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\topbanner{Travel Rules}

\begin{multicols}{2}

  The rules in this section replace the standard \textit{Dungeon
    World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
    of Session}. The moves \textbf{Undertake a Safe Journey},
  \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
    Provisions} are inspired by the Dungeon World supplement
  \textit{The Perilous Wilds}, modified to accomodate concrete
  distances. The move \textbf{Bail} is inspired by Justin Alexander's
  \textit{escape check}. The \textbf{Botanicals} referenced here are
  borrowed from the role-playing game \textit{Ryuutama}.

  \begin{basicmove}{Undertake a Safe Journey}
    When you \textbf{travel by a safe route} through safe or dangerous
    lands, indicate your path and destination on the map. You can
    reliably travel 4 hexes per day during good weather, and 3 in poor
    weather, before you need to \textbf{Make Camp} and \textbf{Manage
      Provisions}.
  \end{basicmove}

  \begin{basicmove}{Undertake a Perilous Journey}
    When you \textbf{travel through dangerous land} and not on a safe
    route, indicate the course you want to take on the map and the
    destination you'd like to reach. Then, choose one party member to
    \textbf{scout ahead} and another one to \textbf{navigate},
    resolving the moves in that order.
  \end{basicmove}

  \begin{basicmove}{Forage}
    When you \textbf{spend a day seeking food in the wild}, roll
    +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
    list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
    from the list below.

    \begin{itemize}
    \item You find an extra +1d4 rations.
    \item You find 1d4 supply of a useful botanical; ask the GM what
      it is.
    \item You avoid attracting unwanted attention or a troublesome
      situation.
    \end{itemize}

    If you are foraging in a \textbf{barren} location, then reduce the
    number of rations you find by 2.
  \end{basicmove}

  \begin{basicmove}{Make Camp}
    When you \textbf{settle in to rest}, choose one member of the
    party to \textbf{Manage Provisions}. If you're somewhere
    dangerous, then choose someone to \textbf{Take Watch}. If you have
    enough XP you may level up. When you wake from at least a few
    uninterrupted hours of sleep heal damage equal to half your max
    HP.

    You usually make camp so that you can do other things, like
    prepare spells or commune with your god. Or, you know, sleep
    soundly at night. Whenever you stop to catch your breath for more
    than an hour or so, you've probably made camp.

    Staying a night in an inn or house is making camp, too. Regain
    your hit points as usual, but only mark off a ration if you're
    eating from the food you carry, not paying for a meal or receiving
    hospitality.
  \end{basicmove}

  \begin{basicmove}{Take Watch}
    When you are \textbf{on watch and something approaches the camp},
    roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
    and prepare a response; all party members take +1
    forward. \textbf{On a 7--9}, you react just a moment too late;
    your companions in the camp are awake but haven't had time to
    prepare. They have weapons and armor but little else. \textbf{On a
      miss}, whatever lurks outside the campfire's light has the drop
    on you.
  \end{basicmove}

  \begin{basicmove}{Scout Ahead}
    When you \textbf{take point and look for anything out of the
      ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
    below. \textbf{On a 7--9}, choose 1 from the list below.

    \begin{itemize}
    \item You get the drop on whatever lies ahead.
    \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
      tactical advantage. Describe it.
    \item You make a useful discovery; ask the GM what.
    \item You notice sign of a nearby danger—ask the GM what the sign
      is, and what it might signify.
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Navigate}
    When you \textbf{plot the best course through dangerous or
      unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
    dangers and distractions and make good time; travel 3
    hexes. \textbf{On a 7-9}, choose 1 from the list below:

    \begin{itemize}
    \item You make poor time; travel 2 hexes instead.
    \item You get lost and don't end up where you intend: the GM will
      decide where you ended up, and you'll need to \textbf{Survey} to
      get your bearings.
    \item You run into something dangerous. Better hope your scout has
      the drop on it!
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Manage Provisions}
    When you \textbf{prepare and distribute food for the party}, roll
    +WIS. \textbf{On a 10+}, choose from the list below:

    \begin{itemize}
    \item Careful management reduces the amount of rations consumed (ask the
      GM by how much)
    \item The party consumes the expected amount and the food you
      prepare is excellent—describe it, and everyone who ate it takes
      +1 forward.
    \end{itemize}

    \textbf{On a 7--9}, the party consumes the expected amount of
    rations. \textbf{On a miss}, in addition to any other mishaps or
    misfortunes, one party member must choose to spend an extra ration
    or go without food.
  \end{basicmove}

  \begin{basicmove}{Survey the Land}
    When you \textbf{survey the land to find out where you are and
      what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
    questions from the list below. \textbf{On a 7--9}, ask the GM 1
    question from the list below.

    \begin{itemize}
    \item Where exactly on the map are we?
    \item What can I tell about an adjacent hex to us?
    \item What's interesting to us in this area?
    \item What's valuable or useful to us in this area?
    \item What direction is the nearest settlement?
    \end{itemize}

    The GM will tell answer the questions honestly, and then ask you
    how you learned these things. \textbf{On a miss}, ask 1 anyway,
    but be prepared for the worst.
  \end{basicmove}

  \begin{basicmove}{Bail}
    When the session is about to end and \textbf{you need to get
      yourself or your whole party out of a situation right goddamn
      now}, roll +CON. \textbf{On a 10+}, you and your party make it
    out with yourselves and your stuff intact. \textbf{On a 7--9}, you
    and each member of your party must one from the list below:

    \begin{itemize}
    \item You lose a piece of equiment: tell the GM what it was and
      how it got lost.
    \item You lose one-tenth of the Coin you have on you.
    \item You take 1d6 damage.
    \item You draw the attention of someone or something who will
      remember you.
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{End of Session}
    When you reach the end of a session, choose one your bonds that
    you feel is resolved (completely explored, no longer relevant, or
    otherwise). Ask the player of the character you have the bond with
    if they agree. If they do, mark XP and write a new bond with
    whomever you wish.

    Once bonds have been updated look at your alignment. If you
    fulfilled that alignment at least once this session, mark XP.

    Then answer these three questions as a group:

    \begin{itemize}
    \item Did we discover a new place to put on the map?
    \item Did we learn something new or interesting about the world or
      its inhabitants?
    \item Did we overcome a difficult or interesting situation?
    \end{itemize}

    For each ``yes'' answer everyone marks XP.

    Finally, choose two actions from the following list. The same
    action can be chosen twice as long as it targets different hexes.

    \begin{itemize}
    \item The Empress sends a scout to a particular location on the
      map: reveal the content of one hex.
    \item The Guild of Engineers constructs roads, facilitating safe
      travel in one hex. Treat travel on this hex as taking a
      \textbf{Safe Journey}.
    \item The Guild of Engineers builds an Outpost, facilitating safe
      stay in one hex. You do not need to \textbf{Make Camp} on this
      hex, but you still consume rations as usual.
    \item The Guild of Engineers builds a Keep on top of an Outpost,
      leading way to a town in that hex. The Explorer's Guild in this
      town will house and feed you, so you do not need to either
      \textbf{Make Camp} or \textbf{Manage Provisions} while staying
      in this hex.
    \end{itemize}

    If the players pool together 500 coin, they can also choose a
    third action from the above list.
  \end{basicmove}

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\end{multicols}
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\topbanner{Downtime Rules}

\begin{multicols}{2}
  This campaign is designed around the idea that your character won't
  be present at every game, and that's okay! However, just because
  your character wasn't involved in an active expedition, that doesn't
  mean your character was static. To find out what your character has
  been up while other expeditions happened---that is, when other
  sessions happened that you weren't present for---you can use these
  \textbf{Downtime Moves}.

  If you were present at the last session, then don't use any of these
  moves: your character is still fresh off their last adventure, and
  hasn't had time to spend doing the activities that constitute
  downtime.

  The rules given here will often tell you to roll +absence, which is
  a modifier based on how long since your character took part in an
  expedition.
  \begin{itemize}
  \item If you last played \textbf{two sessions ago}, then +0.
  \item If you last played \textbf{more than two sessions ago but in
    the past month}, then +1.
  \item If you last played \textbf{more than a month ago}, then +2.
  \item If you last played \textbf{more than two months ago}, then +3.
  \end{itemize}

  Note also that the rolls described here are Dungeon World rolls,
  which means that it's possible to fail them! You should still mark
  XP on failure, and the GM will still introduce a negative
  consequence of your roll. If you don't want to risk it, you can
  always \textbf{Attend to Home}, which carries no risk but only a
  modest reward, or \textbf{Cultivate Saplings}, which has benefits
  going forward.

  \begin{basicmove}{Attend to Home}
    If you \textbf{spent time quietly, managing your affairs and
      working around the explorer's guild}, then take 5 gold per
    session since you last played.
  \end{basicmove}

  \begin{basicmove}{Get That Bread}
    When you \textbf{spend time doing odd jobs in the city between
      expeditions}, roll +absence and select from the following
    list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
    2. \textbf{On a 6-}, choose 1, but the GM will likely give you
    another complication: maybe you agreed to an ill-considered bet,
    are on the hook for a job, or simply have attracted some attention
    that will make things hard for you in the future.

    \begin{itemize}
      \item You had a memorable experience: take 1 XP, and explain
        what happened to you in the intervening weeks.
      \item You did a lucrative job: take 10 gold per session missed,
        and explain what job you did and who you did it for.
      \item You found an interesting object: the GM will tell you what
        object you found, and you'll have to explain how you came
        across it.
      \item You heard an interesting rumor about some place in the
        wilderness: the GM will tell you the rumor, and you'll have to
        explain where and how you heard it.
      \item You met a potential travelling-partner: treat this as an
        automatic 10+ on a /Recruit/ roll, with the first session's
        cost paid. Explain how you met this hireling and why their
        first cost is paid. If you want to travel with them after this
        session, regardless of whether you take them now, you'll have
        to pay their cost as normal.
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Crafting}
    When you \textbf{spend time in the city creating an object}, seek
    the GM's approval that this is feasible, spend an amount of gold
    equal to one-quarter the market price of the object in order to
    acquire the raw materials and roll +DEX. \textbf{On a 10+}, you
    create the object you wanted. \textbf{On a 7--9}, choose 1:
    \begin{itemize}
    \item The object was costlier than expected: spend an extra 10
      gold.
    \item The object is of a mediocre quality: add the tag /shoddy/ to
      the item.
    \item The object isn't going to last: add the tag /fragile/ to the
      item. If you created something that has uses, like a bottle of
      poison, then give it one fewer use.
    \item The object required a favor: the GM will tell you who you
      had to call on and what they expect in return.
    \end{itemize}
    \textbf{On a miss}, you fail to create the object, but you can
    learn from the attempt: take +1 forward the next time you try to
    create the object in question.
  \end{basicmove}

  \begin{basicmove}{Nose In A Book}
    When you spend time in research on a topic, roll +INT. On a 10+,
    take 3 hold when dealing with that topic. On a 7--9, take 1 hold
    instead. You can spend 1 hold to ask one of the following
    questions; take +1 forward whenever asking on the answers

    \begin{itemize}
    \item What is valuable to me about this thing?
    \item What is dangerous to me about this thing?
    \item What do I know about the origin of this thing?
    \item What's my best way towards/way away from/way past this
      thing?
    \item What lost knowledge have I recovered concerning this thing?
    \end{itemize}
  \end{basicmove}

  \begin{basicmove}{Cultivate Saplings}
    When you \textbf{spend time growing and cultivating a plant}, tell
    the GM what you'd like to grow. You can grow food crops, in which
    case you can start all subsequent expeditions with access to 2d4
    dungeon rations without charge. Alternately, you can choose to
    grow a \textbf{botanical} discovered on a previous expedition, in
    which case you can start all subsequent expeditions with access to
    1d4 of that botanical without charge. Tell the GM what you're
    growing, and mark on your sheet what your garden contains.
  \end{basicmove}
\end{multicols}

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