Resolving Hazard Episodes

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Otaku-sempai
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Location: Lackawanna, NY

Re: Resolving Hazard Episodes

Post by Otaku-sempai » Sat Dec 19, 2015 1:30 am

Got it.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Majestic
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Location: Seattle, Washington

Re: Resolving Hazard Episodes

Post by Majestic » Sat Dec 19, 2015 9:49 pm

VurtMan wrote:The implied answer to my second question is that if nobody elects to step up as huntsman and solve the problem, the entire party suffers the loss of a d6 roll. e.g. the party is running out of food and nobody hunts. everyone suffers short rations.
Normally, when you get a result of Strain (by rolling an 8 on the Feat die, or choosing that Hazard), the d6 loss of Endurance would only apply to the Huntsman character (if there was one). Just wanted to make that clear, if it wasn't.

If nobody stepped up to take that role, then it would make sense to give everyone in the party the loss of 1d6 Endurance (as always, do what makes narrative sense as the LM). It shouldn't take many times of an effect like this (everyone facing the consequences) before somebody will spend a point of Hope to step up and "take one for the team". :)
Tale of Years for a second, lower-level group (in the same campaign).

aramis
Posts: 429
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Re: Resolving Hazard Episodes

Post by aramis » Sat Dec 19, 2015 10:44 pm

zedturtle wrote:154 of the revised rule book is very explicit:
With the exception of the company’s Guide, more than one player-hero may be assigned the same role (in other words, there may be more than one character acting as Look-outs, or more heroes going hunting regularly), but normally no character may assume more than one role at the same time (posing as the group’s Huntsman AND Scout, for example).
So far, the most noted exception is for Numenoreans... the Way of the Wild virtue allows filling in empty slots if the Numenorean is the Guide role. (Rivendell, p 125)... that such a virtue is needed corroborates the inability to fill "empty slots" on the travel plan.

Note also: 1st ed's rule for this is equally explicit:
TOR 1e LM p.35 wrote:If at least one character has been assigned to the selected role then the test is resolved normally. If no hero assumed the duty beforehand, or other heroes want to join the active character(s), one hero may spend one point of Hope and temporarily take up the role and attempt the test (players should remember that there can be only one hero acting as the Guide for the company). If no-one does so, the hazard test is considered a failure.

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