Difference between revisions of "Expedition"

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==Idyll==
 
==Idyll==
 
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An idyll result isn't just the absence of something bad, it indicates the presence of something interesting or beautiful. A moment during the expedition, that stood out and provides an extra information about the region. An idyll could take place inside a sheltered grove, under a spectacular waterfall, or outside a unique temple. Some regions will have idyll text ready, or you can use [[Cooperative Narration]] to fill in an unexpected gap.
  
 
==Warning==
 
==Warning==
 
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A warning 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. If the band gets another blue or a red result in the region then the unheeded warning becomes a realized danger.
 
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==Danger==
 
==Danger==
 
Every region may have danger. Wild regions may have deadly wildlife, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have climate effects or equipment based disasters. See [[Hazard]]s for more ideas. Once you encounter a danger it escalates, adding a second danger or increasing the threat of the original danger if you get another red result in the region. The referee may choose or roll randomly for uncertain dangers:
 
Every region may have danger. Wild regions may have deadly wildlife, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have climate effects or equipment based disasters. See [[Hazard]]s for more ideas. Once you encounter a danger it escalates, adding a second danger or increasing the threat of the original danger if you get another red result in the region. The referee may choose or roll randomly for uncertain dangers:
#'''Climate:''' Severe weather hits. This could be a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
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#'''Climate:''' Severe weather hits, such as a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
#'''Disaster:''' A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location will become temporarily inaccessible, and likely a complication dealing hits will start.
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#'''Disaster:''' A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location becomes inaccessible, and a dangerous [[complication]] may start.
#'''Glitch:''' An equipment asset is damaged, lost, or stolen. If this is a vehicle you must make an operate check to prevent a crash.
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#'''Glitch:''' An equipment asset is damaged, lost, or stolen. If traveling by vehicle a successful [[machinery]] check means it is disabled, a failure leads to a crash.
#'''Lost:''' A member of the expedition is cut off, or the entire expedition is diverted and may not find locations or other expeditions until an exit is discovered.
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#'''Lost:''' A member of the expedition is cut off, or the entire expedition is diverted and may not find locations or other expeditions until an exit location is discovered.
#'''Opponent:''' Local enemies appear to start a [[battle]], a [[chase]], or a [[raid]].
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#'''Opponent:''' Local enemies or creatures appear to start a [[battle]], a [[chase]], or a [[raid]].
#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, or captures you, or harms you.
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#'''Trap:''' A hidden [[hazard]] that alerts nearby enemies, captures you, or harms you.
  
 
==Prize==
 
==Prize==
 
Getting a second red result for an expedition generates a prize instead of danger. 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 a third which boosts the prize to tier 2, or a fourth which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until get get a green result (the prize is found at the destination) or a blue result (the prize is found on the way, and you haven't yet arrived).
 
Getting a second red result for an expedition generates a prize instead of danger. 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 a third which boosts the prize to tier 2, or a fourth which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until get get a green result (the prize is found at the destination) or a blue result (the prize is found on the way, and you haven't yet arrived).
 
 
  
 
==Wandering==
 
==Wandering==
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#'''Individual:''' A named denizen of interest is present. This individual isn't necessarily friendly, but can be bargained with.
 
#'''Individual:''' A named denizen of interest is present. This individual isn't necessarily friendly, but can be bargained with.
 
#'''Resources:''' In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies. Gain a bonus on the relevant check.
 
#'''Resources:''' In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies. Gain a bonus on the relevant check.
#'''Vantage:''' Important geography, such as shelter from storms, a lookout point that reveals other locations, or even a [[wonder]] that grants focus.
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#'''Vantage:''' Important geography such as shelter from storms, a lookout point that reveals other locations, or even a '''wonder''' that grants focus.
  
 
==See Also==
 
==See Also==
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*[[Romance]]
 
*[[Romance]]
  
{{v251}}
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{{v252}}
  
 
[[Category:Mode]]
 
[[Category:Mode]]

Revision as of 05:29, 17 January 2016

You set out to discover new locations in your region, or just to get from one place to another. An expedition uses an effect die to determine what the travelers encounter on the way to the destination. Roll once for the entirety of 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 for each region. Your goal for the check can either be to travel towards a known destination, or to seek new locations within the region as your destination. Your band may split up into 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 but unexplored locations in the region you can set that destination specifically, otherwise you wander and find a location at random.

  • Green: Idyll. You reach the destination without an encounter.
  • Blue: Warning. You have not reached the target and detect an omen of danger. A second blue result in the same region encounters that danger.
  • Red: Danger. You encounter danger, and as usual roll another die. If it comes up green you encounter the danger at your destination. If it comes up blue the danger hits before you arrive. Another red result converts the danger to a prize, and further red results increase the value of the prize.

Idyll

An idyll result isn't just the absence of something bad, it indicates the presence of something interesting or beautiful. A moment during the expedition, that stood out and provides an extra information about the region. An idyll could take place inside a sheltered grove, under a spectacular waterfall, or outside a unique temple. Some regions will have idyll text ready, or you can use Cooperative Narration to fill in an unexpected gap.

Warning

A warning 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. If the band gets another blue or a red result in the region then the unheeded warning becomes a realized danger.

Danger

Every region may have danger. Wild regions may have deadly wildlife, barbarian raiders, and skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, and thieving criminals. Either might have climate effects or equipment based disasters. See Hazards for more ideas. Once you encounter a danger it escalates, adding a second danger or increasing the threat of the original danger if you get another red result in the region. The referee may choose or roll randomly for uncertain dangers:

  1. Climate: Severe weather hits, such as a storm, cold weather getting colder, hot weather getting hotter, or even natural catastrophes like earthquakes or floods.
  2. Disaster: A structure collapses, a fire starts, a communicable disease breaks out, and so on. The location becomes inaccessible, and a dangerous complication may start.
  3. Glitch: An equipment asset is damaged, lost, or stolen. If traveling by vehicle a successful machinery check means it is disabled, a failure leads to a crash.
  4. Lost: A member of the expedition is cut off, or the entire expedition is diverted and may not find locations or other expeditions until an exit location is discovered.
  5. Opponent: Local enemies or creatures appear to start a battle, a chase, or a raid.
  6. Trap: A hidden hazard that alerts nearby enemies, captures you, or harms you.

Prize

Getting a second red result for an expedition generates a prize instead of danger. 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 a third which boosts the prize to tier 2, or a fourth which boosts it to tier 3. A further red generates an additional tier 3 asset, and so on until get get a green result (the prize is found at the destination) or a blue result (the prize is found on the way, and you haven't yet arrived).

Wandering

Trying to find an unknown location is called wandering. If there are existing locations the referee may choose which one you find. If there are no remaining locations in the region you get to create a new one. This is called a discovery. You get to name the location and choose whether to roll randomly or pick from the location type chart. 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 benefit. Further discoveries are named and described only. Use your discoveries wisely, they are an opportunity to add something interesting or useful to the region.

Location

A location has a unique name and something worth discovering. You gain the benefits the first time you find the location. Some locations may even provide multiple benefits. With a fly move you may always create and move to a vantage location. A location may be hidden, and only accessible from a specific exit or found by wandering. The referee may choose or roll randomly for uncertain locations:

  1. Exits: Includes secret doors, trails, or shortcuts to another location or region. Some regions require an exit be found before you can leave, or may not be entered except via this special exit.
  2. Information:Includes libraries and clues. May grants you a re-roll of your expedition die in the region.
  3. Loot: A tier 1 prize, or possibly a tier 2 prize that is guarded or secured by traps.
  4. Individual: A named denizen of interest is present. This individual isn't necessarily friendly, but can be bargained with.
  5. Resources: In urban regions you may find shops and traders, or an available forge. In wild regions you may find special materials or supplies. Gain a bonus on the relevant check.
  6. Vantage: Important geography such as shelter from storms, a lookout point that reveals other locations, or even a wonder that grants focus.

See Also


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