Traveling and Questing
Downtime: Traveling and Questing
After and in between battles, Knights may engage in different pastimes to improve themselves or their land:
Look for a new retainer.
Go on a pilgrimage to pray for their fallen comrades or give thanks for their victory.
Investigate a rumor.
Challenge a rival to a duel.
Search for a missing comrade.
Researching knowledge.
Etc.
Certain pastimes may require spending your personal wealth:
Throw a feast to celebrate (1 – 5 wealth, depending on the lavishness of the feast.)
Build a shrine at the battlefield (1 wealth).
Expand the family castle.
Give alms to the poor.
Build a church (3 wealth).
Build a hospital (5 wealth).
When the outcome of an action requires travel or other uncertain action, you make a Questing Roll:
The base Questing Roll is 2D vs. 2D.
Just like in combat, dice may be added to your side for things that help you on your quest (local guide, carrying the King's seal, etc.). Similarly, dice may be added to the other side for things that hinder you on your quest (terrible weather, enemy territory, etc.).
A total success means that you have achieved your goal.
A total failure means that your efforts have met with disaster – roll on Quest Disaster table.
Mixed results mean that you have found out more about your goal, but there is an unexpected barrier – roll on the Quest Complication table.
A tie means you discover an incredible opportunity roll on the Epic Quest Outcome table.
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