Post by Linde (x-GM) on Jan 12, 2016 0:12:10 GMT
The challenge rating of an adventure can be estimated with a research or possible an advisor action.
The appropriate attributes & proficiencies can be uncovered with research actions.
The 3 types of Adventures:
1 Forum adventures:
The DC for a forum adventure is 15 + Challenge rating.
Multiple domains embark on a joint adventure that is played out on the forum.
Adventures have a challenge rating from 1 to 20 and have 3 challenges linked to them that each are rooted in 1 or 2 Proficiencies and an attribute
Each of the 3 challenges are played through and at each challenge the character with the highest, or second highest modifier, who has not yet rolled, roll 1d20 against the DDC of the adventure. Each Each MoS +10 add +5 to a final adventure roll to see if the adventure succeeded as a whole, each MoF 10 subtract 2 from the final roll. The individual challenges and final adventure rolls are made up front by the GM.
Each person on an adventure can either grant advantage, or add proficiency to a roll, but only once.
A character with equal or higher modifier than the primary tester can grant advantage to the roll (2D20 are rolled and the highest is chosen)
So, a forum adventure with 6 characters is optimal. A forum adventure with less than 3 characters is hampered by lack of proficiency to some rolls. Adventure with more than 6 characters, yes all the characters gain XP, but those beyond the 6 best are mainly there for xp, injuries and RP bonuses specific to their class that the 6 best couldn't provide.
Role playing from the players may change a failure into a success but rarely vice versa.
Feats like lucky allow re-rolls on individual challenge rolls, but not on the fourth and final roll.
The fourth and final roll, the adventure roll is made at DC 15+CR and is modified only by MoS/MoF of previous challenge rolls.
Sometimes these adventures are not played through on the forum, and sometimes access is limited to select players. In cases where these adventures are not played through each individual challenge roll is rolled with +1 from role playing bonus, but because of that all injuries rolled are usually final.
survival checks on forum adventures:
Those are made prior to the adventure hitting the forums, thus they are made prior to bonus for good role play changing a failed adventure to a successful one. Role play therefore allow for the injury to be lowered once in level or increased as much as disregard for danger may warrant. So a successful survival roll may result in your character dying if you walk him through molten magma, while a check of "maimed" may result in only a "wounded 3" result if healing or other appropriate tactic is available and used.
Followers and fluff characters brought along are subject to GM whim and if used in appropriately dangerous circumstances they will either excel or die horribly depending mostly on overall adventure roll.
2 Private adventures: A single domain sets out to do an adventure and a single DC check at DC 20+CR is made modified by the highest appropriate attribute and proficiency that are in the adventure.
Each extra regent, henchman, LT, adventuring group or specialist(adventurer) the domain send grant +2 to the adventure roll, other characters add +1
If the CR of the adventure is higher than half the level of the highest level character on the adventure, then the best possible result is "Limited success", if the adventure is higher CR than the highest level character sent, then the best possible result is "Failure"
Each character on the adventure makes a survival check to see if they survive the adventure.
3. Specialized adventures:
Some adventures are rather specialized. For instance trying to find and gain control over a source for the purpose of divesting it.
Such adventures adhere to different rules than other adventures and are almost never conducted on the forum.
Finding a source and gaining control of it for the purpose of divestiture: Only Druids, Bards, rangers, Wizards or Sorcerers may undertake such adventures.
DC for Arcana or Nature adventure roll is 20-source level + source potential + source protections if any. (Add +10 to DC if the character isn't attuned to realm magic)
Trying to regain control of a source you yourself have ruled up may warrant up to +10 bonus to your Arcana or Nature roll.
Failure means the source isn't found, success means the source is found. So what in other adventures would be a limited success is simply a failure in this kind of adventures.
The main character is always the character with the highest Arcana/Nature proficiency including modifiers for attribute.
Extra people on the adventure only contribute towards success if: Every character on the adventure are attuned to realm magic.
Each extra person roll for support to the adventure roll at the usual adventure DC. Success adds +2, MOS10+ adds +4 and extraordinary success adds +6
Survival checks when searching for a source:
DC: 5 + source level + source potential + source trap/ward if any.
Add 5 to the DC if the adventure was a critical failure, subtract 5 if the adventure was an outstanding success
The character use their highest save of Dex/Wis/Con/Int.
All characters modify their survival check for source trap/wards, survival checks are modified this way regardless of success.
Success on adventures:
Meeting the DC on the adventure roll indicate a success.
Surpassing the DC with 10+ indicate an outstanding success.
Falling short of the DC with 5 or less indicate a limited success.
Falling short of the DC with 6-10 indicate a failure.
Falling short of the DDC with 10+ indicate a critical failure.
Multiple agendas within the same adventure:
Sometime you go on an adventure where one want to save the princess to collect a reward and another want to kill her to steal her bloodline. Both can't get what they want, so in the event of a success each side in the adventure get to roll 1d20, modified for highest level and number of characters on the side. The side that scores the highest get their intention. This again is subject to role playing.
Survival checks:
Every character who attend an adventure is in risk of dying!
Each character who attend must make a save against DC 5 + Challenge rating. subtract 5 from the DC if the adventure was an outstanding success, add 5 to the DC if the adventure was a critical failure. The attribute is determined by the challenges in the adventure, but mostly it will be the characters highest available save. Some adventures may have challenges that exclude certain saves, in that case the best allowed save is used.
If the adventure was a success, then MoF 10 is the worst possible result in a survival check.
Advisors on an adventure have disadvantage on survival checks.
Conduct in adventure threads:
You should describe what your character tries to achieve and how he does it, but not weather or not he succeed.
For example:
"Bob take his sword and cut the goblin chief in half" This is bad, as you describe how Bob succeed in slaying the goblin chief.
"'RAAGH' Shout Bob as he runs toward the Goblin Chief, sword held high. Feinting to the left he tries to catch the Goblin off his guard as he swings his sword against the evil bugger." This is good, as you show your intentions towards the goblin and I as GM is free to decide the fate of Bob and the Goblin.
How to start a public adventure:
1. Respond to an event using a decree to call for adventures.
2. Ask the GM if the quest you have in mind could be solved with a public adventure, if you get a yes then ask other players to join your quest in the same or a later turn depending on time(quests approved and with atleast 2 commited players before the end of the first week of a turn can take place during that turn)
Role play bonus:
Good role play may award you up to +2 to any dice rolls pertaining to adventures.
Rewards on adventures:
An adventure have possible rewards depending on challenge rating, a non exclusive list of examples follows, usually the adventure will grant 1 of the examples listed on a success, more on a better success and less on a limited success or failure:
CR1-5: CR*1GB, minor regency gain, solving minor events, gaining minor bonus to other actions, dealing with minor threats
CR6-10:CR*2GB, regency or stability gain, solving medium events, gaining bonus to other actions, finding a minor artifact or relic, dealing with medium threats
CR11-15:CR*3GB, major regency or stability gain, solving hard events, gaining substantial bonus to other actions, finding an artifact or relic, dealing with difficult threats-
CR16+: CR* 4GB, dealing with near epic or epic problems, finding major artifacts.
Chaining adventures to gain bigger rewards or using other domain actions to make adventures easier:
It is sometimes possible to split an adventure of CR X into four adventures of CR X/2. Rewards for the adventures are then usually only available when the fourth adventure succeeds. (this is how you could slay a dragon.. First find knowledge of the dragons weaknesses, then find component a of weakness, then find component b of weakness, then use weakness to slay dragon.)
In other cases specific other domain actions may affect the CR of the end goal. (You want stuff in pirate isles, CR 20+ because someone has control of all the magic and use it to mind control all who enter. Get someone to contest sources/create a source & ley line and have dispel realm magic prepared to protect you from mind control. CR is now much lower to steal the item)
In the later case rewards are based on the lower adventure CR as the CR of the higher CR adventure was "artificially" inflated by circumstances. So going headstrong into the CR 20+ mind control adventure on pirate isles could aid you in dealing with the epic problem of the pirate king. But since the epic problem of the pirate king can be reduced to a more manageable problem through other domain actions you won't gain you major artifacts or 100 GB by ignoring other options and choosing adventure as your default solution.