Message:Adventure Unfolds
There are twenty large events along each river. The further along in the exploration up-river (in terms of events), the more hazardous the adventure typically becomes. The players get to set the order, one after another. All must be completed to traverse the journey. Be deliberate with your selections. i.e., What comes early or what ends our story?
===Sequence of Play===
I. Select one of Twenty Encounters; no repeats over course of adventure.
II. Dice Severity (D6). Roll may have modifiers based on Good Before / Bad After.
III. Dice Critical Flair (D6) if late in adventure.
IV. Continue (as able) or stop after twenty.
===Twenty Encounters===
Alpha Predators (A)
Bald-Face Menace (B)
Crown Authority (C)
Depravation (D)
Exotic Temple (E)
Freaks of Nature (F)
Pristine Village (G)
Red Coats (H)
Reprisal (I)
Riches (J)
Rites w/ Gore (K)
Rivals for Honor (L)
Rivals for Loot (M)
River Jùjú (N)
Small Fiends (O)
Surveyors (P)
Survivors (Q)
Taciturn Locals (R)
Terrain (S)
Warlord (T)
Each event has a Stat required to Resolve the encounter. Each event has a Danger Stat that could deliver wounds or critical losses. The other three Stats are context dependent. The order of the Events influences what happens. e.g., Finding the mutilated body before you meet the pack of rabid wolves is Bad. Finding the magazine of stolen gunpowder is a terrible encounter to occur after you hear the grumblings of a garrison near mutiny.
The game has five Stats, and each Stat has a particular result in the encounter. That result may change with the specific encounter. Try to guess the Rahmordial logic involved. Where each encounter has a defined Danger and Resolve Stat, not every encounter has Bonus, Safety and Wild Card. e.g., Danger Agility / Resolve Raconteur. Eagle-Eye and Genius here for Bonus; Recall for Wild Card. That event has no Safety Stat.
*Resolve = Success to end event. Fail may result in wounds or event specific losses. For specific encounters as well as late in the adventure, this Stat can be discovered but not diced; the Wild Card precondition must be met as a precursor action.
*Danger = Failed roll delivers wound or event specific loss.
*Bonus = Success reduces Resolve rolls by one; repeatable up to four. Fail and this option is lost. Late in the adventure, there may be other penalties for failure.
*Safety = Success reduces Danger rolls by one; repeatable up to four. Fail and this option is lost. Late in the adventure, there may be other penalties for failure.
*Wild Card = Success and Fail have encounter related outcomes. Examples include: wounds, loot, raise or lower Stats, gain or lose Skills; This Stat will only work once if the outcome is positive (to the group). In rare cases, even when the adventure is in the early, not Later stages, the Wild Card must first be discovered and made, before the Resolve Stat functions.
Rule of Thumb regarding term LATE
Irrawaddy = Events after seventeen ~ 18, 19 & 20.
Amazon = Events after fourteen ~ 15 on.
Nile = Events after ten ~ second half beginning with eleven.
Good Before / Bad After
Good Sequence tends to give the players limited stop-harm over the worst outcomes of the action. Or allow the group to ignore the next Bad order. Add one to the roll to Severity (D6) if the Good Before condition exists.
Bad Sequence of encounters adds conflict, makes wounds more likely and deadly. The Severity (D6) becomes half a D6 (not full D6 of outcomes).
If both Bad and Good occur = Resulting rolls of two to four.
Irrawaddy River: Stage One ~ Ill-Timed Acts
Amazon River: Stage One ~ Severe Hazards
Nile River: Stage One ~ Extreme Peril
Example: Nile's Rites w/ Gore (K) — Danger Agility / Resolve Genius. Don't be too eager to take action. Good Before Taciturn Locals (R): Rather than know these attackers, and have them know you. Bad After Rivals for Honor (L): Likely notice a white-man directing the action. Regardless of when this occurs, the players must first test Stats and find Wild Card secret before Resolve is possible. Until then treat Resolve Stat as a second Danger.
Note that example will change when run by Ref Red.
Event Severity (D6)
1. Resolve success delivers a fluke wound: Grievous, Affectation or Old.
2. Wound from Danger also injures random person: Grievous or Affectation. Yes, the failing roll could double injure himself.
3. Ends with Foreboding; next event rolls 2D6 take lower for this table.
4. Opt to suffer Fated wound to gain Reward.
5. Ends with Clue; next event rolls 2D6 take higher for this table.
6. Resolve success gains Reward.
7. Opt for Auto Resolve (free make-roll here), but lose any implied Reward.
Note: Half the diced result if into a Bad After condition. Add one to the roll if the Good Before condition exists.
Critical Flair (D6)
1. Regardless, group must make one of each Stat rolls with result of failure having added penalty of causing any wound (of your choice).
2. Regardless, group will start with all attempting Agility Stat rolls with failure causing any wound.
3. Regardless, group will start with all attempting Eagle-Eye Stat rolls with failure causing any wound.
4. Regardless, group will start with all attempting Genius Stat rolls with failure causing any wound.
5. Regardless, group will start with all attempting Raconteur Stat rolls with failure causing any wound.
6. Regardless, group will start with all attempting Recall Stat rolls with failure causing any wound.
Note: Any of these Critical Flairs can be voided if one player takes either a Fated or Old wound.
Yours,
IronRed
04-Oct-2025