D&D 5E Cubicle 7 Presents: Vault 5E-Unchartered Journeys

Weiley31

Legend
Remember Adventures in Middle-Earth 5E by the very talented people at Cubicle 7? Everybody LOVED what they did and if there was a thing that has been hailed by many as the best thing since sliced bread and 5E, it was their Journey subsystem. The Exploration Pillar of Dungeon's and Dragon's was greatly enhanced by Cubicle 7's take. And if your one of the lucky few who managed to snag/download everything before the license expired, you were part of the lucky ones in that aspect. And it seems that Cubicle 7 themselves is aware of the praise that such a subsystem got. And now, we are getting their Journey Mechanics once again along with other upcoming goodies via their Vault 5E line of Rule/Adventure/Setting supplements!

 

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What did they do, rules-wise, which made the Exploration pillar work so much better? The link doesn't contain any details, and I haven't played Adventures in Middle-Earth 5E.
 

Weiley31

Legend
What did they do, rules-wise, which made the Exploration pillar work so much better? The link doesn't contain any details, and I haven't played Adventures in Middle-Earth 5E.
-From the Player's Guide: Page 164

The journey rules break down a journey into three distinct stages, each one influencing the one that follows it in some way. The first stage represents the company embarking on the journey: plans are made, supplies gathered, maps studied and routes agreed upon. The company decides between them who will undertake which tasks on the road. It also represents the company’s ability to stay to the course, to keep their spirits high amid weather and difficult terrain.

The second stage represents events arising, and the tasks carried out by members of the company during the course of the main part of the journey. Depending on the length of the journey, the company will make one or more rolls that represent the challenges or opportunities that they find placed in their way. These rolls will determine both the nature and the magnitude of the encounters they will face.

The third stage of the journey is representative of the company’s arrival at its destination. The Guide makes a roll, often modified by the outcomes of the tasks undertaken by other members of the company during the main part of the journey. The result of this final roll will determine whether the company arrive in high spirits, full of tales of bold deeds, beautiful sunsets and delicious meals cooked over open fires, or if they trudge the final miles, footsore and dispirited, backs bent under the weight of packs, silently brooding upon empty bellies, wrong turns and poor choices."

Journey Rules Summary

•Players assign tasks and plan route.

•Loremaster determines Peril Rating of the journey.

•The Guide makes an Embarkation Roll: 1D12 modified by the Guide’s Survival proficiency bonus plus half their Wisdom bonus minus the Peril Rating.

•The Loremaster either relays the result, or optionally hints at it.

•Determine the number of Journey Events.

•Events are created by rolling a d12, potentially modified by the Embarkation result.

•Events are played through, noting down the result for reference.

•The Arrival roll (d8) is made, and results are applied.


-This is an example of how one person was applying it to their DND games. Goes into a bit more detail such as stuff about the Roles that members of the Company(party) can take, some tables, and how the results affect the Journey overall.


The overall main purpose of the subsystem was to avoid making the Exploration pillar of DND less "hand wavey" or fast forwarding through the kind of stuff that could happen. Additional books in the Adventures in Middle-Earth 5E line added more charts and stuff to Journeys.

There were various charts and results that could make thing easier or add complications to the challenges that you could encounter. At times skill challengish .
 
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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
What did they do, rules-wise, which made the Exploration pillar work so much better? The link doesn't contain any details, and I haven't played Adventures in Middle-Earth 5E.
It an elaborated system that look somewhat like the skill challenges of 4e, which gives you a nice procedural approach to long overland travel.

1) the DM set the DC of the journey by comparing the type of lands traversed by the group and the distance.
2) Players pick a role.
2.5) The group makes a Departure roll which may give bonus/malus for the rest of the Journey
3) The DM generate a list of encounters challenges which vary depending of the type of lands and their danger.
4) Each encounters can be dealt with by one of the ''role/s'' by making a series of checks against the Journey DC. Each failed or successful encounter gives a bonus/malus to the Arrival Roll.
5) The group make its Arrival Roll and receive a bonus/malus for the rest of the adventure day. (ie: they arrived exhausted or in grim condition, or hopeful).
 



Weiley31

Legend
Glad folks are excited for this! It's been on our to do list for a while, so it's great to get to talk about it now. We'll be sharing more info in the coming weeks!
I'm hella excited. I'll admit I'm a bit worried about the Kickstarter somehow not being successful and the whole thing is mothballed, but I have high hopes. (Bad sad memories of the Nazi Dracula Must Die Kickstarter makes me worry about being excited for something and Kickstarter not coming through for it.)

And the more I think about it, I think it's an awesome idea to do some of the other Adventures in Middle-Earth 5E subsystem mechanics that were present in those books, but not in the actual 5E, via the Vault 5E line. (Which is what really made me smile a lot at the possibility when reading the Twitter post announcement.)

You have Journeys and Audiences for the Exploration/Social Pillars, there are the various Magical Enhancements that you could add to weapons, such as Keening ala 3.0/3.5, how you could write songs/poetry to gain Inspiration, and then the various Monster special abilities that you could add to monsters.
 

Emmetation

Explorer
I'm hella excited. I'll admit I'm a bit worried about the Kickstarter somehow not being successful and the whole thing is mothballed, but I have high hopes. (Bad sad memories of the Nazi Dracula Must Die Kickstarter makes me worry about being excited for something and Kickstarter not coming through for it.)

And the more I think about it, I think it's an awesome idea to do some of the other Adventures in Middle-Earth 5E subsystem mechanics that were present in those books, but not in the actual 5E, via the Vault 5E line. (Which is what really made me smile a lot at the possibility when reading the Twitter post announcement.)

You have Journeys and Audiences for the Exploration/Social Pillars, there are the various Magical Enhancements that you could add to weapons, such as Keening ala 3.0/3.5, how you could write songs/poetry to gain Inspiration, and then the various Monster special abilities that you could add to monsters.
... Have you been reading our plans? 😉

Honestly, there's some great stuff there but we have some cool new ideas too, including some that are inspired our other RPGs.

As for the Kickstarter, hopefully it all goes well. All of the art and 90% of the writing is done, so the actual design and development is basically complete. Just need to wrap it up and print!

We'll have some more insight tomorrow, as well as some awesome new art
 



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