ICRPG Travel Hack (LotR 5e inspired)

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:
  1. Reconnaissance (Danger spotted),
  2. Safety (Campsite found),
  3. Warning (Traps/Tracks detected),
  4. Detour (Hidden path found).
  • Normal (Roll 1d20): Open terrain, grasslands, light forests.

  • Disadvantage (Roll 2d20, take lower): Swamps, dense jungles, mountains, rivers.

    • Effects:
  1. Equipment (Loss or damage),
  2. Exhaustion (Sleep deprivation),
  3. Obstacle (Forces delay),
  4. Time Loss (Getting lost at night).

Outcome:

  • Success: The event is interpreted positively.
  • Failure: The event is interpreted negatively.

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