Rules: Portents

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Portents and Signs

Experimental System - Needs serious enhancement to add mystery and drama and also be useful. Flavor such as, 'the flights of birds', 'the owl hoots thrice', 'the angle of the falling star'. These could be used in a random combination, from a list and re-used. Look at info available about superstitions?

Within Eradain, those attuned to the will of their deity may be receptive to portents and signs of a divine nature. The signs may take any form, from a flight of birds, to the placement of stones, the casting of runes or bones, the way a cloud passes over the sun, even just the hair raising on the back of the neck. Generally priests may look for specific information or guidance only once per play session, but the DM can supply portents or call for portent skill rolls at any time. Skill checks for Portents and Signs generally require skill in either Knowledge (Nature) or Knowledge (Religion).

DC10

  • Relatively obvious information. Useful for understanding the basic directive or will of a deity. Useful when a player is seeking guidance that would be “known” to the priest.

DC15

  • Determine the better of two choices.
  • Receive a warning of danger.

DC20

  • Receive a hint about the nature of the worse of two choices.

DC25

  • Understand the basic nature of a threat or the consequences of a choice.

DC30

  • Receive an insightful or prescient flash of what is to come.