his keen eyes.
In Moria, the Scout role fell to Gimli, who assisted Gandalf in choosing the right path.
Gandalf was certainly the Guide all the way to the Bridge of Khazad-Dum.
Aragorn was certainly the Guide. The only time any Scout-like role was shown was when Legolas first climbed a tree in Lorien.Once Gandalf fell, either Aragorn also assumed the role of guide, or maybe the party had no guide for a time. You could argue that Boromir tried to play the part, by trying to entice the party to come to Minas Tirith.
Boromir never tried to be the Guide; he tried to convince the Guide—Aragorn—to go to Minas Tirith, and to get the rest of the Company to support him. Aragorn WANTED to go to Minas Tirith, but believed he had to guide Frodo.
Frodo was Guide, Gollum was Scout, yesss, preciousss. Gollum also played some part of Huntsman, too, rounding up water and nice rabbitses. Sam was, at best, a Lookout.When Sam and Frodo left the Fellowship and entered Mordor, it is pretty clear that Gollum was the scout and Frodo was the guide. Sam was probably the huntsman.
After Cirith Ungol, however, Sam was Guide, Gollum was gone, and Frodo was too helpless to do anything.
Re: Journey Hazards
The odds are somewhat different.gentlemansavage wrote:Resurrecting this topic to ask: Does anyone uses the Hobbit Tales cards for journey hazards? The rules are in line with the revised core rules. If you've chosen not to, how come?
I'm using the deck in my off-n-on pickup campaign.
Things that are a problem:
- The marks are too hard to read due to the subdued colors
- The marks aren't memorable enough
There are 75 total hazard options in Hobbit tails.
Code: Select all
Hobbit Tales All Guide Huntsman Lookout Scout Sum
Corruption 2 1 1 1 2 7
Despair 3 5 1 2 1 12
Fatigue 3 1 0 1 4 9
Misery 3 1 3 3 0 10
Strain 1 1 4 1 2 9
Weariness 1 3 3 1 1 9
Wound 0 1 2 5 2 10
Wrong Ch. 2 3 1 1 2 9
Sum 15 16 15 15 14 75
Code: Select all
RPG All Guide Huntsman Lookout Scout Player Empty Sum
Corruption 1 3 2 2 2 1 1 12
Despair 1 3 2 2 2 1 1 12
Fatigue 2 6 4 4 4 2 2 24
Misery 1 3 2 2 2 1 1 12
Strain 1 3 2 2 2 1 1 12
Weariness 2 6 4 4 4 2 2 24
Wound 1 3 2 2 2 1 1 12
Wrong Choices 1 3 2 2 2 1 1 12
Dangerous Meeting 1 3 2 2 2 1 1 12
Sum 11 33 22 22 22 11 11 132
Re: Journey Hazards
How many of you use them? (the cards from Hobbit Tales?)
I've ordered them, and figure I'll just use them once in awhile, perhaps for more mundane journeys (less likely to trigger dangerous encounters).
I've ordered them, and figure I'll just use them once in awhile, perhaps for more mundane journeys (less likely to trigger dangerous encounters).
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).
Re: Journey Hazards
I use them in face-to-face games, though not always taking the results literally (letting it instead inspire an idea). I've also used them in other places, liking using them to provide subjects/inspiration for the Stage of the Nobles in Theft and that sort of thing.Majestic wrote:How many of you use them? (the cards from Hobbit Tales?)
I've ordered them, and figure I'll just use them once in awhile, perhaps for more mundane journeys (less likely to trigger dangerous encounters).
Jacob Rodgers, occasional nitwit.
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Re: Journey Hazards
I used them for the first time recently, pulling Unexpected Guests (marked for the Guide, with the result of Despair), while running Kinstrife and Dark Tidings.Majestic wrote:How many of you use them? (the cards from Hobbit Tales?)
I've ordered them, and figure I'll just use them once in awhile, perhaps for more mundane journeys (less likely to trigger dangerous encounters).
It was fun to improvise an episode, with a pair of travellers lost in the marsh seeking warmth at the company's fire. They turned out to be ghosts, delivering a vision of despair to the woefully-foresighted Barding.
Like zedturtle, I think the cards are great if you don't feel constrained to take the results too literally. The images are really evocative and great at stirring the imagination for some interesting episodes.
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Re: Journey Hazards
That's awesome. Great way to use the cards.Elroval wrote:I used them for the first time recently, pulling Unexpected Guests (marked for the Guide, with the result of Despair), while running Kinstrife and Dark Tidings.Majestic wrote:How many of you use them? (the cards from Hobbit Tales?)
I've ordered them, and figure I'll just use them once in awhile, perhaps for more mundane journeys (less likely to trigger dangerous encounters).
It was fun to improvise an episode, with a pair of travellers lost in the marsh seeking warmth at the company's fire. They turned out to be ghosts, delivering a vision of despair to the woefully-foresighted Barding.
Like zedturtle, I think the cards are great if you don't feel constrained to take the results too literally. The images are really evocative and great at stirring the imagination for some interesting episodes.
The Munchkin Formerly Known as Elfcrusher
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