DissidiaTemplar West Marches/Adventure1: Difference between revisions

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Created page with " == "The Russian" == The man at the tavern looks you up and down as you appraoch the bar and says "What can I get ye?" == "The Jake == " I weakest Drink you got!""
 
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== "The Russian" ==
Adventure 1, Encounter 1, Bronze Flask


The man at the tavern looks you up and down as you appraoch the bar and says "What can I get ye?"
[[File:Bronze_Flask_5.jpeg]]


[[File:Bronze_Flask_4.jpeg]]


[[File:Bronze_Flask_3.jpeg]]


== "The Jake ==
[[File:Bronze_Flask_2.jpeg]]


" I weakest Drink you got!"
[[File:Bronze_Flask_1.jpeg]]
 
Adventure 1, Hunting for Adventure
 
-Exploring the World of Kyrinia
Stepping out of town through the North East road you consider where you want to go. Even this small section of this world, is vast. Each hex on our map designates 2 square miles of space and can house any number of interesting experiences. 
 
-New Tutorial Unlocked “World Map Travel”
When making a journey, the individual or group chooses to which next hex you want to enter. You can travel for 2 hours, traveling 3 hexes, 6 miles in a single day. This assumes foot travel, 2 hours of marching, no exploration of the Hex but the inclusion of an encounter and conferring no Fatigue. A full, 8 hour rest is needed to resume the march without suffering Fatigue.
Until the next rest, each hex confers a Fatigue Roll. After 12 Miles, each character rolls Fatigue at -2 and scales from there.
Choose your first destination!  
 
[[File:Adventure1.1.jpg]]
 
[[File:Adventure1.2.jpg]]

Latest revision as of 01:49, 20 June 2018

Adventure 1, Encounter 1, Bronze Flask

Adventure 1, Hunting for Adventure

-Exploring the World of Kyrinia Stepping out of town through the North East road you consider where you want to go. Even this small section of this world, is vast. Each hex on our map designates 2 square miles of space and can house any number of interesting experiences.

-New Tutorial Unlocked “World Map Travel” When making a journey, the individual or group chooses to which next hex you want to enter. You can travel for 2 hours, traveling 3 hexes, 6 miles in a single day. This assumes foot travel, 2 hours of marching, no exploration of the Hex but the inclusion of an encounter and conferring no Fatigue. A full, 8 hour rest is needed to resume the march without suffering Fatigue. Until the next rest, each hex confers a Fatigue Roll. After 12 Miles, each character rolls Fatigue at -2 and scales from there. Choose your first destination!