Last session I made a custom move when the characters needed to cross quite a bit of terrain fast.
Last session I made a custom move when the characters needed to cross quite a bit of terrain fast. It is a tweak on the undertake perilous journey move. It created a lot of drama when two of four players failed their rolls, and that was fun (I think). Give me feedback on the move! (Thank you!) Negative or positive, hack it to pieces if need be. It’s all good.
When time is of the essence and you ride through a perilous area/wilderness at full speed, come hell or high water; you ride from some threats and problems, but risk greater problems.
On the following UPJ roll you take +10 for Trailblazer, but everybody rolls+(apropriate stat). On a 10+ you and your horse are fine. On a 7-9, choose one consequence. On a 6- the gm chooses two consequences.
Consequences
* Your horse is injured or becomes lame. You get to where you are going, but your horse can’t carry you any further before it has had about a week to recover or receive proper healing.
* You attract attention from something dangerous that you can’t outride.
* Ta -1 to Scout for UPJ.
* It takes a toll, take a debility in strenght, dexterity, or constitution.
* You loose or brake something valuable along the way, tell us what.