gateway_to_adventure
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* Pay combat pay or double combat pay to any mercenaries who qualify, even if they died. | * Pay combat pay or double combat pay to any mercenaries who qualify, even if they died. | ||
* Give henchmen their treasure shares and note their XP. | * Give henchmen their treasure shares and note their XP. | ||
+ | * Choose one Rumor or Lore and share and/or post it or keep it secret. | ||
+ | |||
+ | ===SELECTING AN EXPEDITION=== | ||
+ | |||
+ | **A Cold Expedition: | ||
+ | The basics of selecting an expedition involve first looking at the [[main_map|Main Map]] and the [[region|Zone Descriptions]]. | ||
+ | * Example 1: a group of level 3 adventurers decide to neither take it safe nor go too risky and decide to look for a EDL 3 spot. They notice that the East Grasslands is EDL 3, and contains a Ruin (R2), they tell the Judge that they will explore R2 for their expedition, and proceed to purchase supplies and equipment for the foray. | ||
+ | * Example 2: a group of level 4 adventurers are desperate for XP and money, they decide they are going to risk a EDL 6 expedition to hopefully win big. They look at the map and find Ruin 13 in the West Hills zone and inform the Judge. | ||
+ | |||
+ | **Goal Oriented Expedition** | ||
+ | As the campaign progresses, the players will gain knowledge of the world, through encounters and through the acquisition of rumors. | ||
+ | * Example 1: Wilfred the Wise has been plagued by Rum-Ma the Ever-Living for months now. He finds, from a tavern rumor, that Rum-Ma has his evil crypt in Ruin 13 in the West Hills. | ||
+ | * Example 2: Father Muntz needs the essence of a vampire' | ||
gateway_to_adventure.txt · Last modified: 2021/09/20 15:52 by dave