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The Doom of Glenn Hollow - OOC


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Riksha, 3rd Level

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Zeff, 3rd Level

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Dolly, 3rd Level

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Daitan, 3rd Level

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Niko, 3rd Level

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Pip, 3rd Level

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Damien Oathsworn, 3rd Level

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Riksha, 3rd Level

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Zeff, 3rd Level

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Dolly, 3rd Level

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Daitan, 3rd Level

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Niko, 3rd Level

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Pip, 3rd Level

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Damien Oathsworn, 3rd Level

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Amira, 3rd Level

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Edited by rogueblade0729 (see edit history)
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@nexiss @Rudolf @spikehed @paladinred Alright folks, we are now entering the Journey phase of our adventure! You will be traveling 40 miles over rough, untamed terrain, meaning that you will be slowed to a pace of approximately 10-15 miles per day (normal is 20). That, combined with needing to stop to hunt and forage extra food to supplement your rations, as well as any delays you might encounter along the way, you can expect to arrive at Glenn Hollow on the fourth day of travel.

Below is a description for how Journeys work in my games, inspired from The One Ring RPG. If you don't feel like reading the full description, that's okay, I will summarize the important things below.

Journeys!

THE JOURNEY
The party must delegate amongst themselves different roles that will need to be filled for the duration of the journey. These roles are:

  • Guide - Decides on the direction the party travels, as well as determines when they stop to rest and how supplies are rationed. They need good Survival and Knowledge (geography) skills.
  • Scout - Seeks what lies ahead of the party, determines where they will make camp each night, and forges new paths if needed. They need good Hide, Move Silently, and Search skills.
  • Hunter - Keeps the party fed beyond their supply of trail rations. They need good Survival and Knowledge (nature) skills.
  • Look-out - Maintains vigilance at all times while on the road, can rotate during camp at night. They need good Spot and Listen skills.

Multiple PCs can fill a role, except the Guide: only one person can be the Guide. If more than one PC is assigned to a role, they can use the Aid Another action to help their ally out, should they be called upon to resolve a Journey Event. Ideally, every "main" PC should take a role, even if only to support.

There are three steps to each Journey: the Embarkation, the Journey Events, and the Arrival.

1) Embarkation
When the Journey is begun, the Guide must make an Embarkation roll, a single 1d12 + half their Survival skill ranks (round down) + half their Knowledge (geography) skill ranks (round down) - the Peril Rating of the journey (DM knows this). The result of this check is referenced on the Embarkation Table, which the DM will read the results from and relay to you in a narrative fashion.

2) Journey Events
Something happens along the way! Events are randomly determined, both in amount and type. The DM will determine both by rolling a modified 1d4 for amount, then 1d12 per event to determine the type. The longer a Journey is, the more Events you'll likely have. Event types can range from bumping into some neutral NPCs, to encountering some natural barrier or point of interest, to straight-up combat (or fleeing from it), to meeting peoples of significance (allies AND enemies). Depending on the terrain and any relevant preceding Events, the difficulty of each Event may be increased or decreased.

3) Arrival
You make it to your destination! Your successes or failures during the Journey Events may modify this roll. The Guide will have to make the Arrival Roll, which is a 1d8 +/- any relevant modifiers gained during the Journey.

IMPORTANT: Notes on Resting
In Etharia, being on a Journey is hard work, without much time for comfort and rest. When not putting one foot in front of the other, the party is ensuring their survival and safety in the wilderness, whether that's hunting, scouting potential campsites, keeping watch for potential dangers, or other miscellaneous tasks. Thus, for the purposes of mechanics related to resting and daily abilities, each Journey is considered 1 "day". Naturally regaining hit points, spells, and similar abilities do not replenish between Events, unless it can be done within 5-10 minutes.

In other words, what you start with is what you have until the end, where you will likely be able to sleep indoors on a bed in comfort and peace. By that, I mean you don't have to take watches, or pull fireguard duties, or be jolted awake from monstrous noises in the night, or any other number of things that can distract you from being in solitude enough to study spellbooks or perform an hour of ritual prayers. Due to the somewhat experimental nature of these rules in D&D 3.5e (already use this in 5e), we will resolve specific rulings on a case-by-case basis as they become relevant. Outside of Journeys, these limitations are not applied, i.e. if you're not walking miles on end (camped outside a dungeon) or if you're somewhere that's guarded by forces friendly-ish to you (staying in town).

Here is what I currently need from you all. What roles on this Journey will you fill? Each PC can only take one role, and all of them must be filled. If you have at least one level in Ranger, you can help everyone else with their checks in addition to handling your own, as well as filling in for roles not claimed by anyone else. The roles are as follows:

  • Guide (relevant skills: Survival, Knowledge (geography))
  • Scout (relevant skills: Hide, Move Silently, Search)
  • Hunter (relevant skills: Survival, Knowledge (nature))
  • Look-out (relevant skills: Spot, Listen)

Discuss amongst yourselves and choose which role your PCs will each take. Once we have that, we can carry on with our adventure!

Edited by rogueblade0729 (see edit history)
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Even if you don't have them, that's okay. You can still roll the checks, they just might be a little harder than normal. And of course, you can always supplement or outright replace your skill checks with the right spells or SLAs! :)

Edited by rogueblade0729 (see edit history)
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Alright! So we have Dolly as the Guide, Riksha as the Scout, Amira as Hunter, and Zeff as Look-out.

With that being said, let's get started! I would like Dolly to make an Embarkation roll for us, which is a 1d12 + half of your Survival and Knowledge (geography) ranks (rounded down), which will be subtracted by the Peril Rating of the Journey, which I have pre-determined based on the difficulty of the terrain you are crossing.

@paladinred

Edited by rogueblade0729 (see edit history)
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