Chapter 2: Prologues: Difference between revisions
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This chapter contains everything you need to run the three prologues that serve as introductions to ''The Cloven Lands''. Each of these prologues end with heroes arriving in Bridgemoor and lead directly into Chapter 3: The Underbridge Cult. | This chapter contains everything you need to run the three prologues that serve as introductions to ''The Cloven Lands''. Each of these prologues end with heroes arriving in Bridgemoor and lead directly into Chapter 3: The Underbridge Cult. | ||
Each of these prologues contain guidance for running combat with any number of players from 1 to 6, as depending on how you structure your campaign some of these prologues may feature only one or two heroes. | Each of these prologues contain guidance for running [[combat]] with any number of players from 1 to 6, as depending on how you structure your campaign some of these prologues may feature only one or two heroes. | ||
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When a hero has points in a relevant skill, they can add this bonus on top of their normal attribute bonus. If two heroes are trying to haggle, they would both roll 1d20+CHA. If one of these heroes has +4 Persuading, then they would roll 1d20+CHA+4. | When a hero has points in a relevant skill, they can add this bonus on top of their normal attribute bonus. If two heroes are trying to haggle, they would both roll 1d20+CHA. If one of these heroes has +4 Persuading, then they would roll 1d20+CHA+4. | ||
It is up to the player to mention when they have a relevant skill, so as the MC, you do not need to keep track of which skills the players might use. | It is up to the player to mention when they have a relevant skill, so as the MC, you do not need to keep track of which [[skills]] the players might use. | ||
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[[The Bridgemoor Mines]] | [[The Bridgemoor Mines]] | ||
Kendarian Diplomats | [[Kendarian Diplomats]] | ||
Nalatheshi Merchants | [[Nalatheshi Merchants]] | ||
Latest revision as of 14:43, 30 November 2023
This chapter contains everything you need to run the three prologues that serve as introductions to The Cloven Lands. Each of these prologues end with heroes arriving in Bridgemoor and lead directly into Chapter 3: The Underbridge Cult.
Each of these prologues contain guidance for running combat with any number of players from 1 to 6, as depending on how you structure your campaign some of these prologues may feature only one or two heroes.
| Attribute Checks
These rolls help determine the outcome of a situation in which the resolution is not a foregone conclusion. When someone makes an attribute check, they roll 1d20 and add their relevant attribute. If they roll equal to or greater than the difficulty class (DC) that you determined ahead of time, then they succeed at the task. You might have multiple difficulty thresholds: the character succeeds if they roll 8 or higher, but succeeds in impressive fashion if they roll 16 or higher, for example. When a hero has points in a relevant skill, they can add this bonus on top of their normal attribute bonus. If two heroes are trying to haggle, they would both roll 1d20+CHA. If one of these heroes has +4 Persuading, then they would roll 1d20+CHA+4. It is up to the player to mention when they have a relevant skill, so as the MC, you do not need to keep track of which skills the players might use. |