**
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)**
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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.