Expedition

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You set out to discover new locations, or get from one place to another. An expedition uses an effect die to determine what you encounter on your way. Roll once for a safe or mundane trip. Roll once a day if exploring, or when traveling through regions where danger is present. In extremely perilous places roll once a day or once for each region, whichever is more.

Your goal for the check can either be to travel towards a known destination, or to seek new locations within the region. Your band may split up into as many separate expeditions desired, each rolling its own die. Any player in the expedition may roll the die, but once you roll you must let another player roll next time until everyone has had a chance. If there are known locations you can set them as your destination, otherwise you wander and find a location at random.

Result Discovery
Green Warning. You don’t reach the destination, but instead get a hint of something threatening in the region. A second warning in the same region becomes danger.
Blue Interlude. You reach the destination with only a pleasant and informative encounter along the way.
Red Prize. You reach the destination and find a prize along the way. As usual roll another die. An eventual green or blue result determines whether you find a warning or an interlude along with the prize. Each additional red result increases the value of the prize.

Interludes

A blue result isn’t just the absence of danger, it indicates the presence of something notable or beautiful. A moment during the expedition that stands out or provides extra information about the region. An interlude could take place inside a sheltered grove, under a spectacular waterfall, or outside a unique temple. Checks for romances gain a +1 bonus during an interlude.

Warnings and Danger

The first green result is an omen of potential dangers that are nearby. Instead of encountering beasts you find their tracks are hear their howls nearby. Instead of a storm you smell the change in the air and see dark clouds gathering overhead. A warning ratchets up tension for your players and gives them a choice: turn back now or potentially meet the danger itself. You can choose a danger to warn about, or roll on the danger chart.

Generally a simple check keeps the warning from becoming an encounter with danger. Sense and Stealth are common for avoiding danger. If the band gets another green result in the same region the warning automatically becomes actual danger. Dangerous regions may penalize the check to avoid danger, or even bypass warnings entirely.

Any region may have danger. Wild regions may have deadly creatures, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have bad weather or malfunctioning equipment. See Hazards (page xxx) for more ideas.

Result Random Warning/Danger
1 Climate: Severe weather like storms, extreme temperature, or floods.
2 Disaster: A structure collapses, fires start, earthquakes hit, or a disease breaks out.
3 Glitch: Equipment is damaged, lost, or stolen. A vehicle may be disabled or crash.
4 Trap: A hidden hazard alerts nearby enemies, captures you, or harms you.
5 Opponents: Local enemies or creatures appear to start a battle, a chase, or a raid.
6 Lost: A member is cut off, or the entire expedition needs to find an exit to proceed.

Interludes and Locations

A blue interlude result can be as simple as a pastoral description, but is easiest when tied to a location. Each location has a unique name and something worth discovering.

You gain benefits the first time you find the location, or sometimes with each visit. A location may be hidden, or only accessible from a specific exit.

Result Location Property
1 Exits: Secret doors, trails, or shortcuts to another location. May be required to leave, or if lost.
2 Information: Libraries and clues. Take the best of two rolls on your next expedition.
3 Shelter: Immune to storms, allows rest, and count as hidden when resting.
4 Person: Meet a named denizen in the region. They may not be friendly, but aren’t hostile.
5 Resources: Find shops, traders, or services (urban regions), or materials and supplies.
6 Vantage: Reveals other locations, resets warnings in the region, or a wonder that grants focus.

Prizes

A red result generates a prize. The prize is a tier 1 asset, usually currency, supplies, or an item left behind by previous adventurers. Since you roll another die for each red, it’s possible you’ll get another red which boosts the prize to tier 2, or a third which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until you get a green result (the prize is guarded by danger and you do not arrive ate your destination) or a blue (the prize is found on the way, and you do reach your destination).

Wandering and Discovery

You can wander to find and explore new locations. If there are indications of existing locations you can choose which to find, otherwise the referee chooses. If there are no remaining locations in the region you create a new one, called making a discovery.

You get to name the location and choose whether to roll a random location property or pick one. The referee then populates the description and the details of the location and its benefits (often with Cooperative Narration).

The description and details only need to loosely match the name, for example if you choose to name a discovery ‘the tower’ in the middle of the wilderness you may a building, or you may find a rock formation or a massive tree. Only the first discovery in a region gains a location property. Further discoveries are named and described only.

See Also



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