Custom Expeditions: Difference between revisions

From KINSHIP | Codex
Jump to navigation Jump to search
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
Custom Expeditions are offer a reimagined exploration system where you chart unknown lands, uncover hidden wonders, and face the unexpected. '''Expeditions are now free''', but require preparation and wit. Your choices, equipment, and a bit of luck will determine what you find -- and what finds you.
Custom Expeditions are an automated exploration mini-game for charting New Ognos, discovering new species and landmarks, recovering prizes, and encountering unexpected events along the way. Choose a character, destination, Expedition Style, equipment, and level of risk, then work through a series of randomized Checkpoints shaped by those choices. Your discoveries are recorded as part of the world where appropriate, while prizes, XP, and other rewards remain with the character who earned them.
Expeditions are free to begin and can be played entirely through the automated system, with optional IC posts for additional XP. Characters become more capable explorers as they gain Proficiency, unlocking better outcomes and additional features over time.
<div style="text-align:center; font-size:1.2em;">'''[https://kinrpg.com/catalysts/expeditions/ 🧭 Start an Expedition]'''</div>


== How It Works ==
== How It Works ==
# Open [https://kinrpg.com/catalysts/expeditions/ Expeditions] and pick your character. Plan the trip: Expedition Style, Location, number of Checkpoints (1–10), gear, and an optional assistant.
# At each Checkpoint you get a short scene and three choices, each marked '''Low''', '''Medium''' or '''High Risk'''.
# Pick one. The roll is made and saved instantly (refreshing never rerolls). You see what your choice led to, your Outcome Tier, the Discovery Points (DP) earned, and what you found.
# Repeat until you reach your chosen number of Checkpoints.
# On the results page, sort your prizes and name your discoveries, then submit.
# Staff review the Expedition, deliver your rewards, send your discoveries to the lore archive, and award your XP.
# Optional: write in-character post(s) about your Checkpoints for +5 XP each.


# Player initiates the mini-game by going to Custom Shop > [https://kinrpg.com/openmarket/expedition.php Start an Expedition].
Each character can have one Expedition in progress at a time. Your progress shows on your character's profile under '''Mini-Games'''.
# Support opens a new thread in the #catalysts-and-games channel.
# At each Checkpoint, the player will be presented with a narrative challenge and 3 choices with clear Risk Levels (Low, Medium, High).
# Player selects one option, Support completes rolls (explained below), and the outcome is narrated.
# Steps 3 & 4 are repeated until the player's requested number of Checkpoints have been hit.
# The final outcome is decided and posted, XP is calculated, and rewards are placed in inventories.
# Players can redistribute earnings, finalize discoveries, and write post(s) about any/all Checkpoints to obtain +1 bonus XP per post.


== Basic Procedure ==
== Basic Procedure ==
Every Checkpoint has one of nine themes. You won't see the same theme twice until you've seen all nine.


# Support rolls a number between 1 - 20 to give you your baseline Checkpoint result.
{| class="wikitable"
# Support adds your Proficiency Bonus (see Proficiency for more information).
! Theme !! What it looks like
# Support applies Gear Modifiers and your chosen Risk Level modifier.
|-
# The combined total determines the Outcome Tier for that Checkpoint: Mishap, Dead End, Standard Discovery, Enhanced Discovery, or Major Find.
| '''Navigation''' || A lost trail, a split route, landmarks that stop lining up
# Each Outcome Tier provides Discovery Points (DP) and may trigger additional results.
|-
# At the end of your Expedition, the total DP is added up to produce a final reward tier.
| '''Creature''' || Fresh tracks, a nearby animal that has noticed you
|-
| '''Ruins''' || An old structure, half-buried stonework, a way inside
|-
| '''Flora''' || An unfamiliar growth that is still spreading
|-
| '''Treasure''' || Something glinting in debris, signs of a hidden cache
|-
| '''Hazard''' || Unstable ground, treacherous terrain
|-
| '''History''' || Marks, cairns, and warnings left by earlier travelers
|-
| '''Salvage''' || Damaged objects and wreckage, not all of it dead
|-
| '''Social''' || Another traveler with news about the route ahead
|}
 
# A d20 is rolled for your chosen option.
# Your Proficiency Bonus is added (see [[#Proficiency|Proficiency]]).
# Modifiers are added when they fit the Checkpoint's theme:
#* '''+1''' if your Expedition Style fits the theme (see [[#Expedition Style|Expedition Style]])
#* '''+1''' if your Location fits the theme (see [[#Location|Location]])
#* '''+1''' Weapon on Creature Checkpoints
#* '''+1''' Armor on Hazard and Navigation Checkpoints
# The total and your Risk Level decide the Outcome Tier (see [[#Outcome Tables|Outcome Tables]]). Risk adds no flat number; it changes which tiers you can reach. '''Low Risk can never reach an Enhanced Discovery or Major Find.'''
# Each Outcome Tier gives Discovery Points (DP) and one find (see [[#Finds|Finds]]).
# At the end of the Expedition, your total DP decides your final Expedition Result.


=== Expedition Gear ===
=== Expedition Gear ===
Every Expedition requires characters to equip specific items before departure. These provide both narrative and mechanical advantages that help mitigate danger and improve discovery quality. You must bring 1 weapon, 1 piece of armor, and 1 consumable (usually food). You may also bring one charm; additional Charm slots can be unlocked through Proficiency levels and the Token Shop.
Every Expedition requires 1 weapon, 1 piece of armor, and 1 consumable (usually food), chosen from your character's inventory. You may also bring one charm.


==== '''Gear Modifiers''' ====
==== Gear Modifiers ====
Each equipped item provides flat modifiers that apply directly to Checkpoint rolls. These reflect how well your character can navigate danger, hunt creatures, or push deeper into unknown territory.
{| class="wikitable"
{| class="wikitable"
!Gear Type
! Gear Type !! Required? !! Effect  
!Required?
!Modifier
!Mechanical Effect
!Notes
|-
|-
|Weapon
| Weapon || ✔ || +1 on Creature Checkpoints  
|✔
| +1 to combat-related Checkpoints
|Reduce severity of Mishaps caused by enemy encounters
|Reusable (stays in inventory)
|-
|-
|Armor
| Armor || ✔ || +1 on Hazard and Navigation Checkpoints. Once per Expedition, a Mishap becomes a Dead End.
|✔
| +1 to survival and hazard Checkpoints
|Downgrades one Mishap per Expedition to a Dead End
|Reusable (stays in inventory)
|-
|-
|Food
| Food || ✔ || Required to depart
|✔
|1 use per Expedition
|Remove 1 negative condition '''after''' the roll
|Consumed on use
|-
|-
|Charm
| Charm || ✖ || Recorded on the Expedition
|✖
|Variable
|Applies Charm ability
|Charms may have variable degradation rates
|}
|}


==== '''Gear Degradation & Upgrades''' ====
==== Gear Degradation & Upgrades ====
''Expeditions don't damage, spoil or upgrade gear automatically. These are narrative effects that staff may apply after a Mishap, Major Find, or Special Event.''
 
Mishaps may:
Mishaps may:
* Reduce your Weapon bonus for the duration of the event
* Reduce your Weapon bonus for the duration of the event
* Add wear or tear to Armor that impacts future results
* Add wear or tear to Armor that affects future results
* Spoil Food before it can be used
* Spoil Food before it can be used
* Cause damage that must be repaired through the Crafting mini-game
* Cause damage that must be repaired through the Crafting mini-game


Major Finds or Special Events may:
Major Finds or Special Events may:
* Upgrade gear
* Upgrade gear
* Add special properties
* Add special properties
Line 73: Line 82:


==== Gear Inventory & Requirements ====
==== Gear Inventory & Requirements ====
* All equipped items must be present in the character's actual inventory
* All equipped items must be in the character's inventory.
* Food always has a single use per Expedition unless otherwise noted
* Each gear slot needs a different item.
* Only one Weapon and Armor count toward modifiers even if carrying more
* Only one Weapon and one Armor count toward modifiers.


=== '''Outcome Tiers''' ===
=== Outcome Tiers ===
Your results determine Discovery Points earned for that Checkpoint:
{| class="wikitable"
{| class="wikitable"
!Outcome Tier
! Outcome Tier !! DP Gained !! Find
!DP Gained
!Possible Effects
|-
|-
|'''Mishap'''
| '''Mishap''' || 0 || Nothing
|0
|Injury, gear damage, condition, lost supplies
|-
|-
|'''Dead End'''
| '''Dead End''' || 0 || A Small prize (equivalent to a Talent under 1k in value)
|0
|No significant discovery; reward equivalent to a Talent under 1k in value
|-
|-
|'''Standard Discovery'''
| '''Standard Discovery''' || 1 || A Small prize '''or''' a Common Animal/Plant, Small Landmark, or Minor Special discovery (Talent-equivalent 1–1.5k)
|1
|Common flora/fauna; small landmark; small coin gain; reward equivalent to a Talent between 1 - 1.5k in value
|-
|-
|'''Enhanced Discovery'''
| '''Enhanced Discovery''' || 2 || A Medium prize '''or''' an Uncommon Animal/Plant, Medium Landmark, or Notable Special discovery (Talent-equivalent 3–4k)
|2
|Uncommon flora/fauna; medium landmark; moderate coin gain; pet encounter; reward equivalent to a Talent between 3 - 4k in value
|-
|-
|'''Major Find'''
| '''Major Find''' || 3 || A Large prize '''or''' a Rare Animal/Plant, Large Landmark, or Remarkable Special discovery (Talent-equivalent up to 6k)
|3
|Rare flora/fauna; large landmark; large coin gain; rare pet encounter; reward equivalent to a Talent up to 6k in value
|}
|}


=== '''Special Event Triggers''' ===
=== Finds ===
Special triggers modify results before DP assignment.
Every Checkpoint that isn't a Mishap produces '''exactly one find''': either a prize or a discovery, never both. Which one you get depends on the option you chose. Watching an animal from cover usually turns up an Animal, clearing debris usually turns up a prize, and following old travelers' marks usually turns up a Landmark. Your Expedition Style also nudges it (see [[#Expedition Style|Expedition Style]]).
 
{| class="wikitable"
{| class="wikitable"
!Trigger
! Find !! What it is !! What happens to it
!Condition
!Effect
|-
|-
|Natural 1
| '''Prize''' (Small / Medium / Large) || An item or Talent, shown with the kind of place it came from, e.g. ''Medium prize (Salvage)'' || Staff decide the reward and deliver it to your inventory. You may leave a request.
|Always
|Negative Event (flaw/complication)
|-
|-
|Natural 20
| '''Animal''' discovery || A new animal species || Added to the island records for that territory once approved
|Always
|Positive Event (bonus trait)
|-
|-
|High Risk + Low Roll
| '''Plant''' discovery || A new plant species || Added to the island records for that territory once approved
|Roll ≤ (5 - Bonus)
|Negative Event (if not natural 1)
|-
|-
|High Risk + High Roll
| '''Landmark''' discovery || A new place in that territory || Added to the island records for that territory once approved
|Roll ≥ (19 - Bonus)
|Positive Event (if not natural 20)
|-
|-
|Style/Mood/Theme Mismatch
| '''Special''' discovery || Anything that isn't a species or a place: a pet encounter, a person, a phenomenon, a relic with a story || Staff deliver it as an item or Talent
|Choice conflicts with Style, Mood, or Theme
|50% chance of mixed event
|}
|}
Special Events can:


* Enhance or corrupt gear
'''Sorting your finds.''' At the end of an Expedition:
* Grant new characters, Companions, or pet
* You can carry up to '''5 prizes'''. Anything you don't carry is left behind.
* Alter or enhance characters, Companions or pets
* Two prizes of the same size can merge into one of the next size (2 Small → 1 Medium, 2 Medium → 1 Large). The merged prize keeps the combined value of both. Merges can be undone before you submit.
* Grant bonus loot
* Every discovery is kept. Discoveries don't merge and don't count toward the 5-prize cap.
* Cause injuries or temporary setbacks
* For each discovery, write its name and description yourself, or leave it for Support to write.
* Introduce character development opportunities and hooks
* Introduce effects that influence the next roll, or all subsequent rolls


=== '''Final Expedition Reward Tier''' ===
''All finds stay with the character who earned them, unless players privately agree otherwise.''
After your final Checkpoint, total your DP:
 
=== Special Event Triggers ===
{| class="wikitable"
{| class="wikitable"
!Total DP
! Trigger !! Condition !! Effect
!Expedition Result
!Reward Bonuses
|-
|-
|'''0 - 3'''
| Natural 1 || Always || Negative Event (complication)
|Standard Outcome
|Base rewards from rolls only
|-
|-
|'''4 - 7'''
| Natural 20 || Always || Positive Event
|Enhanced Outcome
| +1 bonus reward roll from Standard or Enhanced tier
|-
|-
|'''8+'''
| High Risk + Low Roll || Roll ≤ (5 − Proficiency Bonus) || Negative Event (if not a natural 1)
|Exceptional Outcome
|-
| +2 bonus reward rolls from Major tier
| High Risk + High Roll || Roll ≥ (19 − Proficiency Bonus) || Positive Event (if not a natural 20)
|}
 
A Special Event gives you a short in-character prompt to respond to. A Positive Event is worth '''+1 XP'''. Staff may also choose to apply a larger effect, such as:
* Enhancing or corrupting gear
* Granting new characters, Companions, or pets
* Altering or enhancing characters, Companions, or pets
* Granting bonus loot
* Causing injuries or temporary setbacks
* Introducing character development opportunities and hooks
 
=== Final Expedition Result ===
{| class="wikitable"
! Total DP !! Expedition Result !! Reward Bonuses
|-
| '''0 – 3''' || Standard Outcome || Finds from your Checkpoints only
|-
| '''4 – 7''' || Enhanced Outcome || +1 bonus find, Small or Medium
|-
| '''8+''' || Exceptional Outcome || +2 bonus finds, Large
|}
|}
''All discoveries (items, pets, landmarks) remain with the individual who earned them, unless players privately agree otherwise.''
Bonus finds use the same prize-or-discovery roll as Checkpoints.


== Proficiency ==
== Proficiency ==
Every Expedition awards Expedition Points (XP). As you gain Proficiency, you become more capable of surviving dangers, steering outcomes toward higher tiers, and taking advantage of rare discoveries. Your Proficiency Bonus is added to all Expedition rolls.
Every Expedition awards Expedition Points (XP). As you gain Proficiency, you survive dangers more easily, steer outcomes toward higher tiers, and make the most of rare discoveries. Your Proficiency Bonus is added to every Checkpoint roll.


=== Earning Expedition Points (XP) ===
=== Earning Expedition Points (XP) ===
{| class="wikitable"
{| class="wikitable"
!Action
! Action !! XP Awarded
!XP Awarded
|-
| Completing a Checkpoint || +2 XP
|-
| Triggering a Positive Special Event || +1 XP
|-
|-
|Completing a Checkpoint
| Ending the Expedition with at least one Major Find || +2 XP (once per Expedition)
| +2 XP
|-
|-
|Writing an in-character response to a Checkpoint
| Bringing an assistant (PC, NPC, Companion, or Pet) || +1 XP "Group Explorer" bonus (once per Expedition)
| +1 XP
|-
|-
|Triggering a Positive Special Event
| Chronicler Style with at least one Enhanced Discovery or Major Find || +1 XP
| +1 XP
|-
|-
|Ending the Expedition with at least one Major Find
| Serenity Falls with no Mishaps || +1 XP
| +2 XP bonus (once per Expedition)
|-
|-
|Bringing at least one ally (PC, NPC, Companion, or Pet) on the Expedition
| Writing an in-character post about a Checkpoint || +1 XP per post
| +1 XP “Group Explorer” bonus (once per Expedition)
|}
|}
''XP is tracked per character. Each participant earns XP based on their own Checkpoints, responses, and events.''
''XP is tracked per character and awarded when staff approve the Expedition. Your level when you set out applies for the whole Expedition.''


=== Proficiency Levels ===
=== Proficiency Levels ===
{| class="wikitable"
{| class="wikitable"
!Level
! Level !! Title !! Proficiency Bonus !! XP Needed (Total) !! Unlocks & Perks
!Title
!Proficiency Bonus
!XP Needed (Total)
!Unlocks & Perks
|-
|-
|0
| 0 || Novice Scout || +0 || 0 || Base system
|Novice Scout
| +0
|0
|Base system
|-
|-
|1
| 1 || Wayfinder || +1 || 25 || Once per Expedition, a Mishap your armor doesn't catch becomes a Dead End (automatic).
|Wayfinder
| +1
|25
|Once per Expedition, downgrade one Mishap to a Dead End after seeing the result.
|-
|-
|2
| 2 || Pathfinder || +2 || 50 || Once per Expedition, your first Dead End becomes a Standard Discovery (automatic).
|Pathfinder
| +2
|50
|Once per Expedition, upgrade one Dead End to a Standard Discovery.
|-
|-
|3
| 3 || Field Explorer || +3 || 100 || Choose one Biome Affinity: Enhanced Discoveries and Major Finds in that biome gain +1 DP.
|Field Explorer
| +3
|100
|Choose one Biome Affinity: when you roll an Enhanced Discovery or Major Find in that biome, gain +1 DP for that Checkpoint.
|-
|-
|4
| 4 || Veteran Explorer || +4 || 150 || One additional Charm slot (maximum 3). ''Not yet available in the automated version.''
|Veteran Explorer
| +4
|150
|You may equip one additional Charm slot (maximum 3 Charms equipped per Expedition).
|-
|-
|5
| 5 || Vanguard || +5 || 200 || Once per Expedition, your first Standard Discovery becomes an Enhanced Discovery (automatic).
|Vanguard
| +5
|200
|Once per Expedition, upgrade one Standard Discovery to an Enhanced Discovery after seeing the result.
|-
|-
|6
| 6 || Navigator || +6 || 250 || When your Expedition Result is Enhanced or Exceptional, gain +1 bonus find. Choose a second Biome Affinity.
|Navigator
| +6
|250
|When your final Expedition Result is Enhanced or Exceptional, gain +1 additional bonus reward roll. Gain a second Biome Affinity.
|-
|-
|7
| 7 || Legendary Explorer || +7 || 325 || Items and valuables from Expeditions gain +10% resale value, and Expedition discoveries may receive enhanced narrative significance.
|Legendary Explorer
| +7
|325
|Items and valuables earned from Expeditions gain +10% resale value, and Expedition-related discoveries may receive enhanced narrative significance.
|}
|}


== Outcome Tables ==
== Outcome Tables ==
Your skill and choices affect the range of results that produce each Outcome Tier. Proficiency narrows the Mishap range and expands Enhanced and Major Find possibilities.
Your skill and choices affect the range of results that produce each Outcome Tier. Proficiency narrows the Mishap range and widens the Enhanced and Major Find ranges.


The following tables assume '''Total Roll = d20 + Proficiency Bonus + Gear Modifiers + Risk Modifier'''.
'''Total Roll = d20 + Proficiency Bonus + Style, Location, and Gear modifiers.''' "Bonus" below means your Proficiency Bonus. Where two ranges overlap, the higher tier wins; any total not covered by a range is a Standard Discovery.


=== Tier 1: Beginners (Proficiency Levels 0 - 2) ===
=== Tier 1: Beginners (Proficiency Levels 0 – 2) ===
{| class="wikitable"
{| class="wikitable"
!Risk Level
! Risk Level !! Mishap !! Dead End !! Standard !! Enhanced !! Major
!Mishap
!Dead End
!Standard
!Enhanced
!Major
|-
|-
|Low
| Low || 1 – 3 || 4 – 5 || 6+ || — || —
|1 - 3
|4 - 5
|6 - 20
|—
|—
|-
|-
|Medium
| Medium || 1 – 3 || 4 – 5 || 6 – 15 || 16 – 18 || 19+
|1 - 3
|4 - 5
|6 - 15
|16 - 18
|19 - 20
|-
|-
|High
| High || 1 – 3 || 4 – 5 || 6 – 14 || 15 – 18 || 19+
|1 - 3
|4 - 5
|6 - 14
|15 - 18
|19 - 20
|}
|}


=== Tier 2: Intermediate (Proficiency Levels 3 - 5) ===
=== Tier 2: Intermediate (Proficiency Levels 3 – 5) ===
{| class="wikitable"
{| class="wikitable"
!Risk Level
! Risk Level !! Mishap !! Dead End !! Standard !! Enhanced !! Major
!Mishap
!Dead End
!Standard
!Enhanced
!Major
|-
|-
|Low
| Low || 1 – 2 || 3 – (5 − Bonus) || (6 − Bonus)+ || — || —
|1 - 2
|3 - (5 - Bonus)
|(6 - Bonus) - 20
|—
|—
|-
|-
|Medium
| Medium || 1 – 2 || 3 – (3 − Bonus/2) || 4 – 15 || 16 – 18 || (19 − Bonus)+
|1 - 2
|3 - (3 - Bonus/2)
|4 - 15
|16 - 18
|(19 - Bonus) - 20
|-
|-
|High
| High || 1 – 2 || 3 – (5 − Bonus) || 6 – 14 || 15 – 18 || (19 − Bonus)+
|1 - 2
|3 - (5 - Bonus)
|6 - 14
|15 - 18
|(19 - Bonus) - 20
|}
|}


=== Tier 3: Masters (Proficiency Levels 6 - 7) ===
=== Tier 3: Masters (Proficiency Levels 6 – 7) ===
{| class="wikitable"
{| class="wikitable"
!Risk Level
! Risk Level !! Mishap !! Dead End !! Standard !! Enhanced !! Major
!Mishap
!Dead End
!Standard
!Enhanced
!Major
|-
|-
|Low
| Low || 1 || 2 || 3+ || — || —
|1
|2
|3 - 20
|—
|—
|-
|-
|Medium
| Medium || 1 || 2 || 3 – 15 || 16 – 18 || (19 − Bonus)+
|1
|2
|3 - 15
|16 - 18
|(19 - Bonus) - 20
|-
|-
|High
| High || 1 || 2 || 3 – 14 || 15 – 18 || (19 − Bonus)+
|1
|2
|3 - 14
|15 - 18
|(19 - Bonus) - 20
|}
|}


=== Biome Affinity (Unlocked at Proficiency Level 3+) ===
=== Biome Affinity (Unlocked at Proficiency Level 3+) ===
Choose your affinity on the Expeditions page once you reach level 3 (and a second at level 6). An Enhanced Discovery or Major Find in a matching location gains '''+1 DP'''.
{| class="wikitable"
{| class="wikitable"
!Biome
! Biome !! Environmental Focus !! What You're Better At !! Counts In
!Environmental Focus
!What You’re Better At
|-
|-
|Forest
| Forest || Verdant growth, wildlife navigation || Plant/animal encounters, herbs, food discovery || Nocthollow Forest, Chromabloom Isle, Telos Gestalt, Eonmere Jungle, Sanguivein Wilds, The Hearthlands
|Verdant growth, wildlife navigation
|Plant/animal encounters, herbs, food discovery
|-
|-
|Mountain
| Mountain || Harsh terrain, altitude survival || Mineral veins, ancient ruins, high-value finds || Aethelreach, Skyrend Mountains, Kaloreth, Ironthorn March
|Harsh terrain, altitude survival
|Mineral veins, ancient ruins, high-value finds
|-
|-
|Coast / Ocean
| Coast / Ocean || Tides, storms, shipwrecks || Fishing, salvage, aquatic discoveries, pearls || Mistmere Beach, The Drowned Tangle, Abyssholm, Glassmirror, Driftwake, Iron District
|Tides, storms, shipwrecks
|Fishing, salvage, aquatic discoveries, pearls
|-
|-
|Swamp
| Swamp || Rot, disease, hidden life || Rare creatures, alchemical materials || Dreadmire Swamp, Howling Barrens, Hungerholt
|Rot, disease, hidden life
|Rare creatures, alchemical materials
|-
|-
|Desert
| Desert || Heat, scarcity, mirages || Preservation of supplies, rare mineral finds || Scorched Desert, Starfall
|Heat, scarcity, mirages
|Preservation of supplies, rare mineral finds
|-
|-
|Tundra
| Tundra || Cold, endurance || Weather survival, thick pelts, frost flora || Frostveil
|Cold, endurance
|Weather survival, thick pelts, frost flora
|-
|-
|Cavern / Underground
| Cavern / Underground || Darkness, echoes, depth || Crystals, underground beasts, lost Holds || Hollowdeep Caves, Titan's Grave
|Darkness, echoes, depth
|Crystals, underground beasts, lost Holds
|-
|-
|Ruins / Remnant Zones
| Ruins / Remnant Zones || History, magic remnants || Artifact fragments, cultural discoveries || Aethelreach, The Drowned Tangle, The Whispering Atoll, Lodestone Wastes, Clockwork Hive
|History, magic remnants
|Artifact fragments, cultural discoveries
|}
|}


Line 386: Line 268:
=== Expedition Style ===
=== Expedition Style ===
Every explorer has a guiding method: some stalk prey, some map the stars, some chase glory. Before departure, choose one Expedition Style. It will:
Every explorer has a guiding method: some stalk prey, some map the stars, some chase glory. Before departure, choose one Expedition Style. It will:
 
* Give '''+1''' on Checkpoints that fit your approach
* Influence how narrative choices are framed
* Make certain kinds of finds more likely
* Provide a specific bonus relevant to that approach
* Create occasional drawbacks when acting ''against'' your nature
* Count as a Guild Task if you choose to write post(s) about your experience
* Count as a Guild Task if you choose to write post(s) about your experience


{| class="wikitable"
{| class="wikitable"
!Style
! Style !! Explanation !! +1 on these Checkpoints !! Other Benefit
!Explanation
!Mechanical Benefit
!Mismatch Triggers
|-
|-
|Hunter
| Hunter || Tracks beasts, reads signs in nature || Creature || More likely to find Animals
|Tracks beasts, reads signs in nature
| +1 to rolls against creatures / wildlife threats
|Choosing to avoid a creature encounter when presented.
|-
|-
|Archaeologist
| Archaeologist || Seeks lost civilizations and relics || Ruins, History || More likely to find Landmarks
|Seeks lost civilizations and relics
| +1 on checks involving ruins, artifacts, or ancient tech
|Choosing to ignore or bypass a ruin/artifact without investigating.
|-
|-
|Naturalist
| Naturalist || Studies flora, foraging, ecosystems || Flora || More likely to find Plants
|Studies flora, foraging, ecosystems
| +1 on gathering materials / identifying terrain
|Choosing to skip a gathering/foraging opportunity.
|-
|-
|Treasure Seeker
| Treasure Seeker || Greedy, daring, adventure-drunk || Treasure || +1 DP on High Risk Major Finds; more likely to find prizes
|Greedy, daring, adventure-drunk
| +1 DP on High-Risk Major Finds
|Choosing a Low Risk option when treasure is hinted.
|-
|-
|Scout
| Scout || Cautious pathfinder, navigates danger || Navigation, Hazard || More likely to find Landmarks
|Cautious pathfinder, navigates danger
|Once per Expedition downgrade 1 Mishap → Dead End after seeing roll
|Choosing a High Risk option without scouting first.
|-
|-
|Chronicler
| Chronicler || Gathers knowledge, records history || History, Social || +1 XP at Expedition end if you had at least one Enhanced Discovery or Major Find
|Gathers knowledge, records history
| +1 XP at Expedition end if ≥1 Enhanced Find
|Choosing not to document or record a discovery.
|-
|-
|Beast Warden
| Beast Warden || Fights with a trusted animal assistant || Creature || More likely to find Animals
|Fights with a trusted animal assistant
| +1 Assistant Benefit (for a total of 2 per assistant)
|Choosing to deliberately endanger or harm your assistant.
|-
|-
|Tech Salvager
| Tech Salvager || Salvage-focused, dismantles machines || Salvage || More likely to find prizes
|Salvage-focused, dismantles machines
| +1 on salvage, nanites, and remnants of tech
|Choosing to leave salvageable tech behind without looting.
|}
|}


=== Location ===
=== Location ===
Locations represent the environmental context of an Expedition. Different environments emphasize different types of discoveries, hazards, and development hooks.
Every Expedition takes place in one territory. Choose a specific territory, or choose a whole region and one of its territories is picked for you when you set out. Checkpoints are set at places from that territory, including approved Landmarks linked to it.


Each Expedition must select one primary Location before the first Checkpoint. The chosen Location provides:
Each Location gives:
* '''+1''' on two Checkpoint themes that suit its environment
* '''Style Synergy:''' if your Style and your Location ''both'' fit a Checkpoint's theme and the result is an Enhanced Discovery or Major Find, that Checkpoint gains '''+1 DP'''. This stacks with Biome Affinity.
* Its '''Biome''', for Biome Affinity
* A '''Trigger''': a special rule for that place. Triggers apply automatically, and your location's triggers are shown when you arrive. When one fires, the Checkpoint result says so.


* A Location Benefit (always active when relevant)
The '''Style Synergy''' column lists the Styles that can trigger it in each Location.
* A Location Trigger (conditional effect when its condition is met)
* A Style Synergy bonus when a matching Expedition Style acts in a suitable context


''Pyronmouth District modifiers and Special Expedition Types are layered on top of the primary Location when applicable.''
==== Northeastern Territories ====
{| class="wikitable"
! Location !! Summary !! +1 on !! Style Synergy !! Biome !! Trigger
|-
| '''Abyssholm''' || Deep ocean floor forced above the surface: basalt shelves, geothermal vents, drifting aerial jellies, and bioluminescent life in the dark. || Creature, Hazard || Hunter, Scout, Beast Warden || Coast / Ocean || A Positive Special Event also gains +1 DP (the lights answer you).
|-
| '''Aethelreach''' || A vertical realm: fossil plains below, floating islands above, joined by Skyrifts and battered by updrafts and gravity pockets. || Navigation, Ruins || Archaeologist, Scout || Mountain, Ruins / Remnant Zones || A Navigation or Hazard Checkpoint (Skyrifts, floating traversal, gravity and weather) that succeeds gains +1 DP.
|-
| '''Chromabloom Isle''' || A bloomfield island of rapid-cycling wildflowers, unstable root-mats, pollen effects, and purely botanical "fauna". || Flora, Creature || Hunter, Naturalist, Beast Warden || Forest || Once per Expedition, a Flora or Creature Checkpoint (volatile blooms, pollen, plant-beasts) that succeeds gains +1 DP.
|-
| '''Eonmere Jungle''' || A primordial rainforest of colossal trees, dinosaurs, dangerous rivers, and flora found nowhere else. || Creature, Flora || Hunter, Naturalist, Beast Warden || Forest || The first Creature Checkpoint that succeeds is always an Animal discovery.
|-
| '''Frostveil''' || An icebound territory in layers: harsh surface, Mid-Ice settlements, and Under-Ice routes past preserved ruins. || Hazard, Navigation || Scout || Tundra || Once per Expedition, a Navigation or Hazard Checkpoint (Under-Ice routes, descent points, shifting ice) that succeeds gains +1 DP.
|-
| '''Serenity Falls''' || A valley of waterfalls and restorative pools where the ambient energy suppresses hostility. || Social, Flora || Naturalist, Chronicler || — || Once per Expedition, a Dead End becomes a Standard Discovery.<br>+1 XP at the end of the Expedition if no Mishaps occurred.
|-
| '''Telos Gestalt''' || A single conscious fungal network that shelters kind travelers and marks the cruel. || Flora, Creature || Hunter, Naturalist, Beast Warden || Forest || A Social or Flora Checkpoint (communion, Core Sap, a Fallen Glade, the network's guidance) that succeeds gains +1 DP.
|-
| '''Veilbreak''' || A land under a permanent storm: glassified plains, storm lakes, and a still eye at its center. || Hazard, Navigation || Scout || — || A High Risk Hazard Checkpoint that succeeds gains +1 DP (riding the storm bands).
|}


==== How Location + Style Synergy Works ====
==== Northwestern Territories ====
If all three are true in a Checkpoint:
{| class="wikitable"
! Location !! Summary !! +1 on !! Style Synergy !! Biome !! Trigger
|-
| '''Greyveil Reach''' || A colorless wilderness where scent and sound matter more than sight, above a vivid and dangerous Subchroma. || Navigation, History || Archaeologist, Scout, Chronicler || — || Your first Enhanced Discovery or Major Find is always a Special discovery (a glimpse of the Subchroma).
|-
| '''Lodestone Wastes''' || A magnetic desert of shifting iron sand where gravity warps and compasses spin. || Salvage, Hazard || Scout, Tech Salvager || Ruins / Remnant Zones || Once per Expedition, a Mishap on a Navigation or Hazard Checkpoint becomes a Dead End (reading the sand's currents).
|-
| '''Sanguivein Wilds''' || A crystalline forest over a root-labyrinth, whose red sap heals, blesses, and harms in equal measure. || Flora, Treasure || Naturalist, Treasure Seeker || Forest || A High Risk Flora Checkpoint that succeeds gains +1 DP (tapping unfamiliar sap).
|-
| '''Hungerholt''' || Blighted moorland where a creeping sickness transforms the living, around the steaming Fever-Scar. || Hazard, Flora || Naturalist, Scout || Swamp || The first Flora Checkpoint that succeeds is always a Plant discovery (a herb that resists the Blight).
|-
| '''Howling Barrens''' || Cold peat fen, black pools, reedbeds, and standing stones under a wind that never stops. || Navigation, Hazard || Scout || Swamp || Low Risk Checkpoints can't end in a Mishap; it becomes a Dead End (sticking to the known paths).
|-
| '''Oneiros''' || A dreamlike island where memory and subconscious fear shape the ground as you walk it. || History, Navigation || Archaeologist, Scout, Chronicler || — || Once per Expedition, a Positive Special Event raises that Checkpoint one tier (Standard to Enhanced, Enhanced to Major).
|-
| '''Kaloreth''' || A tropical volcanic island of black sand beaches, lava tubes, and the ever-smoking Maw. || Hazard, Treasure || Treasure Seeker, Scout || Mountain || Once per Expedition, a Major Find on a Treasure or Hazard Checkpoint earns a bonus Medium find (the Maw gives up its riches).
|}


# The character’s Expedition Style is relevant to the action being taken.  
==== Southeastern Territories ====
# The action clearly fits the Location’s environmental focus.
{| class="wikitable"
# The Checkpoint result is Enhanced Discovery or Major Find.
! Location !! Summary !! +1 on !! Style Synergy !! Biome !! Trigger
 
|-
Then that Checkpoint gains '''+1 additional DP''' (Style Synergy). This bonus stacks with Biome Affinity and with the Location’s normal DP effects if any.
| '''Dreadmire Swamp''' || A murky marsh of hidden waterways, unstable ground, sunken ruins, and hidden creatures. || Creature, Flora || Hunter, Naturalist, Beast Warden || Swamp || A Hazard or Navigation Checkpoint (unstable or concealed ground) that succeeds gains +1 DP.
|-
| '''The Drowned Tangle''' || A submerged graveyard of shipwrecks and gravestones where normal rules break down. || Salvage, Ruins || Archaeologist, Tech Salvager || Coast / Ocean, Ruins / Remnant Zones || A Major Find on a Salvage, Ruins or Treasure Checkpoint (a wreck, relic or construct) earns a bonus Small find.
|-
| '''Hollowdeep Caves''' || Labyrinthine caverns of living crystals, runes, forgotten shrines, and warped physics. || Hazard, Ruins || Archaeologist, Scout || Cavern / Underground || A natural 20 gains +1 DP.
|-
| '''Mistmere Beach''' || An ever-changing shoreline of heavy mist, strange tracks, and luminous tide pools. || Navigation, Creature || Hunter, Scout, Beast Warden || Coast / Ocean || Once per Expedition, a Mishap becomes a Dead End (the tide turns in time).<br>+2 DP to the final total if the Expedition includes at least one Enhanced Discovery.
|-
| '''Nocthollow Forest''' || A semi-sentient forest of responsive vines, spores, symbols, and moving shadows. || Flora, Creature || Hunter, Naturalist, Beast Warden || Forest || Once per Expedition, a Standard Discovery on a Flora Checkpoint (luminous, responsive growth) becomes an Enhanced Discovery.
|-
| '''Scorched Desert''' || Dunes, volcanic glass plains, mirages, and rare desert life under a relentless sun. || Treasure, Navigation || Treasure Seeker, Scout || Desert || Any High Risk Checkpoint that succeeds gains +1 DP.
|-
| '''Skyrend Mountains''' || A mountain barrier around highland savanna, humming monoliths, and elusive protectors. || Navigation, Ruins || Archaeologist, Scout || Mountain || Your first Landmark discovery earns a bonus find of the same size.
|-
| '''The Whispering Atoll''' || A necropolis island of active spirits and constant whispers, where the veil is thin. || History, Social || Archaeologist, Chronicler || Ruins / Remnant Zones || A natural 1 can't be a Mishap for you; the spirits turn it onto the surroundings, and it becomes a Dead End.
|}


==== Standard Island Regions ====
==== Southwestern Territories ====
These are the main wilderness and anomalous regions of New Ognos.
{| class="wikitable"
{| class="wikitable"
!Location
! Location !! Summary !! +1 on !! Style Synergy !! Biome !! Trigger
!Environmental Summary
!Benefit (Always Active)
!Trigger (Conditional Bonus)
!Style Synergy
|-
|'''Dreadmire Swamp'''
|Murky swamp with unstable ground, tangled vegetation, and hidden creatures.
| +1 to gathering and creature-related Checkpoints.
|When a Checkpoint involves navigating unstable or concealed hazards and succeeds, gain +1 DP for that Checkpoint.
|'''Hunter, Naturalist, Beast Warden''' gain +1 DP on Enhanced/Major results involving wildlife, tracking, or dangerous flora here.
|-
|-
|'''The Drowned Tangle'''
| '''The Hearthlands''' || Fertile farmland, orchards, and river deltas; the most productive growing region on the island. || Flora, Creature || Hunter, Naturalist, Beast Warden || Forest || If the Expedition includes at least 2 Standard Discoveries, gain a bonus Small find (the Plenty Table).
|Submerged expanse of shipwrecks, gravestones, and shifting sands where normal rules break down.
| +1 to salvage, relic, and ancient-tech Checkpoints.
|When a Major Find involves a wreck, relic, or salvaged construct, gain +1 additional Standard reward roll.
|'''Archaeologist, Tech Salvager, Treasure Seeker''' gain +1 DP on Enhanced/Major results involving salvage, wrecks, or relics here.
|-
|-
|'''Hollowdeep Caves'''
| '''Millwater Downs''' || Limestone plains of quarries, mills, and market towns that supply the island's stone, timber, and flour. || Salvage, Navigation || Scout, Tech Salvager || — || A Standard Discovery on a Salvage or Navigation Checkpoint gains +1 DP (steady quarry and river work).
|Labyrinthine tunnels and caverns with living crystals, runes, and warped physics.
| +1 to hazard mitigation and anomaly/magic-related Checkpoints.
|On a Natural 20, gain +1 DP and a beneficial environmental effect (Support narrates).
|'''Archaeologist, Chronicler''' gain +1 DP on Enhanced/Major results involving runes, old structures, or historical remains here.
|-
|-
|'''Mistmere Beach'''
| '''Ironthorn March''' || A dry frontier of thorn forest and hollow hills, full of smugglers' tunnels and abandoned homesteads. || Navigation, Hazard || Scout || Mountain || Once per Expedition, a Dead End on a Navigation or Hazard Checkpoint becomes a Standard Discovery (an old smuggler's tunnel).
|Ever-changing shoreline, heavy mist, strange tracks, and luminous marine life.
|If the Expedition ends with at least one Enhanced Discovery, add +2 DP to the final total.
|Once per Expedition, when coastal terrain is involved, downgrade one Mishap to a Dead End.
|'''Scout, Hunter''' gain +1 DP on Enhanced/Major results involving navigation, tracking, or reading the shoreline here.
|-
|-
|'''Nocthollow Forest'''
| '''Starfall''' || Scrubland scarred by near-constant meteorite strikes, with alien growths, Starvein ore, and holes in the sky. || Treasure, Hazard || Treasure Seeker, Scout || Desert || A natural 20 earns a bonus Medium find (a fresh strike lands nearby).
|Sentient-feeling forest of responsive vines, spores, symbols, and elusive sounds.
| +1 to flora-related and pet/creature interaction Checkpoints.
|Once per Expedition, when luminescent or responsive flora is present, upgrade one Standard Discovery to an Enhanced Discovery.
|'''Naturalist, Beast Warden, Hunter''' gain +1 DP on Enhanced/Major results involving flora, fauna, or forest phenomena here.
|-
|-
|'''Scorched Desert'''
| '''Glassmirror''' || A seasonal floodplain of mirror-still lakes and cracked flats that no map holds for long. || Navigation, Hazard || Scout || Coast / Ocean || Your first Navigation Checkpoint that succeeds gains +1 DP (reading this season's waters).
|Treacherous expanse of dunes, volcanic glass, mirages, and rare desert life.
| +1 to rare mineral/material discovery Checkpoints.
|On any High-Risk success (Standard or better), gain +1 DP.
|'''Treasure Seeker, Scout, Naturalist''' gain +1 DP on Enhanced/Major results involving navigation, survival, or rare resource discovery here.
|-
|-
|'''Serenity Falls'''
| '''Clockwork Hive''' || A mechanical wilderness where every plant and animal runs on tension, torque, and winding. || Salvage, Creature || Hunter, Beast Warden, Tech Salvager || Ruins / Remnant Zones || A Major Find on a Salvage or Creature Checkpoint earns a bonus Small find (spare parts).
|Cascading waterfalls, restorative pools, and ambient energy that suppresses hostility.
| +1 XP at Expedition end if no Mishaps occurred during the Expedition.
|Once per Expedition, treat one Dead End as a Standard Discovery.
|'''Chronicler, Naturalist, Healer-leaning characters using any Style''' gain +1 DP on Enhanced/Major results tied to restoration, reflection, or emotional resolution here.
|-
|-
|'''Skyrend Mountains'''
| '''Driftwake''' || An island where day and night run on different rules, and knowing when you are matters as much as where. || Navigation, History || Archaeologist, Scout, Chronicler || Coast / Ocean || After a Mishap or Dead End, your next Checkpoint roll gains +2 (the hour turns).
|Mountain barrier, highland savanna, monoliths, and elusive protectors.
| +1 to scouting, pathfinding, and elevation-related Checkpoints.
|The first successful landmark-related Checkpoint grants +1 additional bonus reward roll (any tier allowed by result).
|'''Scout, Hunter''' gain +1 DP on Enhanced/Major results tied to navigation, vantage points, or high-ground wildlife encounters here.
|-
|-
|'''The Whispering Atoll'''
| '''Titan's Grave''' || An island built from the fossilized skeletons of colossal sea creatures, ringed by a bone reef. || Ruins, History || Archaeologist, Chronicler || Cavern / Underground || Your first Ruins or History Checkpoint that succeeds is always a Landmark discovery (a new hollow in the bones).
|Necropolis-island with active spirits, constant whispers, and thin veil between life and death.
| +1 to spectral, memory, and historical Checkpoints (including communing with spirits).
|On a Natural 1, the Mishap shifts its primary effect onto a Companion/Pet or ambient environment instead of the character (Support chooses a narrative consequence that is still meaningful but does not directly cripple the PC).
|'''Chronicler, Archaeologist, Beast Warden (with spiritual or necromantic ties)''' gain +1 DP on Enhanced/Major results tied to spirits, memories, or graves here.
|}
|}


==== Pyronmouth District Modifiers ====
==== Pyronmouth ====
Pyronmouth acts as a distinct urban Location (Pyronmouth – General), but District-specific modifiers apply to any Checkpoint that occurs narratively within that district.
The capital and its surroundings. Choose a district or Harvestling Island, or explore anywhere in Pyronmouth for a random one.
 
'''Pyronmouth General:'''
 
* Benefit: +1 to NPC interaction and structure/salvage-related Checkpoints inside the city.
* Trigger: The first successful explicitly social Checkpoint (negotiation, questioning, persuasion, etc.) grants +1 DP.
 
'''Style Synergy (General Pyronmouth):'''


* Chronicler, Merchant-flavored Treasure Seeker, Scout gain +1 DP on Enhanced/Major social, investigative, or urban navigation Checkpoints within Pyronmouth (any district).
'''Pyronmouth (every territory):''' Your first Social Checkpoint that succeeds (negotiation, questioning, persuasion) gains +1 DP.


=== District Modifiers Table ===
{| class="wikitable"
{| class="wikitable"
!District
! Location !! Summary !! +1 on !! Style Synergy !! Biome !! Trigger
!Focus
|-
!Bonus (Always Active when in this district)
| '''Harvestling Island''' || A small island off the city of shoreline paths, orchards, and short island crossings. || Flora, Navigation || Naturalist, Scout || — || Once per Expedition, a Flora Checkpoint that succeeds earns a bonus Small find (the orchards share their harvest).
!Style Synergy
|-
|-
|'''Emerald District'''
| '''Emerald District''' || Wealth, noble estates, high-status goods. || Treasure, Social || Treasure Seeker, Chronicler || — || An Enhanced Discovery or Major Find on a Treasure Checkpoint (luxury goods, noble resources) gains +1 DP.
|Wealth, noble estates, high-status goods.
| +1 to discoveries involving luxury goods, high-value items, or noble resources.
|'''Treasure Seeker, Merchant-aligned styles, Chronicler''' gain +1 DP on Enhanced/Major results involving noble politics, high society, or rare valuables here.
|-
|-
|'''Sapphire District'''
| '''Sapphire District''' || Scholars, merchants, soldiers, and research spaces. || History, Salvage || Archaeologist, Chronicler, Tech Salvager || — || Once per Expedition, a Standard Discovery on a History or Salvage Checkpoint becomes an Enhanced Discovery (the archives have the answer).
|Scholars, merchants, soldiers, and research spaces.
| +1 to tech, research, and artifact-related Checkpoints.
|'''Archaeologist, Tech Salvager, Chronicler''' gain +1 DP on Enhanced/Major results when dealing with research, records, or advanced tech here.
|-
|-
|'''Ruby District'''
| '''Ruby District''' || Commoner housing, trades, and integrated farmland and livestock. || Flora, Creature || Hunter, Naturalist, Beast Warden || — || Once per Expedition, a Low Risk Flora or Creature Checkpoint that succeeds gains +1 DP (steady, honest work).
|Commoner housing, trades, and integrated farmland/livestock.
| +1 to forage, food production, livestock, and everyday trade discoveries.
|'''Naturalist, Hunter, Treasure Seeker''' gain +1 DP on Enhanced/Major results that involve resource supply, everyday commerce, or community-focused outcomes here.
|-
|-
|'''Obsidian / Ash District'''
| '''Obsidian District''' || Valka territory, open fires, communal halls, rituals. Also called the Ash District. || Social, History || Archaeologist, Chronicler || — || Once per Expedition, a History or Social Checkpoint (ritual, clan, tradition) that succeeds gains +1 DP.
|Valka territory, open fires, communal halls, rituals.
| +1 to cultural, ritual, or Valka-specific Checkpoints.
|'''Chronicler, Beast Warden, any Style belonging to a Valka character''' gain +1 DP on Enhanced/Major ritual, clan, or tradition-focused results here.
|-
|-
|'''Copper District'''
| '''Copper District''' || Markets, bazaar, trade hub. || Treasure, Social || Treasure Seeker, Chronicler || — || Once per Expedition, a Social or Treasure Checkpoint that succeeds earns a bonus Small find (a good bargain).
|Markets, bazaar, trade hub.
| +1 to coin yield from reward rolls generated in this district.
|'''Treasure Seeker, Merchant-aligned characters, Tech Salvager''' gain +1 DP on Enhanced/Major trade, bargaining, or high-volume salvage sales here.
|-
|-
|'''Iron District'''
| '''Iron District''' || Docks, ships, naval logistics. || Salvage, Navigation || Scout, Tech Salvager || Coast / Ocean || A High Risk Salvage Checkpoint (ships, docks, the harbor floor) that succeeds gains +1 DP.
|Docks, ships, naval logistics.
| +1 to aquatic salvage, fishing, and maritime Checkpoints.
|'''Tech Salvager, Hunter (sea-focused), Scout''' gain +1 DP on Enhanced/Major results tied to ships, docks, or marine encounters here.
|-
|-
|'''Platinum District / The Hub'''
| '''Platinum District''' || Governance, records, guild halls, law. Also called The Hub. || History, Social || Archaeologist, Chronicler || — || Your first Landmark discovery gains +1 DP (registered at the Hall of Records).
|Governance, records, guild halls, law.
| +1 to administrative, legal, and historical discovery Checkpoints.
|'''Chronicler, Archaeologist, Scout''' gain +1 DP on Enhanced/Major results involving law, records, or guild-related discoveries here.
|}
|}


==== Special Expedition Types ====
=== Special Expedition Types ===
'''Why Choose a Special Expedition?'''
{| class="wikitable"
{| class="wikitable"
!Type
! Type !! What It Is / Why Use It !! Benefit !! Trigger
!What It Is / Why Use It
!Benefit (Always Active)
!Trigger (Conditional Bonus)
|-
|-
|'''Home Expeditions'''
| '''Home Expeditions''' || Exploring a character's home, workshop, adjacent land, or immediate neighborhood. Used for low-risk discovery, unlocking housing features and benefits, and domestic or slice-of-life plot hooks. || All Mishaps become Dead Ends. || If the Expedition includes at least 2 Standard Discoveries, gain a bonus Small find.
|Exploration of a character’s home, workshop, adjacent land, or immediate neighborhood. Used for low-risk discovery, unlocks housing features and benefits, and domestic or slice-of-life plot hooks.
|All Mishaps downgrade to Dead Ends.
|If the Expedition produces at least 2 Standard Discoveries, gain +1 bonus reward.
|-
|-
|'''Dream Expeditions'''
| '''Dream Expeditions''' || Oneiric, symbolic, or altered-state journeys taken in sleep, trance, or under supernatural influence. Used to explore internal conflict, unlock dream-oriented rewards, and experience surreal environments; may include intense or "spooky" scenes. || The first Style mismatch has no drawback ''(mismatches are applied by staff)''. || On a natural 20, gain a bonus Large find (a high-level reward, Talent-equivalent 6k or more). Once per Expedition.
|Oneiric, symbolic, or altered-state journeys traveled in sleep, trance, or under supernatural influence. Used to explore internal conflict, unlock dream-oriented rewards, and experience surreal environments; may include intense or "spooky" scenes.
|The first Style/Mood/Theme mismatch in the Expedition has no mechanical drawback.
|On a Natural 20, the character gains a high-level reward (equivalent to a Talent valued at 6k or above).
|-
|-
|'''Simulation Expeditions'''
| '''Simulation Expeditions''' || High-intensity training in a controlled environment; characters face dangerous scenarios without risking true loss. || Mishaps don't degrade gear, spoil food, or cause lasting injuries. || A High Risk Checkpoint that succeeds gains +1 DP.
|High-intensity training in a controlled environment; characters face dangerous scenarios without risking true loss.
|Mishaps do not degrade gear, spoil food, or inflict lasting injuries.
|If a High-Risk Checkpoint of Standard+ success occurs, gain +1 DP.
|}
|}


=== Helper NPCs, Companions, & Pets ===
=== Helper NPCs, Companions, & Pets ===
Assistants can provide valuable assistance during Expeditions.
Assistants can come along to help.


'''How Helpers Work:'''
'''How Helpers Work:'''
 
* Choose your assistant when you plan the Expedition: one of your other characters, one of your Companions or pets, an NPC, or another player's character.
* Mention your helper in your Expedition request.
* Bringing an assistant earns the +1 XP "Group Explorer" bonus.
* The helper provides one random benefit from the benefit list.
* Companions who join an Expedition show it on their own profile.
* Some NPCs, Companions, and Pets may offer additional benefits beyond the base choices below.
* ''The Assistant Benefit List below is not yet rolled automatically.''


'''Assistant Benefit List:'''
'''Assistant Benefit List:'''
{| class="wikitable"
{| class="wikitable"
!RNG
! RNG !! Boon Name !! Effect During Expedition
!Boon Name
!Effect During Expedition
|-
|-
|1
| 1 || Pathfinder Backup || Rerolls a Checkpoint result. The new result must be used.
|Pathfinder Backup
|Rerolls a Checkpoint result. The new result must be used.
|-
|-
|2
| 2 || Pocket-Sized Luck || Adds +3 to one Checkpoint roll before determining its Outcome Tier.
|Pocket-Sized Luck
|Adds +3 to one Checkpoint roll before determining its Outcome Tier.
|-
|-
|3
| 3 || Safety Net || Downgrade 1 Mishap → Dead End.
|Safety Net
|Downgrade 1 Mishap → Dead End.
|-
|-
|4
| 4 || Field Momentum || Adds +1 DP to the Expedition's final total.
|Field Momentum
|Adds +1 DP to the Expedition’s final total.
|-
|-
|5
| 5 || Fortune Twist || Converts 1 Negative Special Event → Positive Special Event. If already positive, it improves further.
|Fortune Twist
|Converts 1 Negative Special Event → Positive Special Event. If already positive, it improves further.
|-
|-
|6
| 6 || Calm Under Pressure || Lowers the Risk Level of one choice by one step (High → Medium, Medium → Low).
|Calm Under Pressure
|Lowers the Risk Level of one choice by one step (High → Medium, Medium → Low).
|-
|-
|7
| 7 || Quick Route || Reduces the required number of Checkpoints by 1 (minimum 1).
|Quick Route
|Reduces the required number of Checkpoints by 1 (minimum 1).
|-
|-
|8
| 8 || Hazard Buffer || Cancels all negative consequences of a single Negative Special Event (including Natural 1 narrative fallout).
|Hazard Buffer
|Cancels all negative consequences of a single Negative Special Event (including Natural 1 narrative fallout).
|-
|-
|9
| 9 || Expedition Synergy || An Enhanced or Major Find earns +1 bonus DP for that Checkpoint.
|Expedition Synergy
|An Enhanced or Major Find earns +1 bonus DP for that Checkpoint.
|-
|-
|10
| 10 || Flash of Insight || Gain +1 Proficiency Bonus for all remaining Checkpoints after this benefit triggers.
|Flash of Insight
|Gain +1 Proficiency Bonus for all remaining Checkpoints after this benefit triggers.
|}
|}

Latest revision as of 10:23, 28 October 2026

Custom Expeditions are an automated exploration mini-game for charting New Ognos, discovering new species and landmarks, recovering prizes, and encountering unexpected events along the way. Choose a character, destination, Expedition Style, equipment, and level of risk, then work through a series of randomized Checkpoints shaped by those choices. Your discoveries are recorded as part of the world where appropriate, while prizes, XP, and other rewards remain with the character who earned them. Expeditions are free to begin and can be played entirely through the automated system, with optional IC posts for additional XP. Characters become more capable explorers as they gain Proficiency, unlocking better outcomes and additional features over time.

🧭 Start an Expedition

How It Works

  1. Open Expeditions and pick your character. Plan the trip: Expedition Style, Location, number of Checkpoints (1–10), gear, and an optional assistant.
  2. At each Checkpoint you get a short scene and three choices, each marked Low, Medium or High Risk.
  3. Pick one. The roll is made and saved instantly (refreshing never rerolls). You see what your choice led to, your Outcome Tier, the Discovery Points (DP) earned, and what you found.
  4. Repeat until you reach your chosen number of Checkpoints.
  5. On the results page, sort your prizes and name your discoveries, then submit.
  6. Staff review the Expedition, deliver your rewards, send your discoveries to the lore archive, and award your XP.
  7. Optional: write in-character post(s) about your Checkpoints for +5 XP each.

Each character can have one Expedition in progress at a time. Your progress shows on your character's profile under Mini-Games.

Basic Procedure

Every Checkpoint has one of nine themes. You won't see the same theme twice until you've seen all nine.

Theme What it looks like
Navigation A lost trail, a split route, landmarks that stop lining up
Creature Fresh tracks, a nearby animal that has noticed you
Ruins An old structure, half-buried stonework, a way inside
Flora An unfamiliar growth that is still spreading
Treasure Something glinting in debris, signs of a hidden cache
Hazard Unstable ground, treacherous terrain
History Marks, cairns, and warnings left by earlier travelers
Salvage Damaged objects and wreckage, not all of it dead
Social Another traveler with news about the route ahead
  1. A d20 is rolled for your chosen option.
  2. Your Proficiency Bonus is added (see Proficiency).
  3. Modifiers are added when they fit the Checkpoint's theme:
    • +1 if your Expedition Style fits the theme (see Expedition Style)
    • +1 if your Location fits the theme (see Location)
    • +1 Weapon on Creature Checkpoints
    • +1 Armor on Hazard and Navigation Checkpoints
  4. The total and your Risk Level decide the Outcome Tier (see Outcome Tables). Risk adds no flat number; it changes which tiers you can reach. Low Risk can never reach an Enhanced Discovery or Major Find.
  5. Each Outcome Tier gives Discovery Points (DP) and one find (see Finds).
  6. At the end of the Expedition, your total DP decides your final Expedition Result.

Expedition Gear

Every Expedition requires 1 weapon, 1 piece of armor, and 1 consumable (usually food), chosen from your character's inventory. You may also bring one charm.

Gear Modifiers

Gear Type Required? Effect
Weapon ✔ +1 on Creature Checkpoints
Armor ✔ +1 on Hazard and Navigation Checkpoints. Once per Expedition, a Mishap becomes a Dead End.
Food ✔ Required to depart
Charm ✖ Recorded on the Expedition

Gear Degradation & Upgrades

Expeditions don't damage, spoil or upgrade gear automatically. These are narrative effects that staff may apply after a Mishap, Major Find, or Special Event.

Mishaps may:

  • Reduce your Weapon bonus for the duration of the event
  • Add wear or tear to Armor that affects future results
  • Spoil Food before it can be used
  • Cause damage that must be repaired through the Crafting mini-game

Major Finds or Special Events may:

  • Upgrade gear
  • Add special properties
  • Unlock new open slots to fill with a feature of your choice
  • Repair broken items in inventory

Gear Inventory & Requirements

  • All equipped items must be in the character's inventory.
  • Each gear slot needs a different item.
  • Only one Weapon and one Armor count toward modifiers.

Outcome Tiers

Outcome Tier DP Gained Find
Mishap 0 Nothing
Dead End 0 A Small prize (equivalent to a Talent under 1k in value)
Standard Discovery 1 A Small prize or a Common Animal/Plant, Small Landmark, or Minor Special discovery (Talent-equivalent 1–1.5k)
Enhanced Discovery 2 A Medium prize or an Uncommon Animal/Plant, Medium Landmark, or Notable Special discovery (Talent-equivalent 3–4k)
Major Find 3 A Large prize or a Rare Animal/Plant, Large Landmark, or Remarkable Special discovery (Talent-equivalent up to 6k)

Finds

Every Checkpoint that isn't a Mishap produces exactly one find: either a prize or a discovery, never both. Which one you get depends on the option you chose. Watching an animal from cover usually turns up an Animal, clearing debris usually turns up a prize, and following old travelers' marks usually turns up a Landmark. Your Expedition Style also nudges it (see Expedition Style).

Find What it is What happens to it
Prize (Small / Medium / Large) An item or Talent, shown with the kind of place it came from, e.g. Medium prize (Salvage) Staff decide the reward and deliver it to your inventory. You may leave a request.
Animal discovery A new animal species Added to the island records for that territory once approved
Plant discovery A new plant species Added to the island records for that territory once approved
Landmark discovery A new place in that territory Added to the island records for that territory once approved
Special discovery Anything that isn't a species or a place: a pet encounter, a person, a phenomenon, a relic with a story Staff deliver it as an item or Talent

Sorting your finds. At the end of an Expedition:

  • You can carry up to 5 prizes. Anything you don't carry is left behind.
  • Two prizes of the same size can merge into one of the next size (2 Small → 1 Medium, 2 Medium → 1 Large). The merged prize keeps the combined value of both. Merges can be undone before you submit.
  • Every discovery is kept. Discoveries don't merge and don't count toward the 5-prize cap.
  • For each discovery, write its name and description yourself, or leave it for Support to write.

All finds stay with the character who earned them, unless players privately agree otherwise.

Special Event Triggers

Trigger Condition Effect
Natural 1 Always Negative Event (complication)
Natural 20 Always Positive Event
High Risk + Low Roll Roll ≤ (5 − Proficiency Bonus) Negative Event (if not a natural 1)
High Risk + High Roll Roll ≥ (19 − Proficiency Bonus) Positive Event (if not a natural 20)

A Special Event gives you a short in-character prompt to respond to. A Positive Event is worth +1 XP. Staff may also choose to apply a larger effect, such as:

  • Enhancing or corrupting gear
  • Granting new characters, Companions, or pets
  • Altering or enhancing characters, Companions, or pets
  • Granting bonus loot
  • Causing injuries or temporary setbacks
  • Introducing character development opportunities and hooks

Final Expedition Result

Total DP Expedition Result Reward Bonuses
0 – 3 Standard Outcome Finds from your Checkpoints only
4 – 7 Enhanced Outcome +1 bonus find, Small or Medium
8+ Exceptional Outcome +2 bonus finds, Large

Bonus finds use the same prize-or-discovery roll as Checkpoints.

Proficiency

Every Expedition awards Expedition Points (XP). As you gain Proficiency, you survive dangers more easily, steer outcomes toward higher tiers, and make the most of rare discoveries. Your Proficiency Bonus is added to every Checkpoint roll.

Earning Expedition Points (XP)

Action XP Awarded
Completing a Checkpoint +2 XP
Triggering a Positive Special Event +1 XP
Ending the Expedition with at least one Major Find +2 XP (once per Expedition)
Bringing an assistant (PC, NPC, Companion, or Pet) +1 XP "Group Explorer" bonus (once per Expedition)
Chronicler Style with at least one Enhanced Discovery or Major Find +1 XP
Serenity Falls with no Mishaps +1 XP
Writing an in-character post about a Checkpoint +1 XP per post

XP is tracked per character and awarded when staff approve the Expedition. Your level when you set out applies for the whole Expedition.

Proficiency Levels

Level Title Proficiency Bonus XP Needed (Total) Unlocks & Perks
0 Novice Scout +0 0 Base system
1 Wayfinder +1 25 Once per Expedition, a Mishap your armor doesn't catch becomes a Dead End (automatic).
2 Pathfinder +2 50 Once per Expedition, your first Dead End becomes a Standard Discovery (automatic).
3 Field Explorer +3 100 Choose one Biome Affinity: Enhanced Discoveries and Major Finds in that biome gain +1 DP.
4 Veteran Explorer +4 150 One additional Charm slot (maximum 3). Not yet available in the automated version.
5 Vanguard +5 200 Once per Expedition, your first Standard Discovery becomes an Enhanced Discovery (automatic).
6 Navigator +6 250 When your Expedition Result is Enhanced or Exceptional, gain +1 bonus find. Choose a second Biome Affinity.
7 Legendary Explorer +7 325 Items and valuables from Expeditions gain +10% resale value, and Expedition discoveries may receive enhanced narrative significance.

Outcome Tables

Your skill and choices affect the range of results that produce each Outcome Tier. Proficiency narrows the Mishap range and widens the Enhanced and Major Find ranges.

Total Roll = d20 + Proficiency Bonus + Style, Location, and Gear modifiers. "Bonus" below means your Proficiency Bonus. Where two ranges overlap, the higher tier wins; any total not covered by a range is a Standard Discovery.

Tier 1: Beginners (Proficiency Levels 0 – 2)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 – 3 4 – 5 6+ — —
Medium 1 – 3 4 – 5 6 – 15 16 – 18 19+
High 1 – 3 4 – 5 6 – 14 15 – 18 19+

Tier 2: Intermediate (Proficiency Levels 3 – 5)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 – 2 3 – (5 − Bonus) (6 − Bonus)+ — —
Medium 1 – 2 3 – (3 − Bonus/2) 4 – 15 16 – 18 (19 − Bonus)+
High 1 – 2 3 – (5 − Bonus) 6 – 14 15 – 18 (19 − Bonus)+

Tier 3: Masters (Proficiency Levels 6 – 7)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 2 3+ — —
Medium 1 2 3 – 15 16 – 18 (19 − Bonus)+
High 1 2 3 – 14 15 – 18 (19 − Bonus)+

Biome Affinity (Unlocked at Proficiency Level 3+)

Choose your affinity on the Expeditions page once you reach level 3 (and a second at level 6). An Enhanced Discovery or Major Find in a matching location gains +1 DP.

Biome Environmental Focus What You're Better At Counts In
Forest Verdant growth, wildlife navigation Plant/animal encounters, herbs, food discovery Nocthollow Forest, Chromabloom Isle, Telos Gestalt, Eonmere Jungle, Sanguivein Wilds, The Hearthlands
Mountain Harsh terrain, altitude survival Mineral veins, ancient ruins, high-value finds Aethelreach, Skyrend Mountains, Kaloreth, Ironthorn March
Coast / Ocean Tides, storms, shipwrecks Fishing, salvage, aquatic discoveries, pearls Mistmere Beach, The Drowned Tangle, Abyssholm, Glassmirror, Driftwake, Iron District
Swamp Rot, disease, hidden life Rare creatures, alchemical materials Dreadmire Swamp, Howling Barrens, Hungerholt
Desert Heat, scarcity, mirages Preservation of supplies, rare mineral finds Scorched Desert, Starfall
Tundra Cold, endurance Weather survival, thick pelts, frost flora Frostveil
Cavern / Underground Darkness, echoes, depth Crystals, underground beasts, lost Holds Hollowdeep Caves, Titan's Grave
Ruins / Remnant Zones History, magic remnants Artifact fragments, cultural discoveries Aethelreach, The Drowned Tangle, The Whispering Atoll, Lodestone Wastes, Clockwork Hive

Optional Features

Expedition Style

Every explorer has a guiding method: some stalk prey, some map the stars, some chase glory. Before departure, choose one Expedition Style. It will:

  • Give +1 on Checkpoints that fit your approach
  • Make certain kinds of finds more likely
  • Count as a Guild Task if you choose to write post(s) about your experience
Style Explanation +1 on these Checkpoints Other Benefit
Hunter Tracks beasts, reads signs in nature Creature More likely to find Animals
Archaeologist Seeks lost civilizations and relics Ruins, History More likely to find Landmarks
Naturalist Studies flora, foraging, ecosystems Flora More likely to find Plants
Treasure Seeker Greedy, daring, adventure-drunk Treasure +1 DP on High Risk Major Finds; more likely to find prizes
Scout Cautious pathfinder, navigates danger Navigation, Hazard More likely to find Landmarks
Chronicler Gathers knowledge, records history History, Social +1 XP at Expedition end if you had at least one Enhanced Discovery or Major Find
Beast Warden Fights with a trusted animal assistant Creature More likely to find Animals
Tech Salvager Salvage-focused, dismantles machines Salvage More likely to find prizes

Location

Every Expedition takes place in one territory. Choose a specific territory, or choose a whole region and one of its territories is picked for you when you set out. Checkpoints are set at places from that territory, including approved Landmarks linked to it.

Each Location gives:

  • +1 on two Checkpoint themes that suit its environment
  • Style Synergy: if your Style and your Location both fit a Checkpoint's theme and the result is an Enhanced Discovery or Major Find, that Checkpoint gains +1 DP. This stacks with Biome Affinity.
  • Its Biome, for Biome Affinity
  • A Trigger: a special rule for that place. Triggers apply automatically, and your location's triggers are shown when you arrive. When one fires, the Checkpoint result says so.

The Style Synergy column lists the Styles that can trigger it in each Location.

Northeastern Territories

Location Summary +1 on Style Synergy Biome Trigger
Abyssholm Deep ocean floor forced above the surface: basalt shelves, geothermal vents, drifting aerial jellies, and bioluminescent life in the dark. Creature, Hazard Hunter, Scout, Beast Warden Coast / Ocean A Positive Special Event also gains +1 DP (the lights answer you).
Aethelreach A vertical realm: fossil plains below, floating islands above, joined by Skyrifts and battered by updrafts and gravity pockets. Navigation, Ruins Archaeologist, Scout Mountain, Ruins / Remnant Zones A Navigation or Hazard Checkpoint (Skyrifts, floating traversal, gravity and weather) that succeeds gains +1 DP.
Chromabloom Isle A bloomfield island of rapid-cycling wildflowers, unstable root-mats, pollen effects, and purely botanical "fauna". Flora, Creature Hunter, Naturalist, Beast Warden Forest Once per Expedition, a Flora or Creature Checkpoint (volatile blooms, pollen, plant-beasts) that succeeds gains +1 DP.
Eonmere Jungle A primordial rainforest of colossal trees, dinosaurs, dangerous rivers, and flora found nowhere else. Creature, Flora Hunter, Naturalist, Beast Warden Forest The first Creature Checkpoint that succeeds is always an Animal discovery.
Frostveil An icebound territory in layers: harsh surface, Mid-Ice settlements, and Under-Ice routes past preserved ruins. Hazard, Navigation Scout Tundra Once per Expedition, a Navigation or Hazard Checkpoint (Under-Ice routes, descent points, shifting ice) that succeeds gains +1 DP.
Serenity Falls A valley of waterfalls and restorative pools where the ambient energy suppresses hostility. Social, Flora Naturalist, Chronicler — Once per Expedition, a Dead End becomes a Standard Discovery.
+1 XP at the end of the Expedition if no Mishaps occurred.
Telos Gestalt A single conscious fungal network that shelters kind travelers and marks the cruel. Flora, Creature Hunter, Naturalist, Beast Warden Forest A Social or Flora Checkpoint (communion, Core Sap, a Fallen Glade, the network's guidance) that succeeds gains +1 DP.
Veilbreak A land under a permanent storm: glassified plains, storm lakes, and a still eye at its center. Hazard, Navigation Scout — A High Risk Hazard Checkpoint that succeeds gains +1 DP (riding the storm bands).

Northwestern Territories

Location Summary +1 on Style Synergy Biome Trigger
Greyveil Reach A colorless wilderness where scent and sound matter more than sight, above a vivid and dangerous Subchroma. Navigation, History Archaeologist, Scout, Chronicler — Your first Enhanced Discovery or Major Find is always a Special discovery (a glimpse of the Subchroma).
Lodestone Wastes A magnetic desert of shifting iron sand where gravity warps and compasses spin. Salvage, Hazard Scout, Tech Salvager Ruins / Remnant Zones Once per Expedition, a Mishap on a Navigation or Hazard Checkpoint becomes a Dead End (reading the sand's currents).
Sanguivein Wilds A crystalline forest over a root-labyrinth, whose red sap heals, blesses, and harms in equal measure. Flora, Treasure Naturalist, Treasure Seeker Forest A High Risk Flora Checkpoint that succeeds gains +1 DP (tapping unfamiliar sap).
Hungerholt Blighted moorland where a creeping sickness transforms the living, around the steaming Fever-Scar. Hazard, Flora Naturalist, Scout Swamp The first Flora Checkpoint that succeeds is always a Plant discovery (a herb that resists the Blight).
Howling Barrens Cold peat fen, black pools, reedbeds, and standing stones under a wind that never stops. Navigation, Hazard Scout Swamp Low Risk Checkpoints can't end in a Mishap; it becomes a Dead End (sticking to the known paths).
Oneiros A dreamlike island where memory and subconscious fear shape the ground as you walk it. History, Navigation Archaeologist, Scout, Chronicler — Once per Expedition, a Positive Special Event raises that Checkpoint one tier (Standard to Enhanced, Enhanced to Major).
Kaloreth A tropical volcanic island of black sand beaches, lava tubes, and the ever-smoking Maw. Hazard, Treasure Treasure Seeker, Scout Mountain Once per Expedition, a Major Find on a Treasure or Hazard Checkpoint earns a bonus Medium find (the Maw gives up its riches).

Southeastern Territories

Location Summary +1 on Style Synergy Biome Trigger
Dreadmire Swamp A murky marsh of hidden waterways, unstable ground, sunken ruins, and hidden creatures. Creature, Flora Hunter, Naturalist, Beast Warden Swamp A Hazard or Navigation Checkpoint (unstable or concealed ground) that succeeds gains +1 DP.
The Drowned Tangle A submerged graveyard of shipwrecks and gravestones where normal rules break down. Salvage, Ruins Archaeologist, Tech Salvager Coast / Ocean, Ruins / Remnant Zones A Major Find on a Salvage, Ruins or Treasure Checkpoint (a wreck, relic or construct) earns a bonus Small find.
Hollowdeep Caves Labyrinthine caverns of living crystals, runes, forgotten shrines, and warped physics. Hazard, Ruins Archaeologist, Scout Cavern / Underground A natural 20 gains +1 DP.
Mistmere Beach An ever-changing shoreline of heavy mist, strange tracks, and luminous tide pools. Navigation, Creature Hunter, Scout, Beast Warden Coast / Ocean Once per Expedition, a Mishap becomes a Dead End (the tide turns in time).
+2 DP to the final total if the Expedition includes at least one Enhanced Discovery.
Nocthollow Forest A semi-sentient forest of responsive vines, spores, symbols, and moving shadows. Flora, Creature Hunter, Naturalist, Beast Warden Forest Once per Expedition, a Standard Discovery on a Flora Checkpoint (luminous, responsive growth) becomes an Enhanced Discovery.
Scorched Desert Dunes, volcanic glass plains, mirages, and rare desert life under a relentless sun. Treasure, Navigation Treasure Seeker, Scout Desert Any High Risk Checkpoint that succeeds gains +1 DP.
Skyrend Mountains A mountain barrier around highland savanna, humming monoliths, and elusive protectors. Navigation, Ruins Archaeologist, Scout Mountain Your first Landmark discovery earns a bonus find of the same size.
The Whispering Atoll A necropolis island of active spirits and constant whispers, where the veil is thin. History, Social Archaeologist, Chronicler Ruins / Remnant Zones A natural 1 can't be a Mishap for you; the spirits turn it onto the surroundings, and it becomes a Dead End.

Southwestern Territories

Location Summary +1 on Style Synergy Biome Trigger
The Hearthlands Fertile farmland, orchards, and river deltas; the most productive growing region on the island. Flora, Creature Hunter, Naturalist, Beast Warden Forest If the Expedition includes at least 2 Standard Discoveries, gain a bonus Small find (the Plenty Table).
Millwater Downs Limestone plains of quarries, mills, and market towns that supply the island's stone, timber, and flour. Salvage, Navigation Scout, Tech Salvager — A Standard Discovery on a Salvage or Navigation Checkpoint gains +1 DP (steady quarry and river work).
Ironthorn March A dry frontier of thorn forest and hollow hills, full of smugglers' tunnels and abandoned homesteads. Navigation, Hazard Scout Mountain Once per Expedition, a Dead End on a Navigation or Hazard Checkpoint becomes a Standard Discovery (an old smuggler's tunnel).
Starfall Scrubland scarred by near-constant meteorite strikes, with alien growths, Starvein ore, and holes in the sky. Treasure, Hazard Treasure Seeker, Scout Desert A natural 20 earns a bonus Medium find (a fresh strike lands nearby).
Glassmirror A seasonal floodplain of mirror-still lakes and cracked flats that no map holds for long. Navigation, Hazard Scout Coast / Ocean Your first Navigation Checkpoint that succeeds gains +1 DP (reading this season's waters).
Clockwork Hive A mechanical wilderness where every plant and animal runs on tension, torque, and winding. Salvage, Creature Hunter, Beast Warden, Tech Salvager Ruins / Remnant Zones A Major Find on a Salvage or Creature Checkpoint earns a bonus Small find (spare parts).
Driftwake An island where day and night run on different rules, and knowing when you are matters as much as where. Navigation, History Archaeologist, Scout, Chronicler Coast / Ocean After a Mishap or Dead End, your next Checkpoint roll gains +2 (the hour turns).
Titan's Grave An island built from the fossilized skeletons of colossal sea creatures, ringed by a bone reef. Ruins, History Archaeologist, Chronicler Cavern / Underground Your first Ruins or History Checkpoint that succeeds is always a Landmark discovery (a new hollow in the bones).

Pyronmouth

The capital and its surroundings. Choose a district or Harvestling Island, or explore anywhere in Pyronmouth for a random one.

Pyronmouth (every territory): Your first Social Checkpoint that succeeds (negotiation, questioning, persuasion) gains +1 DP.

Location Summary +1 on Style Synergy Biome Trigger
Harvestling Island A small island off the city of shoreline paths, orchards, and short island crossings. Flora, Navigation Naturalist, Scout — Once per Expedition, a Flora Checkpoint that succeeds earns a bonus Small find (the orchards share their harvest).
Emerald District Wealth, noble estates, high-status goods. Treasure, Social Treasure Seeker, Chronicler — An Enhanced Discovery or Major Find on a Treasure Checkpoint (luxury goods, noble resources) gains +1 DP.
Sapphire District Scholars, merchants, soldiers, and research spaces. History, Salvage Archaeologist, Chronicler, Tech Salvager — Once per Expedition, a Standard Discovery on a History or Salvage Checkpoint becomes an Enhanced Discovery (the archives have the answer).
Ruby District Commoner housing, trades, and integrated farmland and livestock. Flora, Creature Hunter, Naturalist, Beast Warden — Once per Expedition, a Low Risk Flora or Creature Checkpoint that succeeds gains +1 DP (steady, honest work).
Obsidian District Valka territory, open fires, communal halls, rituals. Also called the Ash District. Social, History Archaeologist, Chronicler — Once per Expedition, a History or Social Checkpoint (ritual, clan, tradition) that succeeds gains +1 DP.
Copper District Markets, bazaar, trade hub. Treasure, Social Treasure Seeker, Chronicler — Once per Expedition, a Social or Treasure Checkpoint that succeeds earns a bonus Small find (a good bargain).
Iron District Docks, ships, naval logistics. Salvage, Navigation Scout, Tech Salvager Coast / Ocean A High Risk Salvage Checkpoint (ships, docks, the harbor floor) that succeeds gains +1 DP.
Platinum District Governance, records, guild halls, law. Also called The Hub. History, Social Archaeologist, Chronicler — Your first Landmark discovery gains +1 DP (registered at the Hall of Records).

Special Expedition Types

Type What It Is / Why Use It Benefit Trigger
Home Expeditions Exploring a character's home, workshop, adjacent land, or immediate neighborhood. Used for low-risk discovery, unlocking housing features and benefits, and domestic or slice-of-life plot hooks. All Mishaps become Dead Ends. If the Expedition includes at least 2 Standard Discoveries, gain a bonus Small find.
Dream Expeditions Oneiric, symbolic, or altered-state journeys taken in sleep, trance, or under supernatural influence. Used to explore internal conflict, unlock dream-oriented rewards, and experience surreal environments; may include intense or "spooky" scenes. The first Style mismatch has no drawback (mismatches are applied by staff). On a natural 20, gain a bonus Large find (a high-level reward, Talent-equivalent 6k or more). Once per Expedition.
Simulation Expeditions High-intensity training in a controlled environment; characters face dangerous scenarios without risking true loss. Mishaps don't degrade gear, spoil food, or cause lasting injuries. A High Risk Checkpoint that succeeds gains +1 DP.

Helper NPCs, Companions, & Pets

Assistants can come along to help.

How Helpers Work:

  • Choose your assistant when you plan the Expedition: one of your other characters, one of your Companions or pets, an NPC, or another player's character.
  • Bringing an assistant earns the +1 XP "Group Explorer" bonus.
  • Companions who join an Expedition show it on their own profile.
  • The Assistant Benefit List below is not yet rolled automatically.

Assistant Benefit List:

RNG Boon Name Effect During Expedition
1 Pathfinder Backup Rerolls a Checkpoint result. The new result must be used.
2 Pocket-Sized Luck Adds +3 to one Checkpoint roll before determining its Outcome Tier.
3 Safety Net Downgrade 1 Mishap → Dead End.
4 Field Momentum Adds +1 DP to the Expedition's final total.
5 Fortune Twist Converts 1 Negative Special Event → Positive Special Event. If already positive, it improves further.
6 Calm Under Pressure Lowers the Risk Level of one choice by one step (High → Medium, Medium → Low).
7 Quick Route Reduces the required number of Checkpoints by 1 (minimum 1).
8 Hazard Buffer Cancels all negative consequences of a single Negative Special Event (including Natural 1 narrative fallout).
9 Expedition Synergy An Enhanced or Major Find earns +1 bonus DP for that Checkpoint.
10 Flash of Insight Gain +1 Proficiency Bonus for all remaining Checkpoints after this benefit triggers.