I.
You command, and your Explorers explore.
You are the Commander of the Reality-Affirming Special Corps, and you never set foot in the Zone. You choose your Explorers from among the desperate who had nowhere better to turn: deserters, prisoners, fools, and a few who still believe in the cause. You decide what little they carry and how deep they must go.
Then you follow them through their eyes, one Challenge at a time. When they come back, you record what they found, what they lost, and what price they paid.
II.
A mad gambit in the Zone’s depths.
An expedition descends through up to four Levels of the Zone, each stranger and more lethal than the last. At the end of every Level, you choose between the allure of finding a fundamental truth about the Anomy, or turning back while the road home is still short.
Each failure increases the Explorers’ stress until exhaustion pushes them over the edge, with disastrous results. When one of your Explorers is gone, they are gone for good.
If they make it back, you can only hope the Crown answers this time, giving you the tools to fight for your existence through blood and mud.