Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Elves with both <strong>the</strong> Common Knowledge (A<strong>the</strong>l Loren) and<br />
Performer (Singer) skills may travel to any location without<br />
requiring a Navigation Test. Instead, <strong>the</strong> player must describe<br />
a short myth, and <strong>the</strong>n pass a Performer (Singer) test modified<br />
by <strong>the</strong> location’s Navigation rating. If successful, travellers<br />
may reach <strong>the</strong>ir destination in half <strong>the</strong> normal amount <strong>of</strong> time.<br />
Chapter VII: The <strong>Forest</strong> <strong>of</strong><br />
A<strong>the</strong>l Loren<br />
On a failed test, travellers arrive at a different location <strong>of</strong> <strong>the</strong><br />
GM’s choice. Elves with both <strong>of</strong> <strong>the</strong>se skills never become Lost<br />
in <strong>the</strong> <strong>Forest</strong>, nor do <strong>the</strong>y ever require Navigation Trials. Used<br />
individually or shared between two characters, nei<strong>the</strong>r skill can<br />
reveal <strong>the</strong> Songlines; <strong>the</strong> two skills must be used in combination,<br />
and by only one character.<br />
Ru l e s Su m m a r y : Na v i g a t i n g Lo r e n<br />
1. Players state travel destination<br />
2. GM checks location’s Navigation modifier in A<strong>the</strong>l Loren gazetteer<br />
3. Players check for relevant skills (Navigation or Magical Sense)<br />
Skilled -<br />
Navigation or Magical Sense:<br />
1. Player rolls vs. Navigation or Magical<br />
Sense, calculating Degrees <strong>of</strong> Success or<br />
Failure<br />
2. GM checks result onNavigation and<br />
Magical Sense table, pg. 54<br />
Unskilled Exploration:<br />
1. Player rolls vs. Will Power<br />
Success: Roll1d5 on Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong><br />
table<br />
Failure: Lost in Time and Space!, pg. 58<br />
Lost in Time and Space!<br />
1. Players must roll on Table 7..2: Lost in Time and Space!, pg. 58<br />
Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong>:<br />
1. GM rolls on Table 7.1 pg. 57, or invents a <strong>Forest</strong> Trial <strong>of</strong> comparable difficulty<br />
2. Players roleplay through Trial encounter and make relevant die-rolls<br />
3. GM decides if PCs passed or failed <strong>the</strong> Trial<br />
Trial Failed<br />
1. GM applies one or both<br />
Consequences<br />
2. If PCs don’t become Lost,<br />
<strong>the</strong>y must attempt ano<strong>the</strong>r<br />
Trial <strong>of</strong> <strong>the</strong> <strong>Forest</strong><br />
Lost in <strong>the</strong> <strong>Forest</strong><br />
1. Players may only declare “Escape Loren”<br />
2. Skilled PCs may roll on Navigation and Magical<br />
Sense table (pg. 54)<br />
3. Unskilled PCs must roll 1d100:<br />
1-10: Emerge after 1d10 days; roll vs. Outdoor<br />
Survival or lose 1d5 Wounds<br />
11-30: Re-roll after wandering aimlessly for 1d10<br />
days; test vs. Outdoor Survival or lose 1d10 Wounds<br />
31-100: Lost in Time and Space! (pg. 58)<br />
55<br />
Trial Passed<br />
1. PCs may travel to destination<br />
using normal Movement<br />
rates, no terrain penalty<br />
2. Elves, Dryads and Wild<br />
Animals may still attack, but<br />
<strong>the</strong> party will not get lost