Monday, November 24, 2025

Journey Rules
Battle of Five Armies & The Third Age of Middle-Earth
The current year for our Middle-Earth campaign is set during the year of 2946 of the Third Age.
Inspired By J.R.R. Tolkien

This system encourages players to find and use Sanctuaries (towns, allied strongholds, special wilderness havens) for full recovery, making wilderness survival a core challenge.

1. Embarkation Phase (Planning the Journey)
Determine Destination and Distance: The Loremaster (LM) determines the distance and the general danger level (e.g., Safe, Perilous, Dangerous) of the terrain the party will traverse.
Assign Roles: The players assign the following roles among themselves. A character can hold only one role:

Guide: Responsible for the overall pathfinding and the final Arrival roll. This character should have high Wisdom or relevant skills (e.g., knowledge of wilderness).
Scout: Focuses on avoiding ambushes and obstacles. This character should have high Dexterity or relevant skills (e.g., tracking, stealth).
Hunter: Ensures the party has food and water. This character should have high Constitution or relevant skills (e.g., foraging, hunting).
Lookout: Keeps watch during travel and rest, reducing the chance of being surprised. This character should have high Wisdom or relevant skills.

2. Journeying Phase (On the Road)
The journey is broken down into segments (e.g., one segment per week of travel). For each segment, the party rolls for Journey Events.

Random Encounters: Instead of rolling for standard random encounters, the LM uses specific Journey Event Tables (which the LM must create or source from AiME material). Events can be beneficial (finding a safe glade, meeting friendly travelers) or harmful (weather, difficult terrain, a dangerous encounter).
Role Checks: The assigned player for a given role makes a check related to their task. Use a d20 roll against an appropriate Ability Score (e.g., Guide uses Wisdom, Scout uses Dexterity) to resolve the event or specific challenges encountered along the way.
Resting on the Road: Player-heroes may only take short rests (8 hour rests).

- Successes can provide bonuses to the final Arrival roll or mitigate negative effects.
- Failures can impose penalties, such as using up extra supplies, becoming lost, or acquiring Exhaustion.

3. Arrival Phase (Destination Reached)
When the party reaches its destination, the Guide makes a final Arrival Roll. This roll is modified by the outcomes of the Role Checks and events during the journey.

• Arrival Roll: The LM sets a difficulty (e.g., a d20 roll, or a 2-in-6 chance on a d6 check depending on OSE style of play). The result determines the party's condition:
- Success: The company arrives in good spirits, full of tales, and potentially with some minor benefits (e.g., a bonus to initial NPC reactions).
- Failure: The party arrives footsore, dispirited, hungry, and exhausted. Characters may gain Exhaustion levels, which impose penalties on future rolls or abilities until properly rested in a Sanctuary.

4. Key Old-School Essentials Adaptation: Resting and Exhaustion
The critical element to convert is the impact of travel on character endurance:
- No Full Recovery in the Wild: Characters cannot take a "long rest" (recovering all HP and spells) in the wilderness. Full recovery requires reaching a Sanctuary, a place offering safety, comfort, and tranquility (e.g., a friendly village, a well-fortified inn, or a special camp like Beorn's house).
- Exhaustion Mechanics: The LM should define simple OSE-compatible exhaustion rules. A system where each level of exhaustion imposes a cumulative penalty (e.g., -1 to all rolls, ability checks, and potentially movement speed) works well within OSE's minimalist framework. This penalty is only removed when the character rests at a Sanctuary.

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