** Print this format onto index cards or sheets of paper. When the Scrap-Delvers discover a new location on the surface or deep in the tunnels, fill this card out and clip it to the edge of the central map. --- > DISCOVERED SETTLEMENT LOG > ======================================================================== > LOCATION NAME: [ e.g., Sector 7 Rail Yard / Oakhaven Civilian Ruins ] > LOCATION ZONE: [  ] Surface Outskirts   [  ] Deep Tunnel Branch > > THE LAY OF THE LAND (Brief Description) > > --- > ACTIVE THREATS & COMPLICATIONS > ------------------------------------------------------------------------ > [ ] BLIGHT THREAT:  [  ] Minor Pack   [  ] Infested Nest   [  ] Apex Variant >     FitD Modifier:  ____________________________________________________ >     > [ ] ENEMY PATROLS:  [  ] None         [  ] Drone Path      [  ] Armed Garrison >     FitD Modifier:  ____________________________________________________ > > [ ] ENVIRONMENT:   [  ] Stable       [  ] Toxic Fumes     [  ] Collapsing Roof >     FitD Modifier:  ____________________________________________________ > --- > **SALVAGEABLE RESOURCES (Check boxes when a faction loots them)** > [ ] CRATE 1: ______________________ | Required Roll to Loot: [Risky/Desperate] > [ ] CRATE 2: ______________________ | Required Roll to Loot: [Risky/Desperate] > [ ] CRATE 3: ______________________ | Required Roll to Loot: [Risky/Desperate] > > --- > **THE SCHOLAR'S NOTE (Hidden Strategic Intel / Narrative Lore)** --- How to Use and Track These in Play **Setting the FitD Dice Stakes** Use the Active Threats checkboxes to instantly tell the players how hard a surface expedition will be. - If a location only has a Minor Pack, the action roll to scavenge it is Risky. - If it has an Armed Garrison or Apex Variant, the action roll automatically becomes Desperate. **The Looting Mechanic (Crate Checkboxes)** When a faction runs a physical LARP Expedition to this settlement and rolls a success, they check off one of the Salvageable Resource boxes. - On a 6 (Critical Success): They check off two resource boxes instantly and bring the tokens back to camp. - On a 4/5 (Partial Success): They get one resource, but the GM triggers one of the checked Active Threats (e.g., ticking the Detection or Infestation track on the master board). - On a 1-3 (Failure): The resource box is locked or destroyed, and the team takes a consequence. **Depletion (Clearing the Card)** Once all the resource boxes on a Settlement Card are checked off, the settlement is officially marked as "Picked Clean." The players flip the card face down, and it can no longer be targeted for expeditions.