Adding travel rules to doc
    
    
      
        Rosencrantz
        7 years ago
      
    
    
  
  
  | 1 | 1 | \documentclass[8pt]{extarticle} | 
| 2 | ||
| 3 | 2 | \input{prelude.tex} | 
| 4 | 3 | |
| 5 | 4 | \begin{document} | 
| 12 | 11 | |
| 13 | 12 | \begin{multicols}{2} | 
| 14 | 13 | |
| 15 | The rules in this section replace the standard Dungeon World moves | |
| 16 | \textbf{Make Camp}, \textbf{Take Watch}, \textbf{Undertake a | |
| 17 | 
                     | 
              |
| 14 | The rules in this section replace the standard \textit{Dungeon | |
| 15 | World} moves \textbf{Undertake a Perilous Journey} and \textbf{End | |
| 16 | of Session}. The moves \textbf{Undertake a Safe Journey}, | |
| 17 | \textbf{Undertake a Perilous Journey}, \textbf{Forage}, | |
| 18 | \textbf{Scout Ahead}, \textbf{Navigate}, and \textbf{Manage | |
| 19 | Provisions} are inspired by the Dungeon World supplement | |
| 20 | \textit{The Perilous Wilds}, modified to accomodate concrete | |
| 21 | distances. The move \textbf{Bail} is inspired by Justin Alexander's | |
| 22 | \textit{escape check}. The \textbf{Botanicals} referenced here are | |
| 23 | borrowed from the role-playing game \textit{Ryuutama}. | |
| 18 | 24 | |
| 19 | 25 | \begin{basicmove}{Undertake a Safe Journey} | 
| 20 | 26 | When you \textbf{travel by a safe route} through safe or dangerous | 
| 52 | 58 | |
| 53 | 59 | \begin{basicmove}{Make Camp} | 
| 54 | 60 | When you \textbf{settle in to rest}, choose one member of the | 
| 55 | party to \textbf{Manage Provisions}. Then, if you eat and drink, | |
| 56 | and have enough XP, you may level up. | |
| 57 | ||
| 58 | Choose who is on watch for the evening. The GM asks that person to | |
| 59 | roll +nothing. \textbf{On a 10+}, choose 2 from the list | |
| 60 | below. \textbf{On a 7-9}, choose 1 from the list below. | |
| 61 | ||
| 62 | \begin{itemize} | |
| 63 | \item Everyone sleeps soundly; if you ate and drank, then heal | |
| 64 | damage equal to half your max HP. | |
| 65 | \item Your camp didn't draw unwanted attention. | |
| 66 | \end{itemize} | |
| 67 | \end{basicmove} | |
| 68 | ||
| 69 | \begin{basicmove}{Stay Sharp} | |
| 70 | When you are \textbf{on watch and something approaches}, roll | |
| 71 | +WIS. \textbf{On a 10+}, you notice in time to alert everyone and | |
| 72 | prepare a response; all party members take +1 forward. \textbf{On | |
| 73 | a 7--9}, you manage to sound the alarm, but no one has time to | |
| 74 | prepare. | |
| 61 | party to \textbf{Manage Provisions}. If you're somewhere | |
| 62 | dangerous, then choose someone to \textbf{Take Watch}. If you have | |
| 63 | enough XP you may level up. When you wake from at least a few | |
| 64 | uninterrupted hours of sleep heal damage equal to half your max | |
| 65 | HP. | |
| 66 | ||
| 67 | You usually make camp so that you can do other things, like | |
| 68 | prepare spells or commune with your god. Or, you know, sleep | |
| 69 | soundly at night. Whenever you stop to catch your breath for more | |
| 70 | than an hour or so, you've probably made camp. | |
| 71 | ||
| 72 | Staying a night in an inn or house is making camp, too. Regain | |
| 73 | your hit points as usual, but only mark off a ration if you're | |
| 74 | eating from the food you carry, not paying for a meal or receiving | |
| 75 | hospitality. | |
| 76 | \end{basicmove} | |
| 77 | ||
| 78 | \begin{basicmove}{Take Watch} | |
| 79 | When you are \textbf{on watch and something approaches the camp}, | |
| 80 | roll +WIS. \textbf{On a 10+}, you notice in time to alert everyone | |
| 81 | and prepare a response; all party members take +1 | |
| 82 | forward. \textbf{On a 7--9}, you react just a moment too late; | |
| 83 | your companions in the camp are awake but haven't had time to | |
| 84 | prepare. They have weapons and armor but little else. \textbf{On a | |
| 85 | miss}, whatever lurks outside the campfire's light has the drop | |
| 86 | on you. | |
| 75 | 87 | \end{basicmove} | 
| 76 | 88 | |
| 77 | 89 | \begin{basicmove}{Scout Ahead} | 
| 97 | 109 | |
| 98 | 110 | \begin{itemize} | 
| 99 | 111 | \item You make poor time; travel 2 hexes instead. | 
| 100 | \item You get lost and don't end up where you intend: you'll need to | |
| 101 | \textbf{Survey} again to find out where you are. | |
| 112 | \item You get lost and don't end up where you intend: the GM will | |
| 113 | decide where you ended up, and you'll need to \textbf{Survey} to | |
| 114 | get your bearings. | |
| 102 | 115 | \item You run into something dangerous. Better hope your scout has | 
| 103 | 116 | the drop on it! | 
| 104 | 117 | \end{itemize} | 
| 111 | 124 | \begin{itemize} | 
| 112 | 125 | \item Careful management reduces the amount of rations consumed (ask the | 
| 113 | 126 | GM by how much) | 
| 114 | \item The party consumed the expected amount and the food you prepare is | |
| 115 | excellent—describe it, and everyone who ate it takes +1 forward. | |
| 127 | \item The party consumes the expected amount and the food you | |
| 128 | prepare is excellent—describe it, and everyone who ate it takes | |
| 129 | +1 forward. | |
| 116 | 130 | \end{itemize} | 
| 117 | 131 | |
| 118 | 132 | \textbf{On a 7--9}, the party consumes the expected amount of | 
| 119 | 133 | rations. \textbf{On a miss}, in addition to any other mishaps or | 
| 120 | misfortunes, one party member must choose spend an extra ration or | |
| 121 | go without food. | |
| 134 | misfortunes, one party member must choose to spend an extra ration | |
| 135 | or go without food. | |
| 122 | 136 | \end{basicmove} | 
| 123 | 137 | |
| 124 | 138 | \vfill\null | 
| 174 | 188 | |
| 175 | 189 | \begin{itemize} | 
| 176 | 190 | \item Did we discover a new place to put on the map? | 
| 177 | 
                      \item Did we learn  | 
              |
| 191 | \item Did we learn something new or interesting about the world or | |
| 192 | its inhabitants? | |
| 178 | 193 | \item Did we overcome a difficult or interesting situation? | 
| 179 | 194 | \end{itemize} | 
| 180 | 195 | |
| 195 | 210 | \item The Guild of Engineers builds a Keep on top of an Outpost, | 
| 196 | 211 | leading way to a town in that hex. The Explorer's Guild in this | 
| 197 | 212 | town will house and feed you, so you do not need to either | 
| 198 | 
                        \textbf{ | 
              |
| 213 | \textbf{Make Camp} or \textbf{Manage Provisions} while staying | |
| 199 | 214 | in this hex. | 
| 200 | 215 | \end{itemize} | 
| 201 | 216 | |
| 205 | 220 | |
| 206 | 221 | \vfill\null | 
| 207 | 222 | \end{multicols} | 
| 223 | \clearpage | |
| 224 | ||
| 225 | \topbanner{Downtime Rules} | |
| 226 | ||
| 227 | \begin{multicols}{2} | |
| 228 | This campaign is designed around the idea that your character won't | |
| 229 | be present at every game, and that's okay! However, just because | |
| 230 | your character wasn't involved in an active expedition, that doesn't | |
| 231 | mean your character was static. To find out what your character has | |
| 232 | been up while other expeditions happened---that is, when other | |
| 233 | sessions happened that you weren't present for---you can use these | |
| 234 | \textbf{Downtime Moves}. | |
| 235 | ||
| 236 | If you were present at the last session, then don't use any of these | |
| 237 | moves: your character is still fresh off their last adventure, and | |
| 238 | hasn't had time to spend in town. | |
| 239 | ||
| 240 | The rules given here will often tell you to roll +absence, which is | |
| 241 | a modifier based on how long since your character took part in an | |
| 242 | expedition. | |
| 243 | \begin{itemize} | |
| 244 | \item If you last played \textbf{two sessions ago}, then +0. | |
| 245 | \item If you last played \textbf{more than two sessions ago but in | |
| 246 | the past month}, then +1. | |
| 247 | \item If you last played \textbf{more than a month ago}, then +2. | |
| 248 | \item If you last played \textbf{more than two months ago}, then +3. | |
| 249 | \end{itemize} | |
| 250 | ||
| 251 | You're also not obliged to do a downtime move at all: maybe you just | |
| 252 | lived as usual! Most of these offer you potential rewards, but as | |
| 253 | they involve rolling, there's always the chance of failure. | |
| 254 | ||
| 255 | \begin{basicmove}{Hustle} | |
| 256 | When you \textbf{spend time doing odd jobs in the city between | |
| 257 | expeditions}, roll +absence and select from the following | |
| 258 | list. \textbf{On a 10+}, choose 3. \textbf{on a 7--9}, choose | |
| 259 | 2. \textbf{On a 6-}, choose 1, but the GM will likely give you | |
| 260 | another complication: maybe you agreed to an ill-considered bet, | |
| 261 | are on the hook for a job, or simply have attracted some attention | |
| 262 | that will make things hard for you in the future. | |
| 263 | ||
| 264 | \begin{itemize} | |
| 265 | \item You had a memorable experience: take 1 XP, and explain | |
| 266 | what happened to you in the intervening weeks. | |
| 267 | \item You did a lucrative job: take 10 gold, and explain what | |
| 268 | job you did and who you did it for. | |
| 269 | \end{itemize} | |
| 270 | \end{basicmove} | |
| 271 | \end{multicols} | |
| 208 | 272 | |
| 209 | 273 | \end{document} |