Exploration in Legend Continuum | World Anvil
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Exploration

Overview

The GM has two decks of cards, encounters and features. At the start of each scene, feature cards are flipped from the top of the deck and put into into path until a terrain is played. The GM then draws until they have 5 cards in their hand, but does not reveal these to the players. Encounter cards are drawn and played throughout the scene, depending on the exploration activity the team performs. Any card that is in the path but no longer relevant (e.g. Defeated encounter) are tapped to show this. At the end of each scene, all cards in the path and any number of cards in the hand are shuffled into the deck.

  Key terms
  • Deck - Shuffled set of cards, set face down
  • Hand - Cards available for GM to play
  • Path - Cards that are in play
  • Draw - Add card to hand from encounters
  • Tap - Turn a card in path sideways
 
 

Activities

Exploration activities are team activities which take an extended period of time to complete - such as hiking up a hill, searching a cave or making camp. Upon deciding on an exploration activity, all characters in the team must roll a d10 and add the appropriate attribute to the result. The GM sets the difficulty by adding the Time to a d10 roll. If at least half of the team meets or exceeds this difficulty, the whole team passes. Otherwise, they fail. The result of pass/fail depends on the activity.     Travel - The team attempt to move across the world in any way, including using vehicles or mounts. If the GM has no cards in their hand, the team automatically pass. Once the team has travelled a number of times equal to the Size, the scene is advanced. Travelling requires a DEXT check.
  • Pass:
    • Team advance through the scene safely
    • GM draws from encounter deck
  • Fail:
    • An encounter spots the team
    • Combat: Team enters arena, encounter enters arena, encounter acts first
    Scout - The team attempt to search for either an encounter or a feature. If successful they may choose to avoid it. This can only be done once per travel, whether pass or fail. Scouting requires a PERC check.
  • Pass:
    • Team choose encounter/feature
    • Encounter: Card from hand played, tapped
    • Feature: Top card of deck played, tapped
    • Team choose whether to engage or not
    • Combat: Encounter enters arena, team enters arena, team acts first
  • Fail:
    • Team find nothing of interest
    Rest - The team make camp and attempt to recover stamina. Following a pass/fail, successive rests have +/-1 to the difficulty, respectively. If the GM has no cards in their hand, the team automatically pass. Resting requires a WILL check.
  • Pass:
    • Team successfully rest and recover
    • Characters regain
    • Characters may also eat/drink
    • GM draws from encounter deck
  • Fail:
    • Rest is interrupted by an encounter
    • Combat: Team enters arena, encounter enters arena, encounter acts first

Guide

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