Académique Documents
Professionnel Documents
Culture Documents
2
Narrating the Resolution .........................................47
Gear, Associations & Unattached Descriptors ........48
Earning Acclaim from Resolution ............................50
Increasing Attributes ................................................56
Getting Help .............................................................56
Running Out of Time ...............................................60
Being Stymied ...........................................................61
Group Hazards...............................................................64
Using the Timer .......................................................65
Setting the Scene ....................................................65
Round-Robin Resolution ........................................66
Gaining and Losing Acclaim ...................................67
Closing the Scene ....................................................68
Cliffhangers .............................................................71
V. Drama & Denouement..............................................75
Gambling Acclaim.........................................................76
A Sudden Insight ....................................................76
Changing Tactics ....................................................77
Requesting Aid ........................................................79
Revealing Hitherto Unknown Abilities ..................79
Adding to the Expedition Log.......................................80
Creating Story Elements .........................................80
Reusing Story Elements ...........................................83
Connecting Story Elements ....................................86
Destroying Story Elements ......................................87
Ending the Game............................................................91
VI. Other Ways to Play the Game...............................93
Smash the Evil Mastermind ....................................94
Heightened Competition ........................................96
Planetary Romance .................................................98
Superspies ................................................................98
Tales of the Dungeon of Doom ...............................99
Tall Tales & Munchausen-esque Braggadocio .......99
Retelling Myths .....................................................102
Courting Disaster ..................................................102
Design Notes................................................................103
Rules Summary............................................................105
Summary of Key Phrases.............................................114
3
COVER DESIGN
Paul Bourne
ADDITIONAL ILLUSTRATIONS
Under License from Otherworld Creations
DEVELOPMENTAL ASSISTANCE
Alexander Cherry, Via The Deal by Malcolm Sheppard
(www.mobunited.com)
PLAYTESTERS
Alexander Cherry, Del Benjamin, Mendel
Schmiedekamp, Lia Talmas, Zach Gotsch, Mike Sands,
Bruce Norris, Stefan Tyler, Andrew McLeod, Jason
Pollock, Daniel Steadman, Joshua BishopRoby, Mark
Vallianatos, Judson Lester, Jeff Tidball, jim pinto,
Malcolm Sheppard, Tara Deblois, Kearsley
Schieder-Wethy, Tony Dowler, Phil Larose, Sam
Spritzer, Trey Gorden, Mystery OrcCon 2007 Playtesters
www.ericjboyddesigns.com
ericjboyddesigns@gmail.com
© 2007 Eric J. Boyd
“W e arrived at the foot of the mountains in which the mythical
city of the ape men was rumored to lie. Now in sight of our goal,
we took a moment’s rest. There was myself, Zarbon the Illusionist,
Introduction
magician and escape artist extraordinaire, with not a small amount of
charisma and a sharp eye for detail—you could say I was the de facto
leader of our group; Bric Taylor, former heavyweight champion boxer
who had since traveled the world; Dr. Jane McGrute, a seasoned
archeologist and linguist; and Nahuel Quidel, who purported to be
some sort of shaman who channeled the sprits of the animals and
plants around him. After a long drink from my canteen,
I reconnoitered the trail ahead. Little did I know what challenge
awaited me.”
“Yep, I think it was not long after that, Zarbon, when you found
yourself at a fork in the trail where a weathered obelisk stood.
As you approached, you heard a bestial grunt and the obelisk pitched
forward and came hurtling down the trail toward you!”
“Indeed, Bric, I knew only quick reflexes would save me. I leapt to the
side so that the obelisk would pass me by, but my limp caused me to
stumble. Realizing my dire peril, I rolled into a depression in the trail
so that the obelisk would pass right over me.”
“And so it did. But the obelisk, in coming loose from its moorings, also
caused an avalanche of stones to come rocketing down the slope in a
wide wave of death.”
“I would have met my end if not for the stout, virtually invisible line
that I use in my levitation illusion. With a flick of my wrist, I wrapped
the line in the boughs of a nearby tree, and the spring cleverly hidden
in the lining of my vest released and bore me upward.”
“Even so, the rocks smashed against the tree you escaped to with
terrific force, shaking, cracking, and then snapping the trunk.”
5
“A fall, even a long one such as this, is a simple matter for a trained
escape artist such as myself. I positioned myself on the top side of the
falling tree and braced myself using the line and my walking stick.
Down came the tree with a thunderous crash, much like the applause
to which I am accustomed. As the dust settled and the noise of the
rocks subsided, I stepped forth, dusty and in need of another drink but
none the worse for wear. In the now-silent jungle, I could hear the
sounds of a large animal making its way up the mountain.
Perhaps the ape men were not only real, but they protected their city
to this very day.”
6
your driving passion, motivating you to greater deeds just as it
blinds you to possible pitfalls. To achieve your desire, you have
risked your life and reputation by participating in another of the
Introduction
Committee’s expeditions to plumb the secrets nestled in hidden
corners of the globe. Only by gaining acclaim for your
incomparable contributions to the expedition and being
recognized as the first among equals will you have the reputation
and power to grasp your heart’s desire.
Newly returned from your expedition, you sit with all your peers
in the meeting hall of the Committee as they settle down to
listen to your report. Each sips a favorite beverage—tea from a
dainty cup, whiskey straight, or an elixir known only to Amazon
witch doctors. The full assembly awaits as you and your fellow
travelers take your seats. The chronicler looks at you eagerly over
the top of his spectacles, ready to record your every word for
posterity. The crates, still packed with the artifacts that you have
retrieved, await opening and a full telling of your story.
Now is the time to achieve the great acclaim that has always
been your due and prove to the hardened adventurers, geniuses,
and polymaths gathered before you that you are worthy of their
respect and support in your every endeavor. You’ve gone into
danger and survived driven by your desire; now is the time to
bring it to fruition.
7
The Committee for the Exploration of Mysteries is a storytelling
game of pulp exploration in the spirit of the films of a certain
bullwhip-wielding archeologist of the 1930s and the tales of
adventure from the Victorian era. You can choose to set your
expedition during either time period. The game is designed to
allow you to tell tales of exploration and adventure in the spirit
of the pulps—characterized by high action, bigger-than-life
heroes, dastardly villains, exotic locales, and an optimistic
can-do spirit.
8
Setting the Stage
Everyone cooperatively creates the exploration site that is the
goal of the expedition and the secret hidden there. Next, decide
9
What You Need to Play
the first turn and begin the tale by describing how the expedition
set off from its origin and began its travels.
10
Resolution consists of putting forward one die at a time as you
describe how your character acts to overcome the hazard.
After you put forward a die, your Opposition gets to describe a
During play, you can add anything you talk about during one of
your scenes to the expedition log as a story element—a signal
that you want to see it featured in the story again.
11
Once established, other players receive an Acclaim reward for
reusing story elements you created by connecting them to other
story elements, severing existing connections, or using a story
element as the basis of a hazard. In turn, you can receive an
Acclaim reward for reusing their story elements.
Desires Achieved?
After the chosen number of scenes for each character at the
exploration site, a dramatic untimed group hazard resolves the
expedition’s quest. With that, the tale ends and you calculate
your characters’ Acclaim. The character with the most Acclaim
basks in the adoration of their duly impressed peers and has the
means to achieve their desire. The character’s player gets to
narrate an epilogue for the character in whatever way they like.
Players of characters earning less Acclaim each get to narrate an
epilogue in descending order of Acclaim, but each epilogue gets
progressively more constrained by facts imposed by the other
players. Such facts cannot directly thwart a character’s desire,
but they may lead a player to reveal how the character gambled
their reputation in going on the expedition and achieved a mixed
result or lost their desire. Of course, such results can be just as
fun to narrate as a total success. After the epilogues, the game is
complete.
Multiple-Session Expeditions
For a multiple-session expedition, each session focuses on the
events of the expedition at one or two locations along the route,
with a whole session, or at least a large part of one, devoted to
the exploration site. The route to the exploration site has three
to six locations, and each character should receive between two
and four scenes per location. Again, each character should
receive an extra scene at the exploration site. Each session
12
except the last ends with a cliffhanger group hazard that is
resolved at the beginning of the next session.
As you sit down to begin each session, make sure everyone has
13
These beverages serve as more than just props. The degree to
which you have drained your glass also triggers group hazards—
whenever a player notices more than one empty glass at the end
of a scene a group hazard is played next. The level of beverage in
your glass also determines who sets the scene for a group hazard
and who gets the final word on how the expedition triumphs
after being stymied.
14
Summary of the
Structure of Play
15
16
Exploration Site & Route
Begin by collaboratively creating the thrilling locations that will
be the focus of this particular expedition. Once you know where
the expedition is going and some of the likely hazards, you can
create characters who are the most suited Committee members
to take part in the expedition.
17
of the characters to shine. Take some time to discuss various
ideas and decide upon a location that excites everyone. As you
go, write the key aspects of the site on the adventure worksheet.
Example: Jerry, Ed, Ashley, and Doug have sat down to play the
game. The group brainstorms what kind of adventure they want to
play and what kind of exploration site will fit the bill. After weighing
several options, the group agrees they want jungles and action with a
hint of the mystical. Jerry also wants some savagery to contrast with
the cultured Committee. They decide upon a mythical city of ape men,
hidden deep in the jungles of Africa, that is rumored to shelter a single
piece of fruit from the Tree of Life, still unspoiled after all these
millennia.
18
The Route
With your chosen exploration site in mind, move on to
brainstorming the route to get there. The Committee can be
You need not know now where along the route everything will
occur during the expedition, but if you want to see certain
elements appear during play, be sure to note them. By the end of
the brainstorming, decide upon three locations on the route,
as well as some elements that you wish to see appear at some
point in your travels. A location can be specific, like a single city,
or defined more broadly, like traveling by caravan through a
desert. If you are playing a multiple-session expedition, you can
use three to six route locations to take a longer journey to the
exploration site.
19
Example: The group decides that the Committee is based in London,
so they need to get from there to the jungles of Africa where the
mythical jungle city of the ape men lies. After considering the territory
between the start and end points and brainstorming various ways of
making the journey and dividing up the trip, the group divides it into
three parts. The first leg of the journey will be by steamship to Cairo.
Once in Egypt, the expedition will secure a ship to take them down the
Nile and deeper into Africa. Along they way, there will be villages full
of dark rumor and dire omens before the group must travel overland
into the mountainous jungle in search of the lost city. Also, everyone is
interested in having a waterfall and caves in the story.
Once you have decided on the exploration site and the route,
it is time to flesh out the expedition with hazards. Hazards are
obstacles of varying difficulty that will beset the characters
throughout the expedition. They can be people, animals, natural
obstacles, mystical curses, or cunning death traps—anything that
would cause the soundtrack of an adventure film to quicken in
anticipation of bold action by the characters.
Brainstorming
The Committee’s pre-expedition research takes the form of the
players brainstorming elements they would like to see appear as
hazards during play. You should consider elements that could
appear along the route to the exploration site as well as at the site
itself. These elements serve as the raw materials for the hazards
that the expedition encounters. Take your time with this
discussion—hazards are the spice of the game and you’ll have
20
more fun overcoming interesting challenges. Steal liberally from
books, comics, movies, television shows, and anywhere else that
you’ve found great action scenes. Use your knowledge of history,
Hazard Creation
religion, culture, and any other applicable field to inform the
discussion and serve as inspiration for potential hazards.
While brainstorming, pay attention to the types of hazards that
excite your fellow players so you can provide entertaining
challenges while acting as their Opposition. Write down all the
potential hazards on the adventure worksheet so that it can
remind everyone of these ideas and inspire them during play.
21
may brainstorm a singular villain to serve as a nemesis for the
expedition. Alternatively, you can brainstorm general recurring
foes and let an individual nemesis, if any, develop during play.
What does the nemesis want, and how does this goal
bring them into conflict with your characters?
How does the nemesis handle conflicts—directly
engaging foes in vicious combat, attacking only from
ambush or with nasty tricks, or always staying back and
letting minions execute their brilliant plans?
What resources does the nemesis have at their
disposal—a battalion of Nazi troops, advanced gadgets
and weapons, or creatures of the outer dark ready to
do his bidding?
What relationships does the nemesis have to other key
characters—a love interest who could be turned by the
heroes, a lieutenant who wants to usurp their master,
or an unwilling accomplice who could be freed from
their bondage?
What else makes the nemesis a worthy foe for the
adventurers of the Committee?
22
Next, consider the exploration site and brainstorm possible
hazards that could appear there. Discuss the questions:
Hazard Creation
What special hazards does the history of the site present?
Are there special defenses or guardians at the site?
What hazards do the secrets located at the site present?
What large-scale hazards could appear to challenge the
whole group?
After discussing the exploration site, discuss the route you have
decided upon and brainstorm the hazards that could arise during
each part. Consider the questions:
Hazard List
Once the brainstorming reaches a natural stopping point,
that portion of the adventure worksheet should have a master list
of the possible hazards you discussed. The hazards should
encompass a lot of possibilities, and they are meant to serve as a
kick-start to everyone’s imagination and prevent you from being
at a loss for hazards throughout the game. The list is a helpful
guide, but not meant to serve as a limiting factor on the
development of the expedition’s tale. As the game progresses,
23
your Opposition will create new hazards to challenge your
character that link to earlier story elements and your character’s
desire in ways that no one could have anticipated. So don’t worry
if play develops in a way that does not use all of the possible
hazards on this list.
After you fill out the adventure worksheet, set up the expedition
log—the visual representation of the story that will develop
during play. The expedition log serves as a map for the story
being told by the characters; it is a work in progress that charts
the various story elements that the players create and the
connections that the players create among them. A story element
is any important aspect of a scene: adversaries, allies, special
objects, locations, key ideas, etc., that you want to see used again.
A story element is represented on the expedition log by a word or
phrase surrounded by a circle or oval. To create a story element,
you must introduce it in a scene and then note the story element
on the expedition log after the scene is over.
In most scenes you will use at least one story element, and many
will feature several. When you create a new story element, add it
to the expedition log, and when you establish a connection
between elements, draw a line between them. Over time,
the expedition log becomes a web of story elements and
connections that shows how the game has developed and
suggests directions where the next scene could go. Further
information on the use and maintenance of the expedition log is
discussed in the section “Adding to the Expedition Log,” page 80.
24
The expedition log ties the story of the Committee’s expedition
together. The Opposition earns Acclaim by framing hazards that
reuse another player’s previously created story elements,
Cruise Up Nile
Steamship to Cairo
25
For a multiple-session expedition, take several pieces of scratch
paper, one for each location along the expedition’s route and the
exploration site itself. On each piece, draw a rectangle in the
center of the page and write a brief description of a stop along
the route or the exploration site within the rectangle. Each page
is its own story segment.
For the page with the exploration site, slightly above or below
this rectangle, draw a circle and write within it the secret that
resides at the exploration site. Draw a line connecting the circle
and rectangle, showing the connection that exists between
them—the fact that the secret is located at the exploration site.
26
Example: The group is ready to create the expedition log. Doug takes
out two pieces of scratch paper and makes one page of the expedition
log for the locations along the route and another for the exploration
With these pages finished, the expedition log is set up and ready
to be added to during play.
27
28
Character Creation
Having set the stage for your expedition’s adventure, we now
move to the mechanics of play. Let’s begin with one of the key
events of the first session—creating your characters. Huzzah!
Desire
Once you have your concept, consider what motivates your
character to risk their life and established reputation by going on
another dangerous expedition to achieve further acclaim.
Why does your character need more acclaim? Once they have it,
what will they do with it? In sum, what is your character’s desire?
29
A desire usually will not be something directly related to the
expedition, but its influence affects how your character responds
to the expedition’s challenges. Typically, a desire is a personal
goal or passion to be achieved upon returning home. Once
decided, write down your character’s desire.
Example: Jerry, Ed, Ashley, and Doug have finished setting the stage
for their expedition and now move on to character creation. For their
character concepts, Jerry decides to create a skeptical stage magician.
Ed wants to play a tough-as-nails former boxer, Ashley wants to
create a bookish archeologist, and Doug decides on a tribal shaman.
Jerry decides that his stage magician’s desire is to use fame and
publicity from the expedition to carry on his crusade to debunk
spiritualism. So hazards that involve the apparent(?) supernatural will
tie into this desire.
Ed, on the other hand, decides that his former boxer wants to prove to
his girlfriend’s well-heeled family that he is worthy of marrying her
despite his working class background. Social hazards, particularly
those involving class differences or hazards that question the
character’s self-worth, would tie into this desire nicely.
Attributes
Once you have your character’s concept and desire, you can use
the mechanics to fill in the picture. Each character has four
primary attributes:
30
Daring – physical dynamism and power, as well as
coordination and speed
Genius – not only mastery of science or occult lore,
Character Creation
but the ability to build gadgets and solve conundrums
Instinct – attunement with yourself and the world
around you, encompassing observation, survival skills,
and savagely acting on your fight-or-flight impulse
Charisma – personal magnetism and your ability to
befriend and manipulate others
Descriptors
In addition to a number of dice, each attribute also receives a
descriptor, a word or short phrase that describes your character’s
particular manifestation of or specialty under that attribute.
In choosing descriptors, keep your character concept in mind
and have each descriptor, even those for lower attributes, help
create a unified vision of your character’s abilities. Examples of
descriptors include “Two-Fisted” or “Crack Shot” for Daring,
“Wizard” or “Botany” for Genius, “Jungle Lord” or “Tracker” for
Instinct, and “Gambler” or “Seductress” for Charisma.
Descriptors for low attributes can even be detrimental, helping
your character overcome hazards despite themselves (e.g., a
Genius descriptor of “Ditzy” or an Instinct descriptor of
“Oblivious to Danger”).
31
overcome the hazard, which determines the amount of Acclaim
you receive for doing so. However, you can only use a descriptor
a number of times per session equal to the number of dice in the
attribute the descriptor is tied to.
Ed does the same for his former boxer, giving him: Daring 5d6,
Genius1d6, Instinct 3d6, and Charisma 2d6. He chooses the
descriptors: Daring – Two-Fisted, Genius – Devout Catholic,
Instinct – Streetwise, and Charisma – Intimidation.
32
Associations, respectively. Your character’s highest attribute
determines his or her level of Gear and Associations, as detailed
in the table below.
Character Creation
Highest
Gear Associations
Attribute
Finishing Touches
Finally, each character begins with three Acclaim, denoting their
status as well-known members of the Committee. During
character introductions and during play, your character will
receive unattached descriptors—special traits that grant you a
descriptor die but are not attached to an attribute or your Gear or
Associations. Unattached descriptors can each be used once per
session. For now, though, leave that area of your character
sheet blank.
33
Example: Jerry and Ed are finishing their characters. Since Jerry’s
stage magician has Charisma as his highest attribute, he will have
Gear 1d6 and Associations 3d6. Jerry chooses the descriptors Gear –
Magic Props and Associations – Adoring Fans. He notes the
character has three Acclaim, taking three tokens to represent it, and
gives him the name Zarbon the Illusionist.
Ed’s former boxer has Daring as his highest attribute, so he will have
Gear 2d6 and Associations 2d6. Ed chooses the descriptors Gear –
Rosary Beads and Associations – Former Trainers. He decides on the
name Bric Taylor and gives him three Acclaim by taking three tokens.
The characters are now ready to be introduced to the group when
play begins.
34
Opposition/Introductions
Establishing Your Opposition
Once your characters are created, determine who will serve as
the Opposition for each. You can do this randomly by shuffling
the character sheets and dealing them out, making sure no one
gets their own (and returning them once their Opposition is
determined), or you can simply have the player to your right
serve as your Opposition.
Character Introductions
Next, it is time to introduce your characters and begin play.
The introductions start with the oldest player and continue
clockwise around the table from there. To begin the
introduction, utter the phrase, “And so, on the appointed day,
I, [Character’s name], arrived in the halls of the Committee.”
Then, describe your character to the group in the most glowing
terms possible. Highlight your character’s most prominent
attribute, the skills they have mastered (in the form of your
chosen descriptors), and provide a bit of your character’s
background. Be sure to mention your character’s secret desire so
that your Opposition can frame scenes that tie into it.
Remember, although the other players know your character’s
35
secret desire, the other characters do not unless they discover it
during play.
Example: The time has come for introductions. Jerry is the oldest
player and begins: “And so, on the appointed day, I, Zarbon the
Illusionist, arrived in the halls of the Committee. Lean, dark, and well-
appointed with a black suit, walking stick, and half-cape of scarlet
velvet, I am a master stage magician known for my strong stage
presence and sparkling personality. My hands are quick and deft, and
my eyes are always observant, seeking out charlatans and deceptive
36
mummery. Having studied under magicians throughout Europe and
the most famous escape artists of the day, I have toured the world
performing acts of wonder and illusion using my clever props.
Opposition/Introductions
My adoring fans are legion in the European upper and mercantile
classes. But it is the work of the Committee to which I now devote the
bulk of my acumen. I harbor the desire to overthrow spiritualism and
superstition among the English aristocracy and hope the acclaim of the
expedition will allow me to do just that.”
The other players each contribute something Zarbon is well known for
in the Committee: “And of course all the Committee knows Zarbon is
esteemed for his skill at bridge and darts in the Committee lounge,
though some have whispered that he cheats at the former”; “And of
course all the Committee knows of Zarbon’s waxed moustache and
impeccable hygiene”; and (following up on the walking stick) “An
illusionist he may be, but of course all the Committee knows Zarbon’s
limp, received while exploring an ancient temple in India, is all too
real.”
After all of the introductions, raise your glasses and give a hearty
toast, “A toast! To learning, travel, and adventure!”
37
38
The stalwart Committee members have returned from their trek
into the unknown. They stand ready to tell tales of the dangers
that challenged them both as individuals and as a group—deadly
Character Hazards
hazards that tested mind and body and brought their desires to
the fore.
39
the player’s narration should be in the first person and the past
tense at all times except during any free role-playing.
The Opposition should narrate the hazard while maintaining the
role of their character, and since this hazard has already
occurred, the narration should be in the past tense but can be in
the second or third person.
Transitional Narration
At the beginning of your scene, narrate a transition between the
previous scene and your own. You can use this narration to move
the expedition along its route or within the exploration site,
but such movement should be gradual to allow a sense of the
time taken in each stage of the journey and to permit multiple
hazards to arise at each location. You also can describe actions
your character has been taking that do not need to be spotlighted
as part of overcoming a hazard, such as research, trailblazing,
or simply the colorful details of travel. Make sure to include
where your character is and what they are currently doing. A
clever player will use this bit of transitional narration to influence
the sort of hazard they will face.
40
Free Role-Playing
Once you have provided your transitional narration, you have
the option of engaging in free role-playing with the other players
Character Hazards
in the location you’ve established. This is a flashback scene to the
events of the expedition and the interactions between the
characters. It is an opportunity for in-character repartee,
establishing and elaborating upon the relationships between the
expedition members, and simply portraying your character
outside the context of a hazard. Since this is not part of your
narration, you do not need to use the past tense. Your
Opposition plays the roles of any other people besides the
characters appearing in the scene during free role-playing.
41
If you’re stuck in coming up with a hazard, you can ask the other
players for suggestions. As Opposition you have limited control
over the character in framing the hazard, but should not do
anything to make the character look less than the awesome
personage they are. For example, you can have the character
inadvertently set off a trap, but you should not describe foolish
actions that did so.
42
levels, your Opposition is free to begin using any of them again
subject to the same constraints. For example, after your
Opposition assigns your first hazard a 2d10 difficulty, no other
Character Hazards
hazard for your character can have a 2d10 difficulty until hazards
with all the other difficulties available in the current story
segment have been assigned for your character. Track the use of
the different difficulty levels only for a single session; reset them
as you determine the Opposition of each character for any
additional sessions.
Reflective Narration
If you overcome the hazard successfully, you end your scene with
narration in which you reflect on the hazard, tie up loose ends,
and add hints of foreboding or foreshadowing. You also can use
this reflective narration to create or reuse story elements, tying
them together in new ways. However, you are not permitted to
move the expedition further along its route. If you received aid
from another character, you still get to provide reflective
narration per normal.
43
brings the role-playing to a close by using the phrase “Little did I know
what challenge awaited me” to call for his hazard.
After the hazard is successfully resolved and Zarbon has caught the
thief, Jerry provides some reflective narration to close out the scene:
“The pickpocket well in hand, I summoned the ship’s chief of security
while I looked inside the wallet that was stolen. I was surprised to see
identification papers that my trained eye detected to be forged. I peered
around quickly, but the victim of the theft had disappeared.” At this
point, it is the next player’s turn.
Timed Narration?
44
Hazard Resolution
Calling Upon Your Desire
Once your Opposition has rolled the d10s and set the hazard roll,
choose whether to call upon your character’s desire in this scene.
Because your character is so strongly motivated to make their
desire a reality, it can motivate them to greater heights or
distract them, making the hazard even more difficult.
45
Choosing an Attribute
Next, choose one attribute (Daring, Genius, Instinct,
or Charisma) that best fits the method your character will use to
overcome the hazard. Briefly narrate your choice of attribute,
describing how it is suited to overcoming the hazard. Play is
flexible with respect to which attribute can be used, but if any
other player finds your choice inappropriate, they must use the
phrase, “I daresay not!” If one of the other players agrees that the
attribute is inappropriate, they may say, “I concur.” Once both
phrases are uttered, the use of that attribute is vetoed, and you
must choose another attribute to use until there is no veto.
46
session equal to the rating of the attribute to which it apples.
Each use should be marked down on your character sheet.
As you roll the dice, the Opposition turns over the hourglass,
Hazard Resolution
giving you three minutes to narrate the resolution of the hazard.
If you have one or more descriptor dice, you may put forward one
of these dice per piece of narration along with your other die,
effectively putting two dice forward for the single piece of
narration instead of one.
47
actions or control a character’s actions, especially if it would
make them look less than the capable hero they are. Think of
complications as “yes, and” or “yes, but” responses to a player’s
pieces of narration.
48
is applicable and you narrate its use, then you may choose to roll
an extra 1d6 as well, subject to the same limitations as attribute
descriptors. Make sure that any descriptor die is a different color
Hazard Resolution
from your attribute and Gear and Associations dice.
Of course, the attribute that your character is using may limit the
use of Gear and Associations. For example, a character using
Charisma to bluff a Nazi guard cannot narrate using a bullwhip to
do so simply to get Gear dice. But they could narrate offering the
guard a nip of bourbon to soften his resolve. If more than one of
the other players objects to the appropriateness of using Gear,
Associations, or an unattached descriptor using the “I daresay
not!” and “I concur” phrases, then it is vetoed. You can roll your
Gear and Associations dice only once each per hazard, even if
your narration involves multiple items or allies.
Why Veto?
49
Earning Acclaim from Resolution
Even more than overcoming the hazard itself, a simple task for
the mighty men and women of the Committee, each character
wants to earn the Acclaim of their fellows and the adoration of
the public once the report of the expedition reaches the press.
After all, it is Acclaim that allows a character to achieve their
desire. You earn Acclaim in two main ways: by successfully
overcoming hazards, and by reusing story elements on the
expedition log, discussed in the section “Adding to the
Expedition Log,” page 80.
50
Remember that dice from descriptors do not count toward the
number of dice used. Any loss of Acclaim can never reduce a
character’s Acclaim below zero at any time.
Hazard Resolution
In addition to these amounts, if a player, including the
Opposition, provides narration during hazard resolution or any
other part of a scene that causes laughter, audible admiration, or
one or more of the other players to raise their glasses in
appreciation, then that player’s character immediately receives
one Acclaim. You should raise your glass not only when someone
narrates an awesome action sequence or humorous situation,
but also when their narration introduces a fiendish twist to the
story, advances the story in a way you find cool and clever, ties
up a loose end, or solves a key mystery or other longstanding
issue. Use your judgment but be generous—freely rewarding
narration you like will encourage more of the same and prompt
others to reward your narration, as well.
51
take them on.” No one objects to this, so Ed rolls 6d6 while Ashley
turns over the hourglass.
52
forward his 4 to exceed the hazard roll of 16, so he can narrate how
the hazard is resolved: “His teeth slammed together with a crack and
both gun and grenade fell from his hands onto the floor. I frantically
Hazard Resolution
disentangled myself from his unconscious body, and leapt after the
grenade, pulling open a porthole and heaving the grenade into the
water. The grenade exploded with a splash, sending a geyser of water
onto the top deck and drenching the tea party.” The hazard is
overcome with a little time in the hourglass to spare.
53
Summary of Single Character
Hazard Resolution
54
Narrate briefly to choose an attribute to use to overcome
hazard—roll its dice plus 1d6 if using an applicable
descriptor (can only be used a number of times per session
Hazard Resolution
equal to attribute’s dice)
Opposition turns over the hourglass as you roll the dice
Narrate the actions your character took to overcome the
hazard and put forward one of your dice in a
repeating cycle
o After the first die, so long as hazard roll has not
been matched or exceeded, the Opposition gets to
narrate a complication before you narrate and put
forward your next die
o You can put forward one descriptor die per piece
of narration
You may narrate in the use of Gear, Associations, or an
unattached descriptor at any point
o Immediately roll those dice plus 1d6 for the Gear
or Associations descriptor if applicable and you
narrate it in
o Can roll dice for Gear, Associations, and multiple
unattached descriptors once each during a hazard,
but not as part of the same piece of narration
If you succeed in matching or exceeding the hazard roll,
narrate how your character finally overcame the hazard
before time runs out
If you successfully overcame the hazard in time, you
provide reflective narration that ties things up and
foreshadows future developments but may not move
the expedition
If you successfully overcame the hazard, you receive
Acclaim based on the number of dice used in overcoming
the hazard (not counting descriptor dice)
55
Increasing Attributes
If you use five or more dice to successfully resolve a hazard before
time runs out (descriptor dice do not count), then you may
increase any one of your character’s attributes by one die. This
does not need to be the attribute you were using to overcome the
hazard. You must use your reflective narration to describe how
this particular hazard was a challenge that your character will
remember always and how it has honed their abilities to an even
finer edge. Raising an attribute also increases the number of times
that its descriptor can be used in each session beginning
immediately. If you have lost Gear or Associations dice due to
being stymied, then you may choose to regain one lost die in lieu
of increasing an attribute by narrating how your character fixes
equipment, finds more supplies, or is otherwise refreshed.
Getting Help
Sometimes even the bravest and most capable pulp hero needs a
bit of help. If it becomes apparent to you that you cannot meet or
exceed the hazard roll with the dice you have and you do not
wish to gamble Acclaim to gain more dice, then you may ask the
other members of the expedition for aid. You can do this at any
point during the hazard’s resolution, either after you have put
forward one or more dice to meet the hazard roll or immediately
after seeing the result of your initial roll. The hourglass continues
to flow at all times during this process.
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To ask for help, spend one Acclaim and use the phrase,
“Finding myself in dire need, I turned to my companions for aid.”
Starting from your left, each other player in turn except for your
Increasing Attributes
Opposition has the option of agreeing to aid you. Only the first
player to accept this responsibility can do so, and all the players
may decide to withhold their aid. Once a player refuses to aid
you, they may not change their mind when the others refuse.
If all of the other players refuse to aid you, then continue your
scene as best you can with your remaining dice until time expires.
The player to offer aid rolls the dice for one of their character’s
attributes after providing narration supporting the choice,
subject to veto by the other players as for any other choice of
attributes. If a descriptor applies, they can roll the additional 1d6.
With these dice rolled, the player providing aid takes over the
narration and puts their dice forward one at a time to meet or
exceed the hazard roll, just as in normal resolution. If you have
already put forward one or more dice, the new dice are added to
their total. That player narrates how their character aided your
character in overcoming the obstacle. Your Opposition adds
complications as normal. If the hazard is successfully overcome
before time runs out, the character that aided you and your
character both gain the appropriate Acclaim for the hazard’s
resolution based on all the dice used to overcome it. Of course,
this means that a character can lose Acclaim for aiding another,
but helping others should be its own reward.
If you ask for aid, you still get to provide reflective narration for a
successful resolution. In addition, you can raise an attribute of
your character if five or more dice were used to successfully
resolve the hazard, while the helping character may not.
After the hazard is resolved, play resumes with the player
to your left.
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Example: As the expedition wound its way down the Nile, Bric found
himself at a ceremonial dinner held by a local chieftain. Ashley frames
a hazard: “The feast was proceeding smoothly until Bric’s ruggedly
handsome frame caught the attention of one of the chieftain’s
daughters, the lovely Jamilah, and she began making eyes at him across
the table.” Ashley allocates 2d10 to the hazard’s difficulty and rolls
two 9s—an 18 hazard roll!
Ed looks over Bric’s character sheet and sighs. He has already used
Daring and Instinct to resolve earlier hazards, and Charisma is the
attribute that makes the best sense. Ed narrates, “It wasn’t my strong
suit, but I knew I’d have to use my charm and subtlety to let the girl
down easy without her father and the other tribesmen noticing.”
His Charisma descriptor, “Intimidation,” doesn’t apply, so he rolls only
2d6, getting a 3 and a 4. Ashley turns over the hourglass.
Ed narrates: “I tried to secretly nod in the girl’s direction and then shot
a glance toward her father, making it clear what a dangerous game she
was playing.” Ed puts forward his 4.
Jerry decides that he will have Zarbon provide some aid to Bric, using
his 4d6 Charisma and his “Stage Presence” descriptor. Jerry narrates:
“I saw the pained look on Bric’s face and realized what was afoot;
a distraction would be key to extricating ourselves from this sticky
situation.” Jerry rolls his dice, getting a 6, 5, 3, 1, and a 4 on his
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descriptor die. He slides forward his 6 and 4 descriptor die, narrating:
“I leapt to my feet and with a flourish of my cape called out,
‘Oh chieftain, I would entertain this esteemed gathering with some of
Getting Help
my illusions. May I ask that your lovely daughter Jamilah assist me?’”
In short order, Zarbon has exceeded the hazard roll of 18 by using his
5 and resolved the hazard by entertaining the feasters and keeping
Jamilah away from Bric at the same time. Ed adds some reflective
narration remarking how he’d always had bad timing with young
women, and it wasn’t the last time such a situation would put the
whole expedition in peril.
The dice used to overcome the hazard were Bric’s 4, Zarbon’s 6 and 5,
and Zarbon’s 4 descriptor die (which does not count for earning
Acclaim). By using three dice, both Bric and Zarbon gain two
Acclaim. Play now proceeds to the player to Ed’s left.
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Running Out of Time
If the hourglass runs out before you can complete your narration,
but the hazard roll can be matched or exceeded by adding the
dice you have remaining to those you put forward, then the other
Committee members have grown impatient with your lengthy
tale. The player to your left immediately interrupts your narration
and utters the phrase, “But, of course, in the end it was of no
consequence.” You do not get to say anything further. Play moves
forward to the player to your left and your character loses one
Acclaim. Again, note that a character’s Acclaim cannot be
reduced below zero.
If time runs out and you cannot match or exceed the hazard roll
with all your dice, then the expedition is stymied. Even the
stoutest heart sometimes faces failure, and an honest account of
such results in neither gain nor loss of Acclaim. Briefly narrate
how the hazard bested you or sidetracked the expedition, and
then utter the phrase, “I'm embarrassed to say that for a time we
were uncertain how to proceed.” The player who originally faced
the hazard, not any aiding player, makes this narration. After this
phrase is uttered, every player must put down their glasses.
If another player decided to aid you and the hourglass runs out
before the narration is complete, the same rules apply except that
only the dice they have put forward thus far, not all the dice they
have rolled, are added to all of your dice to see if you can match
or exceed the hazard roll. If you can, both of your characters lose
one Acclaim.
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Summary of Running Out of Time
Being Stymied
When a character cannot match or exceed the hazard roll and no
other character has aided them or they, too, fail, then the entire
expedition is stymied. No one gains or loses Acclaim from the
hazard, but the expedition has run into a serious problem
everyone must work around, expending valuable resources
in the process.
The player who caused the stymie to occur rolls 1d6 to determine
who narrates last after all the other players have done some brief
narration for their character. If the die result is 1 or 2, the player
whose glass is most full narrates last; if the result is 3 or 4,
the player whose glass is closest to half-full (all people of action
are optimists) narrates last; and if the result of the die roll is 5 or
6, then the player whose glass is least-full narrates last. If more
than one player appears to have glasses in an identical state, then
61
they may choose among themselves which player will narrate last
by rolling a die. After this scene is complete, it is a good time to
offer to refill the players’ glasses.
Beginning with the player to the left of the one who will narrate
last and going clockwise around the table, every player must
reduce their character’s Gear or Associations by one die.
While doing so, they narrate something their character did in
response to the stymieing event and the form the lost die takes
for that character. The response can be taking action to help the
expedition past the stymie or anything else the player decides.
These bits of narration should tie together, so leave room for the
next player to pick up what you have introduced and take it in
their own direction.
The player to narrate last gets to follow the lead of the players’
prior narration and conclude the tale of how the expedition gets
back on track, in addition to describing the form of their own
lost die. After this narration, play resumes with the player to the
left of the one who last had a scene.
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Example: As the expedition hunkers down for the night in the jungle,
Doug’s tribal shaman, Nahuel Quidel, was unable to use the
Dreamtime to locate the approaching Nazi patrol and the expedition is
Being Stymied
stymied. He narrates: “The warp and woof of the Dreamtime were
frayed by the evil emanations of the place, so that I could not see what
came hither. We were unsure whether the Nazis would come upon us
in the night, or whether we had time to set a trap for them.
I'm embarrassed to say that for a time we were uncertain how
to proceed.”
Doug rolls 1d6 and gets a 1. Jerry, whose glass currently is closest to
full, will narrate last. Every player reduces his or her character’s Gear
or Associations by one.
Ashley goes next, choosing to reduce Jane’s Gear by 1d6: “Seeing the
value of an elevated vantage point, Zarbon and I climbed up the stairs
and were able to look out across the jungle valley. I pulled out my
binoculars and in the middle distance, I could see campfires and tents.
In my enthusiasm to share my discovery with Zarbon, however,
the binoculars slipped from my grasp and were lost in the darkness.”
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Jerry gets to wrap things up, choosing to reduce Zarbon’s Associations
by 1d6: “Even without the binoculars I could see faint lights in the
distance whose portent was clear: The Nazis had decided to stop and
make camp rather than pursue us in the dark. Perhaps we could take
them unawares and rout them while they slept. The very thought of a
surprise attack filled me vigor and blinded me to the wise advice of my
mentor Blaine Hastings—never try to accomplish by brute force what
you can achieve by misdirection.” Play now proceeds to the
next player.
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In addition, the expedition’s tale ends with a group hazard that
ties up loose ends and lets the players determine the ultimate
nature of the characters’ discoveries at the exploration site.
Group Hazards
Narration of this final group hazard is not timed like other
group hazards.
65
narrates; and if the result of the die roll is 5 or 6, then the player
whose glass is least-full narrates. If more than one player appears
to have glasses in an identical state, then they may set the scene
together. After the group hazard is resolved, offer to refill the
players’ glasses.
Once the designated player has framed the scene for the group
hazard, they roll the appropriate number of d10s to set the hazard
roll. The hazard roll is 10 times the number of players plus 2d10
times the number of the story segment you’re currently playing
in. So in a standard expedition with three players, group hazards
in the first story segment have a difficulty of 30 plus 2d10, while
the group hazard ending the game (in the fourth story segment)
has a difficulty of 30 plus 8d10.
Round-Robin Resolution
From there, the player to the left of the one who framed the
scene (or who spoke last for those that cooperated to frame it)
puts forward a die and narrates how their character moved
toward resolving the hazard.
After this first die is put forward, each player in turn, including
the one that originally framed the scene, has the chance to put
forward one of their own dice. But before they do, the player to
their left gets to narrate a complication that must be overcome in
the narration, just as in normal hazards. The cycle repeats and
66
new dice and narration continue until the hazard roll is met or
until time runs out.
A player can choose to pass and not put forward a die, but this
Group Hazards
prevents them from later adding any more dice; they have
effectively dropped out of the group hazard, losing one Acclaim
as a result. The player to add the final die that meets or exceeds
the hazard roll gets to narrate how the hazard is resolved through
the collective efforts of the expedition’s members and provide
reflective narration to close the scene.
If time runs out and the sum of all the dice does not exceed the
hazard roll, the expedition is stymied. The player who framed the
scene utters the phrase, “I'm embarrassed to say that for a time
we were uncertain how to proceed” and rolls the die to determine
the final narrator in the stymie scene.
67
remaining player narrates how the expedition ultimately was
forced to abandon its quest.
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So Doug sets the scene. He begins: “After Zarbon and Jane returned
from the lookout point, they told the rest of the expedition of the Nazi
camp. All agreed that taking them unawares from the darkness offered
Group Hazards
the best chance to overcome their superior numbers. And the key
would be crippling their vehicles, preventing them from making easy
overland travel and bringing their heavy weapons to bear. So we
gathered our weapons and headed in the direction of the camp.
We had snuck in pretty close to the edge of the Nazi camp, when we
saw a brief flash of flame, two sentries lighting cigarettes.”
Doug gathers up 6d10 (since this is the third story segment) and rolls
them, getting a total hazard roll of 40 plus 33—or 73.
Ed states that Bric will use his 5d6 Daring and Two-Fisted descriptor,
rolling 6d6 and getting a 6, 5, 2, 2, 1, and 6 on his descriptor die.
Ashley will have Dr. Jane McGrute use her Genius, rolling 4d6 and
getting 6, 6, 3, and 2. Jerry will use Zarbon’s Instinct and his Skeptical
Eye descriptor, rolling 4d6 and getting 6, 6, 2, and a 4 on his
descriptor die. Finally, Doug states that Nahuel will use his Instinct
and his Channel Jaguar Spirit descriptor, rolling 5d6 and getting 5, 4,
4, 3, and a 5 on his descriptor die. Doug turns over the hourglass,
which can be done three times total since four characters are in
the group hazard.
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Now it is Jane’s turn, but Jerry gets to narrate a complication for
Ashley first: “Bric had efficiently dealt with the outermost sentries on
that side of the camp, but beyond their bodies was a maze of
impromptu booby traps designed to keep intruders out of the camp.”
Jerry narrates: “I realized that the apes would ruin any chance we had
for stealth, but they also provided an excellent distraction. As one
neared me, I bared my teeth and howled a challenge right back at it.
As its muscular arms extended toward me, I chopped loose a vine
tangled in the tree’s trunk and swung down on top of the Nazi
armored troop carrier. The ape pursued and I heard German curses as
I rolled underneath the vehicle and out of sight.” Jerry puts forward a
6 and his 4 descriptor die, bringing the characters to a total of 28.
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Cliffhangers
In a multiple-session expedition, the group hazards at the end of
each session except the last are special—they are cliffhangers.
Cliffhangers
After a player puts forward a die that brings the players’ total to
approximately half of the hazard roll, the next player narrates a
new dramatic complication that changes the nature of the hazard
and massively increases the tension. For example, if the group
hazard involved the characters fighting a group of Nazi soldiers
on the back of a flatbed truck, the truck could speed over a
bridge that begins to collapse beneath it, or a Nazi fighter plane
appears and dives toward the conflict. After introducing this new
complication, play ends for that session with the player uttering
the phrase, “Harrowing indeed, but that is a tale for another
day.” Each character who has not dropped out of the group
hazard gets one Acclaim for their valor thus far.
71
When you resume, reroll the hazard’s difficulty dice and the dice
of your characters, and then resolve the changed hazard.
Doug narrates: “I knew the Iron Beast that Spits Death could be the
end of us, so I reached out to the Jaguar Spirit with my mind. I felt
every hair stand on end and a pulse of primal power flow through me
and into my staff. I leapt from the trees and ran into the Nazi camp,
streaking by confused soldiers until I closed on the Iron Beast. I opened
my mouth and the Jaguar Spirit roared through me as I swung the end
of my staff against the Iron Beast’s treads. They exploded into pieces as
my shamanic energy coursed through the machine of death.”
Doug pushes forward his 5 and descriptor die of 5, bringing the
characters’ total to 38.
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and will not be denied.’ With that, the dead men shuffled forward and
the living opened fire. Harrowing indeed, but that is a tale for another
day.” Each character receives one Acclaim for their participation thus
Cliffhangers
far, and everyone leaves for the evening looking forward to resuming
where they left off.
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Summary of Group Hazards, Con.
74
75
Acclaim determines the order epilogues are narrated in at the
end of the game, so having too little could cost your character
their desire. But Acclaim has other uses throughout the game
that can enhance your character’s abilities and allow them to
overcome great odds, earning more Acclaim in the process.
How far are you willing to gamble the Acclaim you’ve earned to
pursue even more?
A Sudden Insight
You may spend one Acclaim at any time during hazard resolution
to have a sudden insight into the situation based on your
character’s past adventures. To gamble your Acclaim in this way,
narrate a flashback of a prior adventure your character had with
the Committee in which they discovered a technique, fact, item,
etc. that aids them in overcoming this current hazard. Then
reroll any two of your d6s that you have not yet put forward in
your narration. You can spend Acclaim in this manner multiple
times during a hazard’s resolution if you choose.
76
Associations: “Of course, I studied for two years with
Dr. McCandless in Borneo, where I worked with the orangutan. I was
certain that apes of this variety would respond similarly.” She rolls an
Gambling Acclaim
additional 1d6 for her Associations, getting yet another 1.
Then Ashley spends a point of Acclaim to reroll two 1s. She narrates:
“I discovered the orangutan pacification techniques worked with
African apes as well when I was confronted by an enormous
silverback that served as bodyguard to Thukem Rec, the mad genius
who took up residence in the ruins of Xanadu where we had hoped to
find the fabled elixir of bliss.” The required narration complete,
she rerolls the two dice and gets a 4 and 3. She puts forward her 5 and
awaits a complication from her Opposition. Hopefully, she can narrate
her way to two Acclaim by using two more of her dice.
Changing Tactics
A second way to improve your chances in overcoming a hazard is
to change your tactics and use a different attribute than the one
you started with. Spend one Acclaim after the Opposition has
narrated a complication and before you put forward your next die
to change your tactics. State which attribute you want to switch
to, and roll additional d6s to bring your total number of attribute
dice up to the new attribute’s level (if any), plus one additional
d6 for the surprise change in approach. You can switch to any
attribute, whether you have already used it in other hazards or
not, without paying any additional Acclaim penalty.
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Your Opposition is free to push you toward changing tactics by
presenting complications that make it difficult for you to
continue to use your chosen attribute. However, so long as you
can come up with entertaining narration to use the same
attribute and the other players do not veto it, you need not
change tactics. If a veto does occur, you may change tactics
immediately and put forward a different die if you choose.
You can spend Acclaim in this manner multiple times during a
hazard’s resolution, but you cannot spend Acclaim to switch back
to an attribute you have already used during that hazard.
Changing tactics also means that you have used the attribute
that you ultimately switch to, not the one you began with,
in overcoming the hazard. So changing tactics does not allow you
to avoid using weaker attributes in overcoming the hazards
your character faces.
Rather than asking for aid, Ashley decides Jane will spend one
Acclaim to change her tactics. After her Opposition narrates that the
ape’s fear caused it to charge her, she decides that Jane will switch to
using her 3d6 Daring and her descriptor “Lucky Break.” She rolls 1d6
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to bring her attribute dice up to 3, an additional 1d6 for surprise,
plus a 1d6 descriptor die, getting a 3, 1, and 4 descriptor die.
Gambling Acclaim
turned to run for higher ground. The ape covered the ground between
us quickly and leapt—to flee or attack I wasn’t sure. As it did so I
tripped over the roots of a nearby tree and fell hard, twisting my ankle
but allowing the ape to pass right over me with its unchecked
momentum.” Ashley puts forward a 1 and the 4 descriptor die.
Now at 9, she can easily earn two Acclaim by using one of her
remaining dice to match or exceed the 10 hazard roll.
Requesting Aid
A player also can spend one Acclaim to ask for aid from the
other characters (see the section “Getting Help,” page 56).
The player narrates what the new descriptor is and how success
at this particular hazard prompted the revelation or creation of it.
79
scene where the ankle injury could have an impact, Ashley could call
upon the descriptor for an additional descriptor die.
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want to see appear in the story again later can be a story element.
Creating story elements and recording them on the expedition
log is your way to influence the future development of the
You and your Opposition can both create new story elements
during your turn. Story elements are most likely to be introduced
during the framing of a hazard or during reflective narration,
but any time is fine. A scene can add multiple new story elements
or none at all. Most scenes will probably add one to three new
story elements early in the expedition, with fewer new elements
being added as play continues.
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Example: Think back to the hazard involving Zarbon and the
pickpocket discussed above in the “Single Character Hazard
Resolution” section, page 43. Ed, as the Opposition, introduced the
pickpocket and could choose to add him to the expedition log as a new
story element in the story segment “Steamship to Cairo.” But Ed
doesn’t see the pickpocket as anything more than a faceless thief, a
one-time hazard, so he does not. If Jerry felt more strongly about the
pickpocket, then he could choose to add him as a story element, but
Jerry, too, is uninterested in seeing the miscreant return.
But Jerry does want to solve the mystery of the forged identification
papers that he narrated in his reflective narration. So he taps the
expedition log as he narrates, and when the scene is over he writes
“Forged ID Papers” on the expedition log in the “Steamship to Cairo”
story segment, surrounds it with an oval, and writes his initials nearby.
Now the new story element is primed to be reused in a later scene and
tied to other story elements.
Pulp-Inspired Plots
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fail in the expedition (although they most likely won’t).
This is also the time to establish the mysteries and
problems that will reappear throughout play. With the
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When acting as the Opposition or during reflective narration
while playing your character, you gain one Acclaim at the end of
a scene for reusing one or more story elements that you did not
create. To be rewarded for a reuse it has to be meaningful—
creating a connection between the story element and another
story element, disconnecting two story elements, or having the
story element serve as the basis of a hazard. You cannot simply
mention in passing that a character is in the background and
move on. Gratuitous reuse of a story element can be vetoed using
the “I daresay not!” and “I concur” phrases at the end of the
scene when the player reaches for their reward.
Again, you cannot gain Acclaim for reusing story elements that
you created, although you can gain Acclaim for connecting a
story element to another story element that you created or for
severing such a connection. Players playing their characters only
gain Acclaim for reusing a story element during reflective
narration. Feel free to reuse them at other points in a scene,
but you gain no reward for doing so.
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circle to the original story element with an arrow. If playing a
multiple-session expedition, make sure you have the other pages
of the expedition log handy to remind you what connections
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At the end of the scene, Zarbon has apprehended the suspicious
German. He ends his reflective narration: “Of course, I didn’t realize
it then but this was but the first of the Nazi spies we would encounter
during the expedition.” Jerry decides to create a new story element—
“Nazi Spies.” Technically, Jerry could create a connection between
“Forged ID Papers” and “Nazi Spies,” but since he created both story
elements he would receive no reward for doing so.
From that point on, the connection between the story elements
should be acknowledged in any narration unless another player
decides to use their narration to negate the connection. To do so,
describe how the supposed connection actually was discovered to
be false. Put an “X” through the connecting line between the
story elements to show the connection has been negated. Once a
connection has been negated it cannot be recreated.
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In Jerry’s next scene, Zarbon the Illusionist finds himself in an opium
den searching for an ancient map. After Ed has framed a hazard
involving difficulties with the den’s inhabitants, Zarbon manages to
Connecting Elements
make it into the back room where his contact awaits. In his reflective
narration, Jerry states: “As I pulled back the ochre velvet curtain,
my first sight was Abdul Rahman al-Basri’s wizened form sprawled
dead on the carpeted floor, his blood pooling around him. A figure was
hastily exiting through a back window, holding the stone tablet that
held the map. The figure turned as I gasped, and I was shocked to see
it was none other than Lillian De Vane. She smirked evilly and
mocked me with a gesture of ‘Heil Hitler’ before disappearing into the
back alleys. I should have suspected that damn woman was a
Nazi spy!”
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If you truly desire permanent destruction, then a story element
may be killed, lost, abandoned, proven false, or otherwise
destroyed in narration only if you can convince its creator to
allow it. You may put forward one or more of your Acclaim as a
bribe to the story element’s creator to convince them to allow the
destruction. Any other player that wishes to offer a bribe of their
own in support of your effort may do so, as well. If the story
element’s creator accepts the bribe, then you may narrate the
permanent destruction of the story element as you see fit.
Ashley has reused the “Lillian De Vane” story element, but she is not
acting as Opposition or providing reflective narration, and she has not
connected or disconnected the story element from anything.
As a result, she does not qualify to receive any Acclaim for this reuse
at the end of the scene.
Ashley cannot simply narrate Lillian’s death. Instead, she must bribe
Doug to permit his story element’s destruction. Ashley puts forward
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two of her Acclaim and motions to Doug, saying (out of character)
“Jane would love to put this vamp out of the picture permanently.”
Doug declines her bribe, so Ashley must content herself with narrating,
Destroying Elements
“We struggled at the cliff’s edge, Lillian clawing at my eyes and trying
to maneuver me toward the abyss. But I shifted my weight at just the
right moment and threw her off balance and over the side. With the
fight blazing around me, I couldn’t spare a moment to watch her body
hit the rocks below.”
If Doug had accepted the bribe, he would have received Ashley’s two
Acclaim. Then Ashley could have narrated: “We struggled at the
cliff’s edge, Lillian clawing at my eyes and trying to maneuver me
toward the abyss. But I shifted my weight at just the right moment and
threw her off balance and over the side, her arms flailing in empty
space. I watched as her body hit the rocks below with a satisfying
thunk and turned back to rejoin the battle.” Now the “Lillian De
Vane” story element is destroyed and can no longer be reused by
anyone.
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Summary of Using the Expedition Log
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Ending the Game
After the final untimed group hazard at the end of the
expedition, the players give a final toast to end the report of the
expedition: “A toast! To learning, travel, and adventure!”
Then total up the Acclaim of each character. Every player must
narrate an epilogue for their character in descending order of
Acclaim. An epilogue should show how the expedition affected
your character and the achievement of their desire. Is the boost
to your character’s reputation enough to secure their desire,
or does it slip through their fingers? What else happens to your
character in the wake of the expedition?
The player with the highest Acclaim narrates the epilogue for
their character in whatever way they choose. As each additional
epilogue is narrated, the player is constrained in their narration
by facts imposed by the preceding players. At the beginning of
each epilogue after the first, each player who has already
narrated an epilogue may state one fact regarding your character
that must be included in your epilogue. This fact cannot directly
thwart your character’s desire, but can reflect other long-lasting
effects of the expedition or anything else of the player’s
invention. Reincorporating a story element one last time is a
great use of such a fact. If a player does not have a fact in mind,
they may pass.
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narrates an epilogue describing their character failing to achieve
their desire, all subsequent epilogues must also describe thwarted
desires. Of course, such results can be just as fun to narrate as a
total success. After the epilogues, the game is complete.
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The Committee for the Exploration of Mysteries is designed to
capture the freewheeling action and adventurous spirit of the
pulps by allowing the players to tell a yarn of harrowing
exploration. But the rules and general model of play can easily be
adapted to other genres and types of stories. A few of these
additional options are discussed below, though undoubtedly
clever players will come up with many more.
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expedition after spending an Infamy point, your character does
not lose a die of Gear or Associations from the stymie.
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city. Of course, the nemesis cannot be truly defeated until the
final group hazard of the game, and even then they might not be
definitively vanquished depending on your telling of the tale.
Heightened Competition
Another option is to shift the game from telling the tale of a
cooperative expedition to that of a competitive contest,
where only the winner achieves the goal. Maybe the characters
are competing archeologists all seeking to find lost treasure, or
each is racing to reach an agreed-upon destination (e.g., the
South Pole, the peak of Mt. Everest, etc.) as part of a
gentleman’s wager or for the pride of their nations. Now they
have completed the contest and are recounting its details.
To play such a game, set up the route and exploration site as per
normal, although you may choose to place less emphasis on the
exploration site if it is simply the peak of a mountain or
something similar. Character desires are all the same—to be the
one who reaches the site, gets the treasure, etc., although their
reasons for wanting to do so will vary and form the basis of their
motivation and distraction when calling upon their desire in play.
The character with the most Acclaim is the winner of the game,
and the epilogues of the other characters must describe the effect
on their lives of falling short.
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In a competitive game, being stymied only affects the individual
character, not everyone. So only the stymied character loses
Gear or Associations, but the other players still get to narrate
A Lack of Ability
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Once you have put forward dice sufficient to
meet your hazard roll, another player may not
spend Acclaim in this manner.
Planetary Romance
Many of the pulps featured science fiction themes, and there is
no reason to exclude such things from your play. In fact, an early
playtest of the game involved a quest to journey to Mars using
hidden gates on Earth. The expedition route involved going to
the jungles of India and under the Indian Ocean to find a gate to
take the heroes to the surface of the Moon before allowing them
to arrive at Mars itself. You could just as easily create an
expedition route allowing your heroes to explore the solar system
by rocket, or use a nemesis and the suggestions for smashing the
evil mastermind, above, to play a game in the spirit of Flash
Gordon.
Superspies
Capturing the feel of high-action espionage is easy using the basic
mechanics of the game. The characters are various superspies
being debriefed after their latest mission. Their desires are tied to
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a particular mastermind or to the obsessions and personal
demons that keep them in the great game. The expedition route
consists of the various exotic locales that the spies visit,
Again, the optional rules for smashing the evil mastermind can
be used to enhance such tales. To put more focus on the gadgets
and unsteady alliances of the superspy genre, allow the players to
spend one Acclaim at the end of any scene to change their
character’s current Gear or Associations descriptor and reset the
number of times it has been used to zero.
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workers stranded in a sudden July blizzard, making frequent
references to their past adventures and exploits throughout the
land? You’d have a damn fine tale of over-the-top adventure,
that’s what!
In both cases, the tone for such a game should be relaxed and
rollicking, with little attention paid to the boundaries of reality
and good sense. Character desires can point to serious issues of
the time or be ridiculous. Discard the expedition site, its secret,
and the route in favor of a grandiose final goal and the locations
visited to achieve it. For example, the tale could focus on the
building of the transcontinental railroad and feature the
locations of the Sierra Nevada Mountains, the Nevada desert,
the Nebraska prairie, the Great Salt Lake, and Promontory Point,
Utah. By the end of the game, the railroad will be complete and
the characters will have faced all manner of entertaining hazards.
A Polite Correction
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Then, they can offer a corrective complication
that you must now overcome. To do this,
the other player interrupts your narration by
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Retelling Myths
Finally, by using all third-person references in your narration,
you can take on the role of bards or poets recounting mythical
tales of famous heroes or gods to spread their influence and gain
favor for your storytelling. Your character is simply the hero or
god whose story you are telling as part of the larger tale. Since
these are old tales, you can be much freer in discussing the
characters’ desires and how they affected the adventure, and you
can use the final epilogues to describe how the characters lived
out the rest of their lives and met their eventual ends. For
example, you could play a game in the spirit of the Iliad, with
each of you taking on the role of epic poet for your own hero
during some large quest.
Courting Disaster
Usually a player narrates an aside describing how their
character's desire made a hazard more difficult in order to regain
the ability to use that desire to aid the character. This means that
under the standard rules, if you have not yet used your
character's desire to aid them, there is no reason to have it
hinder them.
Players may choose to use the optional rule that a player can
narrate an aside describing how their character's desire hinders
them in order to immediately gain one Acclaim or regain the
ability to use that desire in aiding their character. In either case,
take the d10 rolled by your Opposition with the lowest result and
reroll it, using the new result in determining the hazard roll.
This optional rule makes the use of desires less binary and
provides some incentive for players to take risks with less difficult
hazards. Of course, it also makes desires assume a more negative
or perhaps comedic role in the tale. This can be perfectly in
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character for some of the headstrong members of the Committee
who hold to their self-interest above common sense when on
expedition.
Design Notes
I’ve always wanted to play a game that captures the fast pace and
edge-of-your-seat thrills of Raiders of the Lost Ark. I also wanted a
game where your characters cannot whiff due to the dice,
but they still face complications to truly test their abilities.
I never found this game, so I decided to write it myself.
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my game. Without the support of these fine folks, this game
never would have been developed further.
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Summary of the Structure of Play
Decide on a game set in the 1930s or the Victorian era
Decide on one or two scenes per character
per location
Create the exploration site and its secret
Decide on three route locations
Brainstorm a list of potential hazards
Create the expedition log
Create your characters
Assign Opposition
Introduce your characters and toast
Begin play, with each character receiving the
decided number of scenes per location
Have group hazards whenever you notice more than
one glass is empty
Get one extra scene per character at the
exploration site
End tale with an untimed group hazard and toast
Narrate character epilogues in order from most to
least Acclaim
For multiple-session expeditions
o Decide on three to six route locations
o Each session tells the tale of one or two
locations or the exploration site
o Each character receives two to four scenes per
location, plus one extra at the exploration site
o Each session except the last ends in a group
hazard cliffhanger that is resolved at the
beginning of the next session
o After resolving the cliffhanger, resume play
with next player who would have gone if not for
group hazard
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Summary of Character Creation
Think of a character concept and discuss your
character concepts with the group
Choose your character’s desire
Divide 11d6 among the four attributes of Daring,
Genius, Instinct, and Charisma, with at least 1d6 in
each and one attribute higher than all the others
Assign a descriptor to each attribute (can be used a
number of times per session equal to number of dice
in attribute)
Determine Gear and Associations rating based on
the character’s highest attribute
Assign a descriptor to Gear and Associations
Each character starts with three Acclaim
Round out the character with a name and
brief background
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Opposition rolls the d10s, establishing the hazard roll
you must match or exceed
Choose whether to call upon your character’s desire
by narrating an aside to:
o Aid in overcoming the hazard (reroll the
hazard’s highest d10)
o Make the hazard more difficult (reroll the
hazard’s lowest d10)
o You cannot get aid again until you made
things more difficult
Narrate briefly to choose an attribute to use to
overcome hazard—roll its dice plus 1d6 if using an
applicable descriptor (can only be used a number of
times per session equal to attribute’s dice)
Opposition turns over the hourglass as you roll
the dice
Narrate the actions your character took to overcome
the hazard and put forward one of your dice in a
repeating cycle
o After the first die, so long as hazard roll has
not been matched or exceeded, the
Opposition gets to narrate a complication
before you narrate and put forward your
next die
o You can put forward one descriptor die per
piece of narration
You may narrate in the use of Gear, Associations, or
an unattached descriptor at any point
o Immediately roll those dice plus 1d6 for the
Gear or Associations descriptor if applicable
and you narrate it in
o Can roll dice for Gear, Associations, and
multiple unattached descriptors once each
during a hazard, but not as part of the same
piece of narration
If you succeed in matching or exceeding the hazard
roll, narrate how your character finally overcame the
hazard before time runs out
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If you successfully overcame the hazard in time, you
provide reflective narration that ties things up and
foreshadows future developments but may not move
the expedition
If you successfully overcame the hazard, you receive
Acclaim based on the number of dice used in
overcoming the hazard (not counting
descriptor dice)
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If the total of all the dice you rolled is less than the
hazard roll, the expedition is stymied
o Narrate how the hazard bested you and
sidetracked the expedition
o End your narration with the phrase, “I'm
embarrassed to say that for a time we were
uncertain how to proceed”
If you received aid from another player, the dice they
have put forward during narration are added to all of
your dice for making this determination
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After the group hazard is framed, each player
chooses an attribute for their character to use,
whether to use a descriptor, and rolls the appropriate
number of d6s
Turn over the hourglass for the first time
Beginning with the player to the left of the one that
framed the group hazard, use the same narration
procedures as single character resolution, except:
o Putting dice forward proceeds to the left in a
round-robin fashion
o After the first player puts forward a die, the
player to your left gets to narrate a
complication for you that must be overcome
in your narration
You can pass and drop out of group hazard, losing
one Acclaim
The player putting forward the last die narrates
resolution of the hazard and can provide
reflective narration
Acclaim is received based on the number of dice you
use, using the table for single character hazard
resolution
The characters who put forward the last die and
whose put forward dice have the highest total each
receive one additional Acclaim
After resolution, play returns to character whose
turn would have been next if not for the
group hazard
Cliffhangers stop when half the hazard roll is
reached—the next player narrates a dramatic shift in
the hazard and then play stops for that session with
the phrase, “Harrowing indeed, but that is a tale for
another day.”
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Summary of Gambling Acclaim
A Sudden Insight – Spend one Acclaim to reroll
two unused dice (narrate a flashback)
Changing Tactics – Spend one Acclaim after
hearing a complication to roll additional d6s to bring
up to new attribute’s dice (if any), plus 1d6 for
surprise (narrate how hazard forced you to change
tactics)
Requesting Aid – Spend one Acclaim to ask other
players for aid
Revealing Hitherto Unknown Abilities – Spend
one Acclaim to gain a new unattached descriptor
(narrate about ability)
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The exploration site’s secret and any nemesis are
story elements no one player created
Indicate connections with a line between story
elements and a severed connection with an “X”
through the line
o Other players may use points of their
Acclaim to bribe you not to make a
connection or sever one
You may only destroy a story element by successfully
bribing its creator with points of your Acclaim; the
expedition’s secret and any nemesis cannot be
destroyed unless at the expedition site
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“And so, on the appointed day, I, [Character’s
name] arrived in the halls of the Committee.”
— During character introductions
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“But, of course, in the end it was of no
consequence.”
— Said by the next player if you run out of time
overcoming a hazard, but can match or exceed the
hazard roll
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