Exploration
Red Age > Rules > Exploration
Arranging an Expedition
site ratings, risk and reward company ratings information confidence, researching sites patrons, quotas and underwriting
In the Field
carrying capacity personnel disaster pointcrawl navigation events and encounters "damage" to the expedition basecamps and extended rests in the field
"loss of supplies" - everyone carries 1 level of exhaustion for each time this happens, due to short rations and other hardships. if additional supplies can be found, a big hunt is made, etc the exhaustion level is cleared after a Long Rest. - if transport (beasts, teamsters, boats) are lost, this may translate into loss of supplies, as things have to be left behind to fit in the reduced capacity
- "expedition damage" to guards, etc also handled as fatigue, or the party can face the danger themselves and risk hp and mana to prevent it
Returning to Town
- You can come back, with intent to go back out (no time to do serious resupply). Make a Continuation Roll: d6, modify by how beat up the expedition is, -1 per each prior return to town, etc. -2 for each disaster suffered.*
- If you roll 3+, you can go back out. Otherwise, enough personnel have bailed, supplies are low, animals exhausted, gear in need of mending, etc that you'd have to organize a whole new expedition.
Turns & Downtime
- Year has 3 seasons. Each season, you can do a fair amount of downtime stuff, or go find a patron and go on an expedition and do just a bit of downtime stuff (if you pass your final "continuation" roll)
- If a patron is unavailable, you have to wait until next season for them to free up.
Disaster Mitigation Plans, feats, spells, resources expended, hard choices, fictional positioning
Each time the expedition suffers a disaster w/o mitigation, it chooses 1 lose 50% of whatever profits it manages to make after it gets back (after quota and underwriting percentage, as usual) suffer -1 standing In either case, there is also a 2-in-6 chance of a further narrative difficulty or complication. More than 2 deaths (at which point all profit is lost or you’ve taken -2 standing) doesn’t affect money / standing further, but it guarantees a narrative complication.
each extended rest in the field calls for a fresh disaster roll how good a base camp (fortifications, food/water, local allies, etc) you're able to establish affects the disaster roll. a poor site could be worse than 2-in-6, an excellent one could be low or none.
Capacity The expedition has sufficient food, water, pack animals, camping gear, and personnel (guards, teamsters, scouts, hunters, cook, etc) for the trip. There’s not a specific amount of food, just that the longer you stay out, the more mishaps and encounters will gnaw on your hp. Finding food / water in the field could protect your from the next food mishap, etc. The party has 80 slots worth of space on the pack animals for its own gear (tool kits, lighting, etc). The party can bring its own specialists (healers, sages, henchlings, etc), which it pays for and whose gear goes in the party’s 80 slots. The expedition can carry home any reasonable amount of treasure. If there are hard-to-move-quantities, the party can try to figure out how to handle it with spells, clever ideas, etc. The expedition can be “heavily encumbered”, causing it to move at half speed, facing twice as many mishaps and encounters, but hauling a huge pile of stuff with rollers, sleds, etc.