Expeditions
A party goes out and comes home after a set time with a win or a loss. Voyages sail in the guild’s boat.
The chance of a win
Section titled “The chance of a win”- Party power equal to the place’s difficulty gives 50%.
- Every 10% of power above that adds 5%. Every 10% below takes 5% away.
- The chance is never below 5% or above 95%. A journey always gets there.
- It’s fixed when the party sets out.
- 2 for each level of the style a member fights with: Melee with a sword (or nothing), Range with a bow, Magic with a staff.
- Each piece of gear adds its tier’s power. See Combat.
- A little for Defence and Hitpoints: 0.3 for each level of Defence past 1 and of Hitpoints past 10.
- Some necklaces, traits and perks add more.
- The combat triangle. Each place’s foes fight in one style. A member whose style beats theirs adds 25% of their own power; one whose style loses to theirs gives up 25%. Melee beats Range, Range beats Magic, Magic beats Melee.
- At sea, sea power counts too: what necklaces and traits add at sea, and the boat’s own power.
- Friends in the same party add a little to the chance. See People.
A party can take one food for each member. Each adds its bonus to the chance. See Food.
Losing
Section titled “Losing”A lost fight on land leaves one of the party hurt for 1 h. A failed voyage just turns back. Some loot only comes from a win.
The dragon
Section titled “The dragon”A dozing Dragon adds to the chance. Any dozing dragon lets you watch the trip and shorten it, and it can be sent to fetch a party home early.