Hello Shieldwall,
I’d like to share the travel mechanics inspired by Lord of the Rings 5e for our Realm of Graves campaign. These rules handle movement between locations, utilizing a scale where 1 cm represents 1 hex.
Please feel free to share your thoughts, additions, or feedback on this Hack.
1. Travel Style Selection
| Travel Style | Distance Modifier | Effect on Event Phase |
|---|---|---|
| Cautious | -2 Hexes | Advantage |
| Normal | +0 Hexes | Normal |
| Hasty | +2 Hexes | Disadvantage |
2. The Journey Check
The person at the front of the marching order (Position 1 = Leader) makes a TN 15 Wisdom Check.
| Roll Result | Distance to Event |
|---|---|
| 10 or less | 1 Hex (Today) |
| 11 – 14 | 2 Hexes |
| 15 – 19 | 3 Hexes |
| Natural 20 | 4 Hexes |
Calculating Final Distance: Distance to Event + Travel Style Distance Modifier = Hexes Traveled
Critical Effects:
- Natural 20: The player gains a Hero Coin and may heal 1d4 + CON HP.
- Natural 1: Immediate Attribute Check against the TN:
- Success: Character loses 50% of current HP.
- Failure: Character dies instantly.
3. The Event Phase
Select Event: The GM rolls on the appropriate Biome table. Determine Target: The GM rolls 1d4.
- 1: Frontmost Person
- 4: Rearmost Person
The Challenge: Players roll against the Target Number (TN).
- Easy (TN 10)
- Normal (TN 12)
- Hard (TN 15)
Advantage / Disadvantage Conditions:
- Advantage (Roll 2d20, take higher): Roads, paved paths, bridges.
- Effects:
- Reconnaissance (Danger spotted),
- Safety (Campsite found),
- Warning (Traps/Tracks detected),
- Detour (Hidden path found).
-
Normal (Roll 1d20): Open terrain, grasslands, light forests.
-
Disadvantage (Roll 2d20, take lower): Swamps, dense jungles, mountains, rivers.
- Effects:
- Equipment (Loss or damage),
- Exhaustion (Sleep deprivation),
- Obstacle (Forces delay),
- Time Loss (Getting lost at night).
Outcome:
- Success: The event is interpreted positively.
- Failure: The event is interpreted negatively.