Ryuutama Campaign

Game Master KatsuneSage


1. Condition Check [STR + SPI]
Who: Each party member Determines everyone’s Condition for that day.

2. Travel Check [STR + DEX] Target number: Terrain + Weather
Who: Each party member Determines the ability of each traveler to traverse the terrain without incident.
Success: The character travels all day without harm.
Failure: Halve the character’s current HP, rounding down.
Critical: +1 to Condition until the next day’s Condition Check.
Fumble: Quarter the character’s current HP, rounding down.

3. Direction Check [INT + INT] Target number: Terrain + Weather
Who: Only the Mapper (One other person may provide support) Determines the ability of the party to find their way.
Success: The party finds their way.
Failure: Movement is halved. If the party traverses the same terrain the next day, they receive a +1 to their next Direction Check.
Critical: The party finds their way, regardless of the terrain difficulty.
Fumble: The party ends up in the exact same spot at the end of the day.

4. Camping Check [DEX + INT] Target number: Terrain + Weather
Who: 1 person (One other person may provide support) If the party doesn’t have enough tents and sleeping gear, this Check receives a -1 penalty Determines whether the party passes the night safely.
Success: At the start of the next day each character’s current HP is doubled (up to their max). MP is fully restored.
Failure: At the start of the next day each character recovers only two HP and MP.
Critical: At the start of the next day each character recovers all their HP and MP, and gains a +1 bonus to the that day’s Condition.
Fumble: No recovery occurs and the group suffers a -1 penalty to the next day’s Condition
5. Hunting Check:
A party can spend time while moving to find more food and water along the way. To do this, choose 1 character to perform a supportable [STR + INT] check with a target number of terrain + weather. A number of food and water rations are found equal to the difference between the target number and the number rolled on the dice. However, movement for that day is halved.

Event Status Effect Strength of Effect
Twisted ankle Injury 4
Rock fall/avalanche Injury 6
Fall from a great height Injury 6
Touching a poisonous plant Poison 4
Food poisoning Poison 4
Poisonous snakebite Poison 6
Catching a cold Sickness 4
Heatstroke Sickness 4
Contagious disease Sickness 6
Insomnia Exhaustion 4
Homesickness Exhaustion 6
Walking High Muddled 4
Drunkness Muddled 6

Check Name Stats
Hard exercise [STR + DEX]
Climbing trees or rocks, swimming in the sea or a river

Drinking [STR + SPI]
Drinking lots of liquor; drinking competitions

Stealth [DEX + DEX]
Hiding; keeping footsteps quiet

Perception [DEX + INT]
Seeing hidden things

Dodge [DEX + INT]
Dodging arrows or falling things

Delicate Work [DEX + SPI]
Making intricate items; setting traps

Negotiation [INT + SPI]
Getting information from enemies; increasing your business opportunities

Sense [INT + SPI]
Sense nearby living things

Job Knowledge [INT + INT]
Know the basics of your Class’s craft