Inferno of the Living
Travel and Exploration Moves
Travel & Exploration Moves
These moves come from The Perilous Wilds by Jason Lutes.
When you travel through safe lands, indicate your destination on the map.The GM will
tell you how long the trip takes, and what happens along the way. When you reach your destination, choose someone to Manage Provisions to see how many rations were consumed.
Undertake a Perilous Journey
When you travel through dangerous lands, indicate the course you want to take on the map, and ask the GM how far you should be able to get before needing to Make Camp. If you’re exploring with no set destination, indicate which direction you go. Then, choose one member of the party to Scout Ahead, and one to Navigate, resolving those moves in that order.
When you spend a day seeking food in the wild, roll +WIS. On a 10+ you gain 1d4 rations, +1d4 rations if you have the knowledge and gear needed to trap or hunt. On a 7-9, as above, but you must first deal with a Discovery or Danger of the GM’s choice.
When you settle in to rest, choose one member of the party to Manage Provisions. Then, if you eat and drink, and have enough XP, you may level up. If you’re bedding down for the night in dangerous lands, decide on a watch order and choose someone to roll +nothing. On a 10+ the night passes without incident. On a 7-9 the GM chooses 1 from the list below. On a miss, everyone marks XP and a Danger approaches. Whoever’s on watch had better Stay Sharp!
When you wake from at least a few hours of uninterrupted sleep, and you ate and drank the night before, heal damage equal to half of your max HP.
When you’re on watch and something approaches the party, roll +WIS. On a 10+ you notice in time to alert everyone and prepare a response. All party members take +1 forward. On a 7-9 you react in time to sound the alarm, but your companions have little or no time to prepare. On a miss, whatever approaches has the drop on you.
When you take point and look for anything out of the ordinary, roll +WIS. On a 10+ choose two from the list below. On a 7-9, choose one from the list below.
When you plot the best path through dangerous or unfamiliar territory, roll +INT. On a 10+ you avoid dangers and distractions and make good time, reaching a point of the GM’s choosing before you need to Make Camp. On a 7-9 the GM chooses one from the list below.
When you prepare and distribute food for the party, roll +WIS. On a 10+ choose one from the list below. On a 7-9 the party consumes the expected amount of rations (1 per person if Making Camp, 1 per person per day if making a Journey).
When you take shelter to wait out the elements, choose a party member to roll +nothing. On a 10+ it doesn’t take long for things to clear up. On a 7-9 things aren’t going to change any time soon. You can Forge Ahead, or Make Camp here for the night and hope things have changed by morning.
When you push on despite powerful opposition from the elements, roll +CON. On a 10+ you go as far as you are able before needing to pause for a rest. On a 7-9 choose one from the list below.
If you make forward progress, ask the GM how far you got, and if the weather shows any sign of letting up.