Expedition
You set out to discover new locations and rewards in your region. Your band may split up into any number of expeditions desired, with a minimum of one character in each. If there are detected but unexplored locations in the region, an expedition can name that location as a target. Otherwise an expedition can wander and find a location at random. Each expedition rolls an effect die. On a red result the expedition encounters danger and does not reach a location. On a blue result the expedition explores the location and then encounters danger. On a green result the expedition explores the location without encountering danger.
Location
A location has a unique name and something worth discovering. Once you find the location you gain any benefits provided by the location. Some locations 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 shortcut, trail, or by wandering.
- Clue: The location contains a clue to a mystery.
- Commerce: Shops, services, and intoxicants may be found here.
- Library: The location contains research materials for one or more topics.
- Loot: Equipment, profit, or even treasure may be discovered at the location.
- Personality: A denizen of interest is at the location.
- Resources: One or more type of material may be collected here.
- Safety: The location is immune to storms and grants a bonus (+2) to survive and sense checks.
- Shortcut: Links to another location that may be discovered without another effect roll.
- Trail: The location contains tracks that lead to another location.
- Vantage: You get a list of any other locations in the region that aren't hidden.
- Wonder: The location is so sublime you may recover focus the first time you visit it. Wonders should be rare.
Danger
Every region has danger, but what varies is the nature of the danger. Wild regions may have deadly wildlife, barbarian raiders, or skulking bandits. More civilized regions are more likely to have organized gangs, unfriendly officials, or thieving criminals. Either might have climate effects or disasters. See the section on hazards for more information.
- Accident: You slip, fall, get poisoned, or find some way to harm yourself.
- Climate: You suffer the inclement effects of temperature, storms, or other weather effects.
- Disaster: A structure collapses, a fire starts, or some form of natural catastrophe strikes.
- Disease: You happen upon something contagious.
- Report: You aren't in danger yourself, but discover someone else is. If you don't abort the expedition to deal with it then others will be harmed or killed.
- Enemy: Encountering enemies usually leads to a battle, a chase, or an infiltration against the opponents.
- Trap: A hidden defense that can alert enemies, or capture or harm you.
- Theft: You lose equipment to thieves or circumstances.
Wander
When you try to find a location that isn't visible it is called wandering. If there are listed locations the referee chooses which one you find. However if there are no remaining listed locations in the region you get to create a new location. This is called a discovery. You get to name the location and pick a benefit from the list. The referee populates the location's description with a few appropriate details plus the answers to leading questions (see the Referee section). The description doesn't necessarily need to match the name, but should at least be evoked by it. So if you are in the wilderness and choose to discover 'the skyscraper' you may not have found a building, but instead a tall spire rock formation. The referee also chooses the specific details of the benefit attached to the location. Only the first discovery in a region gains a benefit. Any further discoveries are named and described, but get no attached bonus. Danger still applies. Use your discovery wisely, it's an opportunity to add something you need to the region.
See Also
Version 2.5.1
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