Journey Hazard Consequences

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Baldrick0712
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Journey Hazard Consequences

Post by Baldrick0712 » Tue Mar 15, 2016 8:21 pm

Hi all,

I wish to make sure I understand the Journey rules correctly.

As I understand it, if any member of the company rolls an Eye result on the Feat die in a Fatigue Test, the company faces a number of Hazard Episodes equal to the number of Eye results rolled. For each Hazard Episode, two Feat dice are then rolled, one to select the nature of the Hazard and another to determine which companion it targets (possibly all companions on a roll of 10).

Let's say that as a result of an Eye being rolled, a "Wound" Hazard Episode is generated that targets the Scout. The Scout must pass an Explore test or suffer some mishap. Let's say he fails but does not roll an Eye during the test. The Scout must therefore take Endurance damage equal to the roll of a Success die. The scout ends up sufffering an Endurance loss of 4.

How would this be narrated? Does the LM do all the narration or leave it up to the affected character's player? Could the Hazard involve say, coming under attack from Orcs, or would that only be if an Eye was rolled on the failed Hazard test, resulting in a "Dangerous Meeting", in which case a Combat Encounter would be improvised?

Thanks.

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zedturtle
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Re: Journey Hazard Consequences

Post by zedturtle » Tue Mar 15, 2016 10:50 pm

Baldrick0712 wrote:Hi all,

I wish to make sure I understand the Journey rules correctly.

As I understand it, if any member of the company rolls an Eye result on the Feat die in a Fatigue Test, the company faces a number of Hazard Episodes equal to the number of Eye results rolled. For each Hazard Episode, two Feat dice are then rolled, one to select the nature of the Hazard and another to determine which companion it targets (possibly all companions on a roll of 10).

Let's say that as a result of an Eye being rolled, a "Wound" Hazard Episode is generated that targets the Scout. The Scout must pass an Explore test or suffer some mishap. Let's say he fails but does not roll an Eye during the test. The Scout must therefore take Endurance damage equal to the roll of a Success die. The scout ends up sufffering an Endurance loss of 4.
Sounds good.
How would this be narrated? Does the LM do all the narration or leave it up to the affected character's player? Could the Hazard involve say, coming under attack from Orcs, or would that only be if an Eye was rolled on the failed Hazard test, resulting in a "Dangerous Meeting", in which case a Combat Encounter would be improvised?
It's up to each LM... some might narrate the entire scene, others might ask the player or use Hobbit Tales to come up with some sort of inspiration.

A Hazard can involve Adversaries, but I'd recommend avoiding that most of time... the important take-away from Hazards is that travelling long distances using Iron Age technology is tough, tiring, and dangerous. So the Scout would be out scouting, and run into a patch of poison ivy, a small sinkhole that twists her ankle or a bunch of needling vines that he's convinced will lead to a short-cut or a good campsite. That sort of stuff.
Jacob Rodgers, occasional nitwit.

This space intentionally blank.

Deadmanwalking
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Re: Journey Hazard Consequences

Post by Deadmanwalking » Tue Mar 15, 2016 10:55 pm

You seem to have the basics down pretty well. As for the Hazard causing Endurance loss, generally the LM would narrate that, and should probably do so before the roll so the player has a chance to use Specialties and Distinctions appropriate to the situation.

Additionally, at least in practice, the LM can always just decide what Hazard happens rather than rolling. There are a number of Hazards for particular locations and adventures in published books that would otherwise be difficult to include. Though, as noted, having a combat encounter is really bad for a Hazard and should be used sparingly.

In my experience, you roll when you don't already have a good idea of what Hazard you wish to occur.

Baldrick0712
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Re: Journey Hazard Consequences

Post by Baldrick0712 » Wed Mar 16, 2016 5:15 am

Thanks for your replies, which have been very useful. I think I get the idea now - i.e. Hazards are almost like a board game mechanic for degrading a character's stats slightly so that once at their destination they are somewhat weakened by their trek across Middle-Earth just getting there. Players should probably be thinking about resting up some place to recover from the journey before tackling any bad guys at the actual encounter site they have reached, assuming of course they can find somewhere safe to stay close to the encounter site where they can get a good night's sleep and a hot meal.

Deadmanwalking
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Re: Journey Hazard Consequences

Post by Deadmanwalking » Wed Mar 16, 2016 5:30 am

Baldrick0712 wrote:Thanks for your replies, which have been very useful. I think I get the idea now - i.e. Hazards are almost like a board game mechanic for degrading a character's stats slightly so that once at their destination they are somewhat weakened by their trek across Middle-Earth just getting there. Players should probably be thinking about resting up some place to recover from the journey before tackling any bad guys at the actual encounter site they have reached, assuming of course they can find somewhere safe to stay close to the encounter site where they can get a good night's sleep and a hot meal.
This is only really true if they get unlucky.

Hazards are likely to come up once every two or three Fatigue checks. That's rarely more than four or five per long journey, and most of those hit one party member only, and that only if they fail their Explore, Hunting, Awareness, or Travel check (which they're likely to be the best in the party at). They're certainly potentially draining , but usually not all that bad.

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Majestic
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Re: Journey Hazard Consequences

Post by Majestic » Fri Mar 18, 2016 9:06 pm

Baldrick0712 wrote:Thanks for your replies, which have been very useful. I think I get the idea now - i.e. Hazards are almost like a board game mechanic for degrading a character's stats slightly so that once at their destination they are somewhat weakened by their trek across Middle-Earth just getting there. Players should probably be thinking about resting up some place to recover from the journey before tackling any bad guys at the actual encounter site they have reached, assuming of course they can find somewhere safe to stay close to the encounter site where they can get a good night's sleep and a hot meal.
Early on one of my players pointed out that Journeys only gave the possibility of harm (to the PCs), and nothing positive. But one could really say the same about Combat, for that matter. As our PCs have become more proficient and all-around competent, it's become increasingly rare that they fail a roll once a Hazard comes up.

But you're right, it's more of a board game-type mechanic that represents the travails and obstacles of getting from Point A to Point B. Every once in awhile (like towards the end of Tales from Wilderland) you can factor things into your story, too, where the PCs have to roll right into the action once they get where they're going, rather than having time to rest up first.
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).

d(sqrt(-1))
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Re: Journey Hazard Consequences

Post by d(sqrt(-1)) » Sun Mar 27, 2016 2:59 pm

Something I just noticed re Hazards (p160-161 Revised). In the section titled "Make the Roll":
If no hero assumed the selected role, any companion may spend one point of Hope and be allowed to make the roll. If no-one volunteers, the test fails automatically
So, if there was no PC in the roll, someone could spend 1 Hope and possibly fail the test, thereby taking the consequences. On the other hand if no-one volunteers, they don't have to spend hope, and there is no-one in the role to take the effect anyway - so why would you volunteer, unless the target was "All companions"? It seems like the Hazard has no effect in that case, which seems a bit odd.

I would be tempted to say that the party must spend one Hope in any case.

EDIT: Also discussed here: viewtopic.php?f=7&t=4685&hilit=hazard&start=10 which it is suggested that if no-one makes the roll, all companions suffer the effects.

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Falenthal
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Re: Journey Hazard Consequences

Post by Falenthal » Sun Mar 27, 2016 10:55 pm

d(sqrt(-1)) wrote:Something I just noticed re Hazards (p160-161 Revised). In the section titled "Make the Roll":
If no hero assumed the selected role, any companion may spend one point of Hope and be allowed to make the roll. If no-one volunteers, the test fails automatically
So, if there was no PC in the roll, someone could spend 1 Hope and possibly fail the test, thereby taking the consequences. On the other hand if no-one volunteers, they don't have to spend hope, and there is no-one in the role to take the effect anyway - so why would you volunteer, unless the target was "All companions"?
d(sqrt(-1)) wrote: it is suggested that if no-one makes the roll, all companions suffer the effects.
That's how we play it: one character spends a Hope point to be the "shield" of the rest.
Usually everyone agrees to give him back his Hope point from the Fellowship pool, whatever the end result.

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