Oracle - ultimate

Result

Roll on "main"


Subcharts

main (d1)

Result

Journey

Troublesome

  1. Roll on "secondary" (columns: 1)

Dangerous

  1. Roll on "secondary" (columns: 1)

  2. Roll on "secondary" (columns: 1)

Formidable

  1. Roll on "secondary" (columns: 1)

  2. Roll on "secondary" (columns: 1)

  3. Roll on "secondary" (columns: 1)

Extreme

  1. Roll on "secondary" (columns: 1)

  2. Roll on "secondary" (columns: 1)

  3. Roll on "secondary" (columns: 1)

  4. Roll on "secondary" (columns: 1)

Epic

  1. Roll on "secondary" (columns: 1)

  2. Roll on "secondary" (columns: 1)

  3. Roll on "secondary" (columns: 1)

  4. Roll on "secondary" (columns: 1)

  5. Roll on "secondary" (columns: 1)

Camping


  1. Roll on "secondary" (columns: 2)

  2. Roll on "secondary" (columns: 2)

  3. Roll on "secondary" (columns: 2)


Interaction

Roll on "secondary" (columns: 3)

secondary (d10)

d10 journey camp interaction

1-2

As your journey progress you found Roll on "journey" (columns: 1)

As you camp you found Roll on "camp" (columns: 1)

As you talk you found Roll on "interaction" (columns: 1)

3-8

As your journey progress you see an opportunity Roll on "journey" (columns: 2)

As you camp you found an opportunity Roll on "camp" (columns: 2)

As you talk you found an opportunity Roll on "interaction" (columns: 2)

9-10

As your journey progress you faces Roll on "journey" (columns: 3)

As you camp you finally realize Roll on "camp" (columns: 3)

As you talk you found an opportunity Roll on "interaction" (columns: 3)

journey (d7)

d7 positive neutral negative

1

a way to preserve a supply. +1 supply

to make an iron vow to current situation

to realize your body is weakened

DC: Iron

  1. strong: you push on +2 momentum

  2. soft: you push on for -2 momentum

  3. miss: Pay the price

2

a way to preserve a supply. +1 supply

to inspect a object or location that might favor you.

DC: Wits

  1. strong: +1 spirit, +1dc for next 1 journey

  2. soft: +1 spirit , -1 momentum

  3. miss: -2 momentum

an unknown risk

3

a way to preserve a supply. +1 supply

to inspect a object or location that might favor you.

raiding party. Thankfully they haven't saw you yet

DC: Shadow or Wits

  1. strong: You can avoid the raiding party. If not you get 4x damage on first strike

  2. soft: raiding party have spotted you and coming your way. Prepare to enter the Fray or drop -1 supplies and escape. -1 spirit

  3. miss: raiding party have spotted you and coming your way. Prepare to enter the Fray or drop half of your supplies and escape, -1 spirit

4

a way to preserve a supply. +1 supply

to preserve a supply by foraging

DC: Wits

  1. strong: +2 supply

  2. soft: +2 supply , +1 Journey

  3. miss: pay the price

to realize it was rough journey. (-1 supply)

5

a way to preserve a supply. +1 supply

to preserve a supply

to realize you need to drop some junk weights(supply, item, armor, weapon) down and run or face a danger

6

a way to preserve a supply. +1 supply

to investigate a certain object or place that might favor you

to realize that theres a epic foe is nearby! to escape you must leave half of the supplies behind or prepare to face the encounter

7

a way to preserve a supply. +1 supply

to investigate a certain object or place that might favor you

to realize you weren't focused on your surroundings. (-1 for next 1 rol)

camp (d8)

d8 Result neutral negative

1

some wine... Not sure how old is this

DC: Iron or Wits

  1. strong: Great quality! +2 spirit
  2. soft: Not so bad! +1 spirit, -1 momentum
  3. miss: Curses! -2 momentum

to do as you pleases

you have broken an item or object that you have

2

a great way to make certain item

to do as you pleases

that the place you're camping might be dangerous

3

a great way to make certain item

to do as you pleases

that there's a raiding party nearby

4

a great way to make certain item

to do as you pleases

you're about to face an unknown threat

5

a escape route near your camp that might come useful if things go south

to do as you pleases

that this place is dangerous and you need to leave as soon as possible

A) ignore and camp. Ask oracle if there's any encounter per camping rounds. If foe appears they probably sneaking
B) leave: -2 momentum, -2 spirit and tired. Cant journey anymore you need to make camp again after 1 journey

6

a escape route near your camp that might come useful if things go south

to do as you pleases

that some foes are already nearby and about to catch up with you. To escape you need to leave some items or supplies behind to make haste

7

a escape route near your camp that might come useful if things go south

to preserve a supply

that theres a epic foee nearby! to escape you must leave half the supplies behind or prepare to face the encounter

8

a escape route near your camp that might come useful if things go south

to preserve a supply

that you weren't focused on your surroundings.
Penalty: -1 for next 2 rolls in this camp

interaction (d6)

d6 positive neutral negative

1

good way to scheme against this person or someone else

to make a scheme with this person or against this person

that this person is schemed against you

2

good way to scheme against this person or someone else

to make an iron vow to current situation

that this person might be dangerous than he looks

3

great threat to use against this person

to inspect some clues that might help you to make right judgement.

that this person migh have some ill thoughts against you

4

great threat to use against this person

to manipulate this person

this person has manipulated you

5

great information from this person

  1. +1dc for next 1 journey

to fish for useful an information that might help you on your journey or quest

you have to give this person some sort of payment for the information that they gave

6

great way to manipulate this person

to fish for useful an information that might help you on your journey or quest

that you weren't focused on details. (-1 for next 1 rol)

action (d1)

Result

neutral

negative

combat (d1)

Result