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- \documentclass[8pt]{extarticle}
- \input{assets/prelude.tex}
- \begin{document}
- \openup -0.2em
- \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}
- \vfill\null
- \end{multicols}
- \clearpage
- \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}
- \end{document}
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