Travel and Exploration Moves

Travel & Exploration Moves

These moves come from The Perilous Wilds by Jason Lutes.

Journey
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.

Forage
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.

Make Camp
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!

  • One party member of the GM’s choice suffers a restless night
  • Someone on watch notices a nearby Discovery
  • A Danger approaches. It’s not immediately hostile, but whoever’s on watch had better Stay Sharp anyway.

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.

Stay Sharp
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.

Scout Ahead
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.

  • You get the drop on whatever lies ahead
  • You discern a beneficial aspect of the terrain — shortcut, shelter, or tactical advantage (describe it)
  • You make a Discovery (ask the GM)
  • You see sign of a nearby Danger — ask the GM what it is, and what it signifies

Navigate
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.

  • You happen upon a Discovery missed by the scout
  • The going is slow, or you wander off course. The GM says which, and where you end up on the map
  • You encounter a Danger; whether or not you’re surprised depends on whether the scout has the drop on it

Manage Provisions
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).

  • Careful management reduces the amount of rations consumed (ask the GM by how much)
  • The party consumes the expected amount and the food you prepare is excellent — describe it, and everyone who licks their lips takes +1 forward

Hunker Down
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.

Forge Ahead
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.

  • You go as far as you are able, but overtax yourself and become weak, shaky, or sick (choose one).
  • You go as far as you are able, but the weather takes its deepest toll on your gear (ask the GM how).
  • On second thought, maybe you’re better off staying put.

If you make forward progress, ask the GM how far you got, and if the weather shows any sign of letting up.

Travel and Exploration Moves

Inferno of the Living Jason