Adventure Zone
Location Description
Forum This Location Appears In
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Off Topic
Note about Collabs vs Solos:
Collabs may follow the same rules, with one exception. Instead of facing only one encounter, navigational threat, or reward, collabs double (or triple depending on the number of players involved). Otherwise, going to the adventure zone in a collab necessarily counts as one of each member's incursion into the adventure zone.
Collabs may follow the same rules, with one exception. Instead of facing only one encounter, navigational threat, or reward, collabs double (or triple depending on the number of players involved). Otherwise, going to the adventure zone in a collab necessarily counts as one of each member's incursion into the adventure zone.
Rules & Stuff
- Each season, you may undertake one individual expedition into the adventure zone. This can be extended into several, if you opt to find pass-items leading further into the zone.
- For each venture into the adventure zone, you must undertake one navigational threat, one encounter threat, and then work out what kinds of injuries you get from it based on skill use/story/difficulty of each threat.
- You may forgo a reward at the end of the adventure with an acquisition of a pass-item that allows you to venture deeper into the Adventure zone. How far these pass-items allow you to venture, is detailed in the rewards section of this article.
- Once found in the cycle, an pass-item may not be found again for another cycle, limiting by necessity the number of times you can delve into the adventure zone.
- For each other venture into the adventure zone, you may claim one reward set, congruent with the lowest Encounter or Navigational threat you undertook.
Navigational Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the adventure zone as you wish. Navigational threats are curtailed and dealt with generally with survival and or movement skills. Rupturing/fieldcraft/hunting/logistics, depending on story and how you approach the challenges, and how well your approach matches up to the challenge.
Novice: Least dangerous area of adventure zone, weak traps, weak alarms. minor obstacles. weak environmental hazards.
Competent: Average danger areas of adventure zone, average traps, average alarms, more encounters for those who fail these navigational alarms and traps. Average barriers and obstacles that bar passage to deeper levels of the adventure zone. Average environmental hazards.
Expert: Dangerous areas of the adventure zone, loud alarms that attract many encounters when triggered, dangerous traps inflicting serious wounds, significant barriesr that bar passage to deeper levels of the adventure zone dangerous environmental hazards
Master: An oppressively deadly area of the adventure zone. Hair-trigger alarms and deadly traps.nigh insurmountable obstacles. Deadly environmental hazards.
Novice: Least dangerous area of adventure zone, weak traps, weak alarms. minor obstacles. weak environmental hazards.
Competent: Average danger areas of adventure zone, average traps, average alarms, more encounters for those who fail these navigational alarms and traps. Average barriers and obstacles that bar passage to deeper levels of the adventure zone. Average environmental hazards.
Expert: Dangerous areas of the adventure zone, loud alarms that attract many encounters when triggered, dangerous traps inflicting serious wounds, significant barriesr that bar passage to deeper levels of the adventure zone dangerous environmental hazards
Master: An oppressively deadly area of the adventure zone. Hair-trigger alarms and deadly traps.nigh insurmountable obstacles. Deadly environmental hazards.
Encounter Threat
For added fun, challenge, and randomness, feel free to roll dice for results. Otherwise, proceed through the encounters as you wish. Encounter threats are curtailed and dealt with generally with combat and combat support skills (such as magic, strength, athletics, etc.). Which skills will help most depend on story and how you approach the challenges, and how well your approach matches up to the challenge.
Novice: Mild enemies, novice combatants, and fewer or incapacitated enemies.
Competent: Moderate enemies. competent combatants, enemies traveling in pairs, that are somewhat alert.
Expert: Dangerous enemies, expert combatants, enemies traveling in small groups that are on the lookout.
Master: Deadly enemies, master combatants, enemies traveling in large groups that are actively seeking intruders.
Novice: Mild enemies, novice combatants, and fewer or incapacitated enemies.
Competent: Moderate enemies. competent combatants, enemies traveling in pairs, that are somewhat alert.
Expert: Dangerous enemies, expert combatants, enemies traveling in small groups that are on the lookout.
Master: Deadly enemies, master combatants, enemies traveling in large groups that are actively seeking intruders.
Injuries
Apply injuries with varying severity as determined by your skill level, the story, and the level of the threat faced.
No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation.The least you can expect in an adventure into the adventure zone. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, and minor twists of bad luck. You can expect an adventure into the adventure zone to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, and minor curses. You can expect an adventure into the adventure zone to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses. You can expect an adventure into the adventure zone to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
No Injuries: Going to underskilled areas with underskilled threats will generally result in fewer or no injuries.
Light Injuries: Injuries including but not limited to paper-cuts, sprained ankles, exhaustion, or dizziness or disorientation.The least you can expect in an adventure into the adventure zone. For each aspect encountered that matches your skill level, you can expect to get one of these.
Moderate Injuries: Injuries including but not limited to temporary disability, hurts needing immediate medical attention, major exhaustion, hunger, or thirst, and minor twists of bad luck. You can expect an adventure into the adventure zone to result in one of these if the threat exceeds your skill level by one or more.
Serious Injuries: Injuries including but not limited to life-threatening hurts, trauma, broken bones, starvation, dehydration, or unconsciousness, and minor curses. You can expect an adventure into the adventure zone to result in one of these if an encounter or navigation results in expert or higher level threats unless you are one or more skill levels higher than the associated threat.
Extreme injuries: Injuries including but not limited to death, permanent trauma, dismemberment, permanent maiming, or horrible curses. You can expect an adventure into the adventure zone to result in one of these if an encounter or navigation results in master level threats or if you are underskilled by two or more levels.
Rewards
Rewards should be appropriate to the risk involved and the level of threats encountered. You may choose one set of rewards, not to exceed the lowest navigational or encounter threat level you undertake. Please do not abuse this system.
Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. , a flimsy pass-item tothe adventure zone (enough for 1 more foray into the adventure zone). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A pass-item that can be used to unlock the door, in order to make 2 more forays into the the adventure zone, Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A sturdy pass-item that can be used to unlock the door, in order to make 3 more forays into the adventure zone, Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Raw wells (quantity determined by appropriately assigned gathering skill)which are appropriate to find deep around minor fractures. A hardened pass-item that can be used to unlock the door, in order to make 4 more forays into the adventure zone,, Treasure worth 4 wp.
Novice: Small household items and trophies. 1 Basic-quality weapon set or armor find. 1 basic-quality tool kit. tier 1-4 materials or resources. , a flimsy pass-item tothe adventure zone (enough for 1 more foray into the adventure zone). Treasure worth 1 wp.
Competent: Masterwork household items and trophies. 1 average-quality weapon or armor find. 1 average-quality tool kit. Tier 5-6 materials or resources. A pass-item that can be used to unlock the door, in order to make 2 more forays into the the adventure zone, Treasure worth 2 wp.
Expert: Precious household items made from uncommon materials, and rare trophies. 1 good-quality weapon set or armor find. 1 good-qualtiy tool kit. Tier 7 materials or resources. Class 1 wells that can be found in or near the foyer of minor fractures. A sturdy pass-item that can be used to unlock the door, in order to make 3 more forays into the adventure zone, Treasure worth 3 wp.
Master (mod input required for these rewards): Incomparable household items and artwork, made from uncommon materials or of unsurpassed quality. Rare trophies and artifacts (nothing magical). 1 masterwork-quality weapon set or piece of armor. 1 masterwork tool-kit. Tier 8 Resources. Raw wells (quantity determined by appropriately assigned gathering skill)which are appropriate to find deep around minor fractures. A hardened pass-item that can be used to unlock the door, in order to make 4 more forays into the adventure zone,, Treasure worth 4 wp.
Flora
Any / all Flora identified in Rharne Lore may be used or found where appropriate.
Fauna
Any / all Fauna identified in Rharne Lore may be used or found where appropriate.
Player Notes
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Changelog
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Submitted for Development: August/ 17/ 2022
Submitted for Development: August/ 17/ 2022
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