travelrules.tex 14 KB

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  1. \documentclass[8pt]{extarticle}
  2. \input{assets/prelude.tex}
  3. \begin{document}
  4. \openup -0.2em
  5. \topbanner{Travel Rules}
  6. \begin{multicols}{2}
  7. The rules in this section replace the standard \textit{Dungeon
  8. World} moves \textbf{Undertake a Perilous Journey} and \textbf{End
  9. of Session}. The moves \textbf{Undertake a Safe Journey},
  10. \textbf{Undertake a Perilous Journey}, \textbf{Forage},
  11. \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage
  12. Provisions} are inspired by the Dungeon World supplement
  13. \textit{The Perilous Wilds}, modified to accomodate concrete
  14. distances. The move \textbf{Bail} is inspired by Justin Alexander's
  15. \textit{escape check}. The \textbf{Botanicals} referenced here are
  16. borrowed from the role-playing game \textit{Ryuutama}.
  17. \begin{basicmove}{Undertake a Safe Journey}
  18. When you \textbf{travel by a safe route} through safe or dangerous
  19. lands, indicate your path and destination on the map. You can
  20. reliably travel 4 hexes per day during good weather, and 3 in poor
  21. weather, before you need to \textbf{Make Camp} and \textbf{Manage
  22. Provisions}.
  23. \end{basicmove}
  24. \begin{basicmove}{Undertake a Perilous Journey}
  25. When you \textbf{travel through dangerous land} and not on a safe
  26. route, indicate the course you want to take on the map and the
  27. destination you'd like to reach. Then, choose one party member to
  28. \textbf{scout ahead} and another one to \textbf{navigate},
  29. resolving the moves in that order.
  30. \end{basicmove}
  31. \begin{basicmove}{Forage}
  32. When you \textbf{spend a day seeking food in the wild}, roll
  33. +WIS. \textbf{On a 10+}, collect 1d4 rations and choose 2 from the
  34. list below. \textbf{On a 7--9}, collect 1d4 rations and choose 1
  35. from the list below.
  36. \begin{itemize}
  37. \item You find an extra +1d4 rations.
  38. \item You find 1d4 supply of a useful botanical; ask the GM what
  39. it is.
  40. \item You avoid attracting unwanted attention or a troublesome
  41. situation.
  42. \end{itemize}
  43. If you are foraging in a \textbf{barren} location, then reduce the
  44. number of rations you find by 2.
  45. \end{basicmove}
  46. \begin{basicmove}{Make Camp}
  47. When you \textbf{settle in to rest}, choose one member of the
  48. party to \textbf{Manage Provisions}. If you're somewhere
  49. dangerous, then choose someone to \textbf{Take Watch}. If you have
  50. enough XP you may level up. When you wake from at least a few
  51. uninterrupted hours of sleep heal damage equal to half your max
  52. HP.
  53. You usually make camp so that you can do other things, like
  54. prepare spells or commune with your god. Or, you know, sleep
  55. soundly at night. Whenever you stop to catch your breath for more
  56. than an hour or so, you've probably made camp.
  57. Staying a night in an inn or house is making camp, too. Regain
  58. your hit points as usual, but only mark off a ration if you're
  59. eating from the food you carry, not paying for a meal or receiving
  60. hospitality.
  61. \end{basicmove}
  62. \begin{basicmove}{Take Watch}
  63. When you are \textbf{on watch and something approaches the camp},
  64. roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone
  65. and prepare a response; all party members take +1
  66. forward. \textbf{On a 7--9}, you react just a moment too late;
  67. your companions in the camp are awake but haven't had time to
  68. prepare. They have weapons and armor but little else. \textbf{On a
  69. miss}, whatever lurks outside the campfire's light has the drop
  70. on you.
  71. \end{basicmove}
  72. \begin{basicmove}{Scout Ahead}
  73. When you \textbf{take point and look for anything out of the
  74. ordinary}, roll +WIS. \textbf{On a 10+}, choose 2 from the list
  75. below. \textbf{On a 7--9}, choose 1 from the list below.
  76. \begin{itemize}
  77. \item You get the drop on whatever lies ahead.
  78. \item You discern a beneficial aspect of the terrain—shortcut, shelter, or
  79. tactical advantage. Describe it.
  80. \item You make a useful discovery; ask the GM what.
  81. \item You notice sign of a nearby danger—ask the GM what the sign
  82. is, and what it might signify.
  83. \end{itemize}
  84. \end{basicmove}
  85. \begin{basicmove}{Navigate}
  86. When you \textbf{plot the best course through dangerous or
  87. unfamiliar lands}, roll +INT. \textbf{On a 10+}, you avoid
  88. dangers and distractions and make good time; travel 3
  89. hexes. \textbf{On a 7-9}, choose 1 from the list below:
  90. \begin{itemize}
  91. \item You make poor time; travel 2 hexes instead.
  92. \item You get lost and don't end up where you intend: the GM will
  93. decide where you ended up, and you'll need to \textbf{Survey} to
  94. get your bearings.
  95. \item You run into something dangerous. Better hope your scout has
  96. the drop on it!
  97. \end{itemize}
  98. \end{basicmove}
  99. \begin{basicmove}{Manage Provisions}
  100. When you \textbf{prepare and distribute food for the party}, roll
  101. +WIS. \textbf{On a 10+}, choose from the list below:
  102. \begin{itemize}
  103. \item Careful management reduces the amount of rations consumed (ask the
  104. GM by how much)
  105. \item The party consumes the expected amount and the food you
  106. prepare is excellent—describe it, and everyone who ate it takes
  107. +1 forward.
  108. \end{itemize}
  109. \textbf{On a 7--9}, the party consumes the expected amount of
  110. rations. \textbf{On a miss}, in addition to any other mishaps or
  111. misfortunes, one party member must choose to spend an extra ration
  112. or go without food.
  113. \end{basicmove}
  114. \begin{basicmove}{Survey the Land}
  115. When you \textbf{survey the land to find out where you are and
  116. what's nearby}, roll +DEX. \textbf{On 10+}, ask the GM 3
  117. questions from the list below. \textbf{On a 7--9}, ask the GM 1
  118. question from the list below.
  119. \begin{itemize}
  120. \item Where exactly on the map are we?
  121. \item What can I tell about an adjacent hex to us?
  122. \item What's interesting to us in this area?
  123. \item What's valuable or useful to us in this area?
  124. \item What direction is the nearest settlement?
  125. \end{itemize}
  126. The GM will tell answer the questions honestly, and then ask you
  127. how you learned these things. \textbf{On a miss}, ask 1 anyway,
  128. but be prepared for the worst.
  129. \end{basicmove}
  130. \begin{basicmove}{Bail}
  131. When the session is about to end and \textbf{you need to get
  132. yourself or your whole party out of a situation right goddamn
  133. now}, roll +CON. \textbf{On a 10+}, you and your party make it
  134. out with yourselves and your stuff intact. \textbf{On a 7--9}, you
  135. and each member of your party must one from the list below:
  136. \begin{itemize}
  137. \item You lose a piece of equiment: tell the GM what it was and
  138. how it got lost.
  139. \item You lose one-tenth of the Coin you have on you.
  140. \item You take 1d6 damage.
  141. \item You draw the attention of someone or something who will
  142. remember you.
  143. \end{itemize}
  144. \end{basicmove}
  145. \begin{basicmove}{End of Session}
  146. When you reach the end of a session, choose one your bonds that
  147. you feel is resolved (completely explored, no longer relevant, or
  148. otherwise). Ask the player of the character you have the bond with
  149. if they agree. If they do, mark XP and write a new bond with
  150. whomever you wish.
  151. Once bonds have been updated look at your alignment. If you
  152. fulfilled that alignment at least once this session, mark XP.
  153. Then answer these three questions as a group:
  154. \begin{itemize}
  155. \item Did we discover a new place to put on the map?
  156. \item Did we learn something new or interesting about the world or
  157. its inhabitants?
  158. \item Did we overcome a difficult or interesting situation?
  159. \end{itemize}
  160. For each ``yes'' answer everyone marks XP.
  161. Finally, choose two actions from the following list. The same
  162. action can be chosen twice as long as it targets different hexes.
  163. \begin{itemize}
  164. \item The Empress sends a scout to a particular location on the
  165. map: reveal the content of one hex.
  166. \item The Guild of Engineers constructs roads, facilitating safe
  167. travel in one hex. Treat travel on this hex as taking a
  168. \textbf{Safe Journey}.
  169. \item The Guild of Engineers builds an Outpost, facilitating safe
  170. stay in one hex. You do not need to \textbf{Make Camp} on this
  171. hex, but you still consume rations as usual.
  172. \item The Guild of Engineers builds a Keep on top of an Outpost,
  173. leading way to a town in that hex. The Explorer's Guild in this
  174. town will house and feed you, so you do not need to either
  175. \textbf{Make Camp} or \textbf{Manage Provisions} while staying
  176. in this hex.
  177. \end{itemize}
  178. If the players pool together 500 coin, they can also choose a
  179. third action from the above list.
  180. \end{basicmove}
  181. \vfill\null
  182. \end{multicols}
  183. \clearpage
  184. \topbanner{Downtime Rules}
  185. \begin{multicols}{2}
  186. This campaign is designed around the idea that your character won't
  187. be present at every game, and that's okay! However, just because
  188. your character wasn't involved in an active expedition, that doesn't
  189. mean your character was static. To find out what your character has
  190. been up while other expeditions happened---that is, when other
  191. sessions happened that you weren't present for---you can use these
  192. \textbf{Downtime Moves}.
  193. If you were present at the last session, then don't use any of these
  194. moves: your character is still fresh off their last adventure, and
  195. hasn't had time to spend doing the activities that constitute
  196. downtime.
  197. The rules given here will often tell you to roll +absence, which is
  198. a modifier based on how long since your character took part in an
  199. expedition.
  200. \begin{itemize}
  201. \item If you last played \textbf{two sessions ago}, then +0.
  202. \item If you last played \textbf{more than two sessions ago but in
  203. the past month}, then +1.
  204. \item If you last played \textbf{more than a month ago}, then +2.
  205. \item If you last played \textbf{more than two months ago}, then +3.
  206. \end{itemize}
  207. Note also that the rolls described here are Dungeon World rolls,
  208. which means that it's possible to fail them! You should still mark
  209. XP on failure, and the GM will still introduce a negative
  210. consequence of your roll. If you don't want to risk it, you can
  211. always \textbf{Attend to Home}, which carries no risk but only a
  212. modest reward, or \textbf{Cultivate Saplings}, which has benefits
  213. going forward.
  214. \begin{basicmove}{Attend to Home}
  215. If you \textbf{spent time quietly, managing your affairs and
  216. working around the explorer's guild}, then take 5 gold per
  217. session since you last played.
  218. \end{basicmove}
  219. \begin{basicmove}{Get That Bread}
  220. When you \textbf{spend time doing odd jobs in the city between
  221. expeditions}, roll +absence and select from the following
  222. list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose
  223. 2. \textbf{On a 6-}, choose 1, but the GM will likely give you
  224. another complication: maybe you agreed to an ill-considered bet,
  225. are on the hook for a job, or simply have attracted some attention
  226. that will make things hard for you in the future.
  227. \begin{itemize}
  228. \item You had a memorable experience: take 1 XP, and explain
  229. what happened to you in the intervening weeks.
  230. \item You did a lucrative job: take 10 gold per session missed,
  231. and explain what job you did and who you did it for.
  232. \item You found an interesting object: the GM will tell you what
  233. object you found, and you'll have to explain how you came
  234. across it.
  235. \item You heard an interesting rumor about some place in the
  236. wilderness: the GM will tell you the rumor, and you'll have to
  237. explain where and how you heard it.
  238. \item You met a potential travelling-partner: treat this as an
  239. automatic 10+ on a /Recruit/ roll, with the first session's
  240. cost paid. Explain how you met this hireling and why their
  241. first cost is paid. If you want to travel with them after this
  242. session, regardless of whether you take them now, you'll have
  243. to pay their cost as normal.
  244. \end{itemize}
  245. \end{basicmove}
  246. \begin{basicmove}{Crafting}
  247. When you \textbf{spend time in the city creating an object}, seek
  248. the GM's approval that this is feasible, spend an amount of gold
  249. equal to one-quarter the market price of the object in order to
  250. acquire the raw materials and roll +DEX. \textbf{On a 10+}, you
  251. create the object you wanted. \textbf{On a 7--9}, choose 1:
  252. \begin{itemize}
  253. \item The object was costlier than expected: spend an extra 10
  254. gold.
  255. \item The object is of a mediocre quality: add the tag /shoddy/ to
  256. the item.
  257. \item The object isn't going to last: add the tag /fragile/ to the
  258. item. If you created something that has uses, like a bottle of
  259. poison, then give it one fewer use.
  260. \item The object required a favor: the GM will tell you who you
  261. had to call on and what they expect in return.
  262. \end{itemize}
  263. \textbf{On a miss}, you fail to create the object, but you can
  264. learn from the attempt: take +1 forward the next time you try to
  265. create the object in question.
  266. \end{basicmove}
  267. \begin{basicmove}{Nose In A Book}
  268. When you spend time in research on a topic, roll +INT. On a 10+,
  269. take 3 hold when dealing with that topic. On a 7--9, take 1 hold
  270. instead. You can spend 1 hold to ask one of the following
  271. questions; take +1 forward whenever asking on the answers
  272. \begin{itemize}
  273. \item What is valuable to me about this thing?
  274. \item What is dangerous to me about this thing?
  275. \item What do I know about the origin of this thing?
  276. \item What's my best way towards/way away from/way past this
  277. thing?
  278. \item What lost knowledge have I recovered concerning this thing?
  279. \end{itemize}
  280. \end{basicmove}
  281. \begin{basicmove}{Cultivate Saplings}
  282. When you \textbf{spend time growing and cultivating a plant}, tell
  283. the GM what you'd like to grow. You can grow food crops, in which
  284. case you can start all subsequent expeditions with access to 2d4
  285. dungeon rations without charge. Alternately, you can choose to
  286. grow a \textbf{botanical} discovered on a previous expedition, in
  287. which case you can start all subsequent expeditions with access to
  288. 1d4 of that botanical without charge. Tell the GM what you're
  289. growing, and mark on your sheet what your garden contains.
  290. \end{basicmove}
  291. \end{multicols}
  292. \end{document}