Loremasters turn

Loremaster Turns

The Loremaster chooses the actions attempted by the
company’s opponents, considering that normally
creatures can only make close combat attacks against
characters in forward, open or defensive stances, and
can use a missile weapon only if they stood back and
remained unengaged.

The description of a creature, and especially its special
abilities, should guide the Loremaster in making his
tactical choices (see Chapter Three) but most information
comes from the context of the adventure being played:
what is the enemy trying to do, apart from harming the
heroes? Are they defending a place? Or are they looking
for something? Having the sketch of a plan in mind can
provide the Loremaster with a lot of helpful twists that
can make combat exciting and fun.
Attacks

The rules governing the resolution of all attack tests are
described from page 159 of the Adventurer’s Book, but
can be summarised as:

• Attacks are made using the Weapon skill or Cultural
weapon skill appropriate to the weapon used.

• The TN of a close combat attack is found by adding
the defender’s Parry rating (modified by a shield
if they are using one), to the basic TN of the player
character’s stance (whether they are attacking or
if the foe is attacking, the hero’s stance is used to
calculate the TN).

• The TN of a ranged attack is found by adding the
defender’s Parry rating (modified by a shield if
they are using one), to a basic TN of 12 (whether
the ranged attack is made to attack a hero in any
stance, or is made by a hero in a rearward stance).

Non-combat Actions
A number of non-combat action options are presented
in the Adventurer’s book, but players will always
surprise their Loremaster by proposing unusual or
unexpected tasks.
This is a good sign that the players are enjoying the
game, and should be encouraged wherever possible.
The factors to consider when resolving these actions
are time, difficulty and consequences:

• Time – can the character perform the task in
one round, or will it take more? This is up to the
judgement of the Loremaster, but for these cases
consider a round to be a maximum of 30 seconds
long.

• Difficulty – if the action requires a roll to resolve,
the difficulty of the task is assigned as usual, with
a default TN of 14 unless the Loremaster decides
otherwise.

• Consequences – as with any task, success or
failure should have consequences. For example,

a player who describes his character as leaping
from a boulder to reach an Orc-chieftain issuing
orders from the rear of battle could be allowed
an Athletics roll (TN 14). As a consequence of
success, the character should be able to engage
the commander in the following round unless one
of the foul creature’s companions can intervene (or
might even attack immediately if he scored a great
or extraordinary success). If the character fails, he
should lose his next action as he picks himself up
from the ground and is immediately engaged by
opponents as if fighting in a forward stance.

Complications
The difficulty of an attack can be affected by a range of
factors such as shooting an arrow or throwing a spear at
long range, fighting during a rainstorm, or while kneedeep
in icy water, in mud, or in other difficult terrain.

Loremasters turn

Tales from the Wilderlands Khamul Khamul