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\documentclass[8pt]{extarticle}
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-
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\input{prelude.tex}
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\begin{document}
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@@ -12,9 +11,16 @@
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\begin{multicols}{2}
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- The rules in this section replace the standard Dungeon World moves
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- \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a
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- Perilous Journey}, and \textbf{End of Session}.
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+ The rules in this section replace the standard \textit{Dungeon
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+ World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
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+ of Session}. The moves \textbf{Undertake a Safe Journey},
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+ \textbf{Undertake a Perilous Journey}, \textbf{Forage},
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+ \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
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+ Provisions} are inspired by the Dungeon World supplement
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+ \textit{The Perilous Wilds}, modified to accomodate concrete
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+ distances. The move \textbf{Bail} is inspired by Justin Alexander's
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+ \textit{escape check}. The \textbf{Botanicals} referenced here are
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+ borrowed from the role-playing game \textit{Ryuutama}.
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\begin{basicmove}{Undertake a Safe Journey}
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When you \textbf{travel by a safe route} through safe or dangerous
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@@ -52,26 +58,32 @@
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\begin{basicmove}{Make Camp}
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When you \textbf{settle in to rest}, choose one member of the
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- party to \textbf{Manage Provisions}. Then, if you eat and drink,
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- and have enough XP, you may level up.
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-
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- Choose who is on watch for the evening. The GM asks that person to
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- roll +nothing. \textbf{On a 10+}, choose 2 from the list
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- below. \textbf{On a 7-9}, choose 1 from the list below.
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-
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- \begin{itemize}
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- \item Everyone sleeps soundly; if you ate and drank, then heal
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- damage equal to half your max HP.
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- \item Your camp didn't draw unwanted attention.
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- \end{itemize}
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+ party to \textbf{Manage Provisions}. If you're somewhere
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+ dangerous, then choose someone to \textbf{Take Watch}. If you have
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+ enough XP you may level up. When you wake from at least a few
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+ uninterrupted hours of sleep heal damage equal to half your max
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+ HP.
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+
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+ You usually make camp so that you can do other things, like
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+ prepare spells or commune with your god. Or, you know, sleep
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+ soundly at night. Whenever you stop to catch your breath for more
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+ than an hour or so, you've probably made camp.
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+
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+ Staying a night in an inn or house is making camp, too. Regain
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+ your hit points as usual, but only mark off a ration if you're
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+ eating from the food you carry, not paying for a meal or receiving
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+ hospitality.
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\end{basicmove}
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- \begin{basicmove}{Stay Sharp}
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- When you are \textbf{on watch and something approaches}, roll
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- +WIS. \textbf{On a 10+}, you notice in time to alert everyone and
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- prepare a response; all party members take +1 forward. \textbf{On
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- a 7--9}, you manage to sound the alarm, but no one has time to
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- prepare.
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+ \begin{basicmove}{Take Watch}
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+ When you are \textbf{on watch and something approaches the camp},
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+ roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
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+ and prepare a response; all party members take +1
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+ forward. \textbf{On a 7--9}, you react just a moment too late;
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+ your companions in the camp are awake but haven't had time to
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+ prepare. They have weapons and armor but little else. \textbf{On a
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+ miss}, whatever lurks outside the campfire's light has the drop
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+ on you.
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\end{basicmove}
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\begin{basicmove}{Scout Ahead}
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@@ -97,8 +109,9 @@
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\begin{itemize}
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\item You make poor time; travel 2 hexes instead.
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- \item You get lost and don't end up where you intend: you'll need to
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- \textbf{Survey} again to find out where you are.
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+ \item You get lost and don't end up where you intend: the GM will
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+ decide where you ended up, and you'll need to \textbf{Survey} to
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+ get your bearings.
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\item You run into something dangerous. Better hope your scout has
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the drop on it!
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\end{itemize}
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@@ -111,14 +124,15 @@
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\begin{itemize}
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\item Careful management reduces the amount of rations consumed (ask the
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GM by how much)
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- \item The party consumed the expected amount and the food you prepare is
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- excellent—describe it, and everyone who ate it takes +1 forward.
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+ \item The party consumes the expected amount and the food you
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+ prepare is excellent—describe it, and everyone who ate it takes
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+ +1 forward.
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\end{itemize}
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\textbf{On a 7--9}, the party consumes the expected amount of
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rations. \textbf{On a miss}, in addition to any other mishaps or
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- misfortunes, one party member must choose spend an extra ration or
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- go without food.
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+ misfortunes, one party member must choose to spend an extra ration
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+ or go without food.
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\end{basicmove}
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\vfill\null
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@@ -174,7 +188,8 @@
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\begin{itemize}
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\item Did we discover a new place to put on the map?
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- \item Did we learn a new piece of lore about the world or its inhabitants?
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+ \item Did we learn something new or interesting about the world or
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+ its inhabitants?
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\item Did we overcome a difficult or interesting situation?
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\end{itemize}
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@@ -195,7 +210,7 @@
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\item The Guild of Engineers builds a Keep on top of an Outpost,
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leading way to a town in that hex. The Explorer's Guild in this
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town will house and feed you, so you do not need to either
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- \textbf{make camp} or \textbf{manage provisions} while staying
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+ \textbf{Make Camp} or \textbf{Manage Provisions} while staying
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in this hex.
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\end{itemize}
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@@ -205,5 +220,54 @@
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\vfill\null
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\end{multicols}
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+\clearpage
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+
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+\topbanner{Downtime Rules}
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+
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+\begin{multicols}{2}
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+ This campaign is designed around the idea that your character won't
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+ be present at every game, and that's okay! However, just because
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+ your character wasn't involved in an active expedition, that doesn't
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+ mean your character was static. To find out what your character has
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+ been up while other expeditions happened---that is, when other
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+ sessions happened that you weren't present for---you can use these
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+ \textbf{Downtime Moves}.
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+
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+ If you were present at the last session, then don't use any of these
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+ moves: your character is still fresh off their last adventure, and
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+ hasn't had time to spend in town.
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+
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+ The rules given here will often tell you to roll +absence, which is
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+ a modifier based on how long since your character took part in an
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+ expedition.
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+ \begin{itemize}
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+ \item If you last played \textbf{two sessions ago}, then +0.
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+ \item If you last played \textbf{more than two sessions ago but in
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+ the past month}, then +1.
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+ \item If you last played \textbf{more than a month ago}, then +2.
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+ \item If you last played \textbf{more than two months ago}, then +3.
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+ \end{itemize}
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+
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+ You're also not obliged to do a downtime move at all: maybe you just
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+ lived as usual! Most of these offer you potential rewards, but as
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+ they involve rolling, there's always the chance of failure.
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+
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+ \begin{basicmove}{Hustle}
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+ When you \textbf{spend time doing odd jobs in the city between
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+ expeditions}, roll +absence and select from the following
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+ list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
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+ 2. \textbf{On a 6-}, choose 1, but the GM will likely give you
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+ another complication: maybe you agreed to an ill-considered bet,
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+ are on the hook for a job, or simply have attracted some attention
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+ that will make things hard for you in the future.
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+
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+ \begin{itemize}
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+ \item You had a memorable experience: take 1 XP, and explain
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+ what happened to you in the intervening weeks.
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+ \item You did a lucrative job: take 10 gold, and explain what
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+ job you did and who you did it for.
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+ \end{itemize}
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+ \end{basicmove}
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+\end{multicols}
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\end{document}
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