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Expeditions
The Abandoned Quarry
A quarry stopped mid-cut a generation ago — dressed stone still stacked, and the crane's rope gone green. Something made them leave in a hurry.
- Entity ID
quarry- Choices offered
- 3
- Safest option
- Survey it and move on — 85% base
- Riskiest option
- Explore the lower cut — 32% base
- Can end the run early
- No
- Energy to mount a ranging
- 25 (three scenes per run)
Every choice, and exactly what it pays
The odds words are contracts, not atmosphere: safe is 85%, even is 55%, risky is 32%, and every one of those numbers is fixed and tested. Fortune then bends the roll by +4% per point, clamped at ±3 points, so a good early call buys slack later and two disasters make the rest of the road meaner. Nothing here is ever certain: the check is clamped to the 5%–95% band whatever your fortune.
| Choice | Odds | Base chance | On success | On failure |
|---|---|---|---|---|
| Load what's stacked, quickly | even | 55% | Stone +140 | Stone +40, Fortune -1 |
| Explore the lower cut | risky | 32% | Stone +200, Renown +3 | Fortune -2 |
| Survey it and move on | safe | 85% | Stone +50, Renown +1, Fortune +1 | nothing gained, nothing lost |
What the chronicle records
Load what's stacked, quickly (even, 55%)
Success: Cut stone, free for the hauling. Whatever scared them is a generation gone — or asleep. → Stone +140
Failure: The stack shifts. Nobody's under it, but half the stone is rubble and everyone's nerves are gravel. → Stone +40, Fortune -1
Explore the lower cut (risky, 32%)
Success: The 'haunting' was a gas seep, long vented — and past it, a marble vein the old crew never saw. → Stone +200, Renown +3
Failure: The lower cut floods to the knee, then the hip. You leave wetter, wiser, and empty-handed. → Fortune -2
Survey it and move on (safe, 85%)
Success: A neat map of the workings sells to a mason's guild that has wanted this quarry for years. → Stone +50, Renown +1, Fortune +1
Failure: The guild already had a map. Yours is admired for the handwriting. → nothing gained, nothing lost
Fortune, at this scene
| Choice | Fortune −3 | Fortune −1 | Fortune 0 | Fortune +1 | Fortune +3 |
|---|---|---|---|---|---|
| Load what's stacked, quickly | 43% | 51% | 55% | 59% | 67% |
| Explore the lower cut | 20% | 28% | 32% | 36% | 44% |
| Survey it and move on | 73% | 81% | 85% | 89% | 95% |
Related
A ranging draws three scenes from the sixteen, deterministically from its seed, so this encounter can appear at any of the three stops. Guide: Mysteries of the Realm. Index: all 16 encounters · the whole database.
Other encounters: The Flooded Ford · A Watchfire Where None Should Be · The Barrow Door Stands Open · A Caravan in the Ditch · The Hermit's Toll · Wolves on the Kill · The Walking Septon · An Uninvited Feast · The Cold Beacon · The Smugglers' Cache · A Singer with a Broken Lute · The Feral Orchard · The Mist That Doesn't Lift · The Toll That Isn't · The Night Something Fell
Every figure above is generated from the shipped game code — the same constants and formulas the running game uses — and regenerated whenever the balance changes. Nothing on this page is hand-typed.