
Interludes
A fast way to summarize lengthy or complex endeavors — mass battles, running battles, chases, stalking duels, ransacking, and carousing — through ordered skill checks.
Using Interludes
An interlude is a fast way to summarize lengthy endeavors that the players and Storyteller wish to avoid role-playing in detail.
To conduct an interlude, first identify the overall objective. Then, identify 3–9 skill checks required for success and assign separate difficulties to each, along with the consequences for failure. Put all the checks in order and have the players decide who will make which rolls. Run down the list, make the necessary rolls, and determine the result. If most of the rolls were successful — including those necessary for success — the party succeeds. Otherwise, they fail and are forced to quit, withdraw, get captured, etc.
Potentially deadly undertakings should not be resolved using interludes, though heists or raids against lower-level threats could be resolved this way. Treasure should always be minimal, and experience should not be rewarded for interludes; they are meant to move the plot along, not to substitute for active adventuring.
Mass Battles
There are two ways to adjudicate major battles. The first is by having the party make a series of skill checks and run 2–4 small encounters representing crucial moments in the battle.
The second is with a summarization roll. To calculate this, first determine the party’s average proficiency bonus (rounded up) then add +1 per party member. This is their base battle score; a reflection of their competence and prowess. Then determine the party’s level of risk in the battle: light, moderate, or heavy.
| Risk | Battle Score | Posture |
|---|---|---|
| Light | −1d4 | Avoiding combat, lurking on the fringes of the battle, and supporting allies with missile fire and low-level spells. |
| Moderate | ±0 | Fulfilling an important role and engaging in combat while avoiding the most dangerous and high-risk activities. |
| Heavy | +1d6 | Being in the thick of the worst fighting, carrying the tide of battle, and exposing the team to substantial risk. |
The target difficulty is determined by the Storyteller. Below are some guidelines for reference.
| Difficulty | DC | Conditions |
|---|---|---|
| Easy | 10 | Enemy troops are far weaker or less numerous, we have all the advantages, morale is excellent, and our defenses are impregnable. |
| Moderate | 15 | Enemy troops are somewhat weaker or less numerous than ours, we hold strong advantages, morale is good, and our defenses are strong. |
| Tough | 20 | Enemy troops rival ours in numbers and strength, they are well prepared but we have some significant advantages, morale is average, and our defenses are adequate. |
| Deadly | 25 | Enemy troops are tougher or more numerous, both sides have significant advantages, morale is shaky, and our defenses are only okay. |
| Overwhelming | 30 | Enemy troops are tougher and more numerous, they have serious advantages, morale is poor, and our defenses are easily compromised. |
| Hopeless | 35 | Enemy troops are significantly tougher and more numerous, they have many advantages, morale hangs by a thread, and the terrain does not favor us. |
If a party member has the tactics skill and is permitted to author their allies’ battle plan, have them roll off against the enemy commander’s tactics skill. Assuming both parties have adequate time and resources to prepare, the victor increases or decreases the battle’s difficulty by the difference between the two rolls. This can have a significant impact on the difficulty of a battle. This is intentional: defeating a superior enemy with a lucky tactics roll is the meat and drink of a heroic narrative. Unless doing so would derail the plot somehow, Storytellers are encouraged to just let it happen.
Once the party’s battle score and the battle’s difficulty have been determined, a simple roll is made to determine the outcome. Each party member also sustains a certain amount of damage, minus their defense bonus and soak pool. These values assume the party is fighting alongside allies to avoid being singled out or surrounded. If they attempt to fight entire hordes single-handedly, use the rules for hordes.
Results
| Outcome | Light | Moderate | Heavy |
|---|---|---|---|
| Failure by 10 or more | 8d6 damage minus defense+soak | 10d6 damage minus defense+soak | Death |
| Failure by 5 or more | 6d6 damage minus defense+soak | 8d6 damage minus defense+soak | 10d6 damage minus defense+soak |
| Defeat | 4d6 damage minus defense+soak | 6d6 damage minus defense+soak | 8d6 damage minus defense+soak |
| Victory | 4d6 damage minus defense+soak | 6d6 damage minus defense+soak | 8d6 damage minus defense+soak |
| Success by 5 or more | 2d6 damage minus defense+soak | 4d6 damage minus defense+soak | 6d6 damage minus defense+soak |
| Success by 10 or more | No damage | 2d6 damage minus defense+soak | 4d6 damage minus defense+soak |
Running Battles
A running battle is an interlude where the party blitzes through hostile territory on a time limit, fleeing or battling swarms of enemies along the way. The party is not exploring or looking for treasure: they are rushing through areas along a route. Conducting a lightning raid on a fortress, escaping a city under attack, or fleeing captivity through a forest swarming with orcs are all good examples. Running battles are meant to feel frantic and fast-paced — cinematic action sequences that would otherwise take hours to resolve using standard rules.
To design a running battle, first establish a point value for the interlude and a victory condition at the end. Then create a list of 3–6 areas the party must run through, and divide the points up between these areas however you wish. The goal is to amass victory points until the total is reached, the party is defeated, or they find some means to quit the interlude.
Each area should have X opportunities for characters to make skill checks to win victory points, and X+1 should be the total number of victory points assigned to that area. No character can attempt more than 2 skill checks per area. Party members can freely use healing and enhancement spells while these skill checks are made, to bolster their rolls or recover between combats. Most skill checks should have a difficulty of 10–20. For each successful check, the party accrues 1 victory point. After all checks are made for a given area, the remaining points must be accrued by defeating opponents. Afterward, the party has a few rounds of grace before progressing to the next area. This means the combat difficulty of each area will depend on how many successful skill checks were made first. Note that even if the party succeeds on every possible skill check, there will still be 1 point worth of enemies to deal with per area.
Skill checks to accrue victory points can represent many things: smashing a door down (athletics), using parkour to run up a wall and drop a ladder (acrobatics), spotting a shortcut (perceive), slipping around a patrol (stealth), shouting confusing orders at enemy troops (subterfuge), scaring opponents into not attacking (intimidate), etc. Because intellect skills don’t relate well to running battles, it’s appropriate to let spell casters creatively use magic and roll arete instead. In this case, the arete roll determines whether or not their spell was aimed and timed well enough to offer an advantage worthy of a victory point. Once the party reaches the end of the running battle, the interlude is over.
Chases
Chase scenes can be summarized with a simple skill roll. This check is always made by the players, regardless of whether they are the pursuers or the quarry. The difficulty is 10 + opposing party’s skill bonus.
| Terrain | Skill |
|---|---|
| Open setting or simple obstacles that can be charged through | Athletics |
| Lots of obstacles or broken terrain (rooftops, crowded market streets) | Acrobatics |
| Horses or vehicles involved | Wrangling / Toolset (Land Vehicle) |
Environmental factors can complicate chase scenes. If one party is faster, or the quarry can create obstacles to deter pursuit, increase or decrease the difficulty accordingly. If a pursuer cannot keep the quarry consistently in sight (night, fog, trees, alleys, etc.) or it gains the support of allies who can intercept, the roll may have advantage or disadvantage. If the entire party is engaged in a chase scene, treat this roll as a group skill check — half the team must succeed for the entire group to succeed. This is not realistic (in real chases the fast people leave the slow people behind), but not splitting the party is more important.
Stalking
A stalking duel is a battle of agility and cunning where two (or more) individuals (or groups) enter a region and hunt one another. Each group is trying to locate and ambush the other while avoiding being seen. There are three ways this contest can resolve: one party ambushes the other, neither party is ambushed, or the duel is abandoned.
Each participant (or group) must first roll stealth vs. opponent’s Alertness, and all are considered to be on high alert. A participant must win two of these rolls consecutively to win the duel and achieve surprise. If both participants succeed in the same round, neither is surprised, and initiative is rolled out normally.
Alternatively, the victor can attempt to lure their opponent into a preexisting trap of some sort. In this case, the duel loser may still roll perception to notice and avoid the trap.
The dramatic tension of a stalking duel is the meat and drink of rangers and rogues. These rules are intended to speed up guerilla warfare and allow players to showcase their hunting abilities — or be hunted by enemies with such skills.
Ransacking
Ransacking is a type of interlude — a fast way to summarize the process of exploring a new area: a stretch of wilderness, a room in a dungeon, an empty house, etc. It is best used when a location has no special or plot-vital qualities.
First, have every player write down their character’s passive role in the ransacking process. This absolves players of the need to declare their actions in painstaking detail every time; it is enough for the caller to discuss with the group and then say “We ransack the area.” It also removes the need for excessive paranoia, which might otherwise slow the game to a crawl.
Once the party has a ransacking routine worked out, they can (and should) expect the Storyteller to make the proper skill checks in secret. Once these rolls are established, the players cannot retroactively attempt additional re-rolls if they suspect they failed a test. The results are final.
Summarizing exploration is not an invitation for the Storyteller to punish players by dictating that their characters behaved stupidly. All negative consequences of ransacking should be justified by a failed skill check or saving throw. As long as this rule is kept, it means the characters were acting with reasonable competence and that any harm or failure they experienced was fairly suffered. As part of this process, the Storyteller should also be careful not to describe failed rolls unrealistically.
Carousing
Carousing is a staple of the adventuring lifestyle in most classic fantasy settings. Adventurers risk their lives for great wealth and glory, then unwind with bouts of revelry and vice. While not all players may be comfortable portraying their characters in this fashion, there are rules in place to reward carousing so it is not simply viewed as a frivolous waste of time and money.
Every week a character spends carousing, they lose silver equal to 3 × experience level to represent their heroic appetites. They also roll on the table below.
| d8 | Result | Outcome |
|---|---|---|
| 1 | Business | The character receives an offer of business. |
| 2 | Contact | The character meets someone interesting while carousing and makes a good impression. |
| 3 | Enmity | The character crosses someone and makes a petty enemy. |
| 4 | Gossip | The character hears a useful rumor that benefits the party somehow. |
| 5 | Heroism | The character encounters a chance to do something good. |
| 6 | Indiscretion | The character gets busted. |
| 7 | Renown | The characters’ exploits become a source of gossip, improving the party’s reputation. |
| 8 | Windfall | The character makes a material gain. |