Custom Expeditions

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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 βœ” +1 on Creature Checkpoints
Armor βœ” +1 on Hazard and Navigation Checkpoints. Once per Expedition, a Mishap becomes a Dead End.
Food βœ” Required to depart
Charm βœ– 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 β†’ 1 Medium, 2 Medium β†’ 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 βˆ’ Proficiency Bonus) Negative Event (if not a natural 1)
High Risk + High Roll Roll β‰₯ (19 βˆ’ 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+ β€” β€”
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 βˆ’ Bonus) (6 βˆ’ Bonus)+ β€” β€”
Medium 1 – 2 3 – (3 βˆ’ Bonus/2) 4 – 15 16 – 18 (19 βˆ’ Bonus)+
High 1 – 2 3 – (5 βˆ’ Bonus) 6 – 14 15 – 18 (19 βˆ’ Bonus)+

Tier 3: Masters (Proficiency Levels 6 – 7)

Risk Level Mishap Dead End Standard Enhanced Major
Low 1 2 3+ β€” β€”
Medium 1 2 3 – 15 16 – 18 (19 βˆ’ Bonus)+
High 1 2 3 – 14 15 – 18 (19 βˆ’ 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β€” 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 β†’ Dead End.
4 Field Momentum Adds +1 DP to the Expedition's final total.
5 Fortune Twist Converts 1 Negative Special Event β†’ Positive Special Event. If already positive, it improves further.
6 Calm Under Pressure Lowers the Risk Level of one choice by one step (High β†’ Medium, Medium β†’ 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.