Globetrotters’ Guide to Expeditions

By on 2 July 2012
Leagues of Adventure

Globetrotters' Guide to ExpeditionsUndertaking an expedition to the distant parts of the world is not simply a case of packing one’s bags and heading off into the wilderness in the hope of having a jolly time. Underfunded, poorly equipped, and badly planned expeditions will encounter many hardships, with most never returning to civilization. To help ensure the best possible result, a significant investment must be secured, supplies purchased, travel arranged, papers signed, and guides and bearers hired.

This supplement contains new rules for players and GMs about to embark on a globetrotting expedition. Inside you’ll find new character options, rules for securing finance, calculating overland travel rates, avoiding becoming lost, foraging and hunting, and boosting one’s reputation through telling of one’s adventures, as well as information on various forms of transportation. Also included are four new characters, and 33 sample henchmen.


About Dave McAlister

Dave has been roleplaying for over 30 years, having played and/or run most mainstream systems with the espionage genre being an early favourite. So much so that, in 1999, he started Modus Operandi. That same year he joined the Sarbreenar “Living” campaign team as their plotline controller before moving across to the Living Spycraft campaign team (as UK Regional Branch Director) in 2003. 2003 also saw the birth of UK Role Players as well as Dave’s first freelance writing appointment (co-writing World Militaries and consulting on both US Militaries and Battlegrounds, all for Spycraft).

Since then, Dave has concentrated on supporting the UK gaming scene. He has organised and run several small, one-day, events and was the RPG Area Manager for Gen Con UK in 2004. His current favourite systems are Dungeons & Dragons (specifically 5th Edition), Savage Worlds and Cinematic Unisystem. He has a (currently neglected) blog at and runs a D&D 5e SRD website at

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