TEXT: Expedition Moves 
  FORAGE (new) 
  When you spend the better part of a day seeking food, roll 
  and add… 
   +1 if the land is verdant and full of life 
   +1 if you know this land and its creatures 
   +1 if you have the gear to hunt or trap 
   -1 if it’s currently winter 
  *On a 7+, you gain 1d6 rations. *But on a 7-9, the GM will tell you 
  what hazard you must first overcome or what danger you face as 
  a result.   
   
  LOOKOUT (replaces Take Watch & part of Undertake a Perilous Journey) 
  When you are on lookout for the party (keeping watch, scout-
  ing ahead, or standing guard) and a threat looms, roll +WIS. 
  *On a 10+, you note the threat with enough time to warn the  
  others and organize a response. *On a 7-9, you spot the threat 
  just in time, enough to raise the alarm but little else. 
   
  MAKE CAMP (revised) 
  When you settle in to rest, consume a ration. If you’re some-
  where dangerous, decide the watch order as well. When you 
  wake from at least a few uninterrupted hours of sleep, regain half 
  your max HP.  
   
  UNDERTAKE A PERILOUS JOURNEY (revised) 
  When you strike out towards a known destination through 
  dangerous lands, whoever leads the way rolls. Add… 
   +1 if you’ve made this journey before 
   +1 if you’ve taken precautions to avoid its dangers 
   -1 if it’s currently winter  
  On a hit, you’ll reach your destination eventually.  On a 10+, the 
  GM can ask you to pick one from the list below. On a 7-9, the 
  GM picks one and might ask you to pick another. 
   - It takes considerably longer than expected 
   - You must overcome an obstacle, hazard, or threat 
   -  The weather takes a turn for the worse 
   - It’s exhausting; everyone takes -1 forward  
   - You expend an extra 1d4+1 rations (or similar resources) 
   - Someone or thing has picked up your trail 
   
  WALK THE MAKERS’ ROADS (new) 
  When you travel the Highway or the West Road, name your 
  destination and the most worldly character’s player rolls. Add...   
   +1 as long as the Roads remain intact 
   +1 if it’s any season other than winter 
   +1 if everyone has travelled the Roads and knows their ways 
  *On a 7+, the trip is uneventful and takes as long as you’d  
  expect. *On a 10+, pick one:  
   - You make better time than expected. 
   - You meet friendly travelers. Feel free to ask some questions. 
   - You witness something strange, interesting, or wondrous. 
  *On a miss, you encounter some trouble on the Road fitting for 
  the season, locale, or happenings in the wider world. 
  WANDER (new) 
  When you go looking for a place and aren’t sure how to get 
  there, determine how much PROGRESS you need to find it.  If the 
  terrain is... 
   - Unknown to you, +1 PROGRESS required 
   - Particularly dangerous, +1 PROGRESS required  
   - Confusing or hard to traverse, +1 PROGRESS required  
  Ask the GM how long each roll will take: minutes, hours, days, or 
  more. Then whoever leads the way rolls +WIS.  *On a 7+ make 1 
  PROGRESS and choose one. *On a 10+, the GM chooses another. 
   - You make good time (less than what  the GM predicted) 
   - You can retrace your steps 
   - You discover something else of interest or value 
   - You avoid the local dangers 
  When you’ve made enough PROGRESS, you find what you were 
  seeking. Note that PROGRESS is a resource, one that can be lost.. 
  If the roll takes days or longer, each of you must consume that 
  many rations. If the roll takes hours or longer in the dark, your 
  light sources might well be consumed. 
   
  FROM STONETOP VIA THE ROADS (MOSTLY) 
  To the ruined tower 
  1 day 
  To the old wells 
  2 days 
  To Titan Bones 
  2 days 
  To Gordon’s Delve 
  4 days 
  To Barrier Pass 
  4 days 
  To the Steplands (northern edge) 
  4 days 
  To Marshedge 
  8 days 
  To the ruins on the Dread River 
  11 days 
   
  PERILOUS JOURNEYS* 
  Stonetop to the barren cave  
  2-3 hours 
  Stonetop to the Blood Red Grove 
  3-4 hours 
  The old wells  to Tor’s Fist 
  5 days 
  Barrier Pass to Tor’s Fist 
  6 days 
  North edge of the Steplands to Blackwater Lake 
  2 days 
  North edge of the Steplands to Three-Coven Lake 
  3 days 
  Marshedge to the northern edge of Ferrier’s Bog 
  2 days 
  Marshedge to Three-Coven Lake 
  3 days 
  Marshedge to the Northern Manmarches 
  7 days 
  Marshedge to Lygos 
  14 days 
  *assuming you know the route; otherwise you’re Wandering 
  Original image by Paxson Woelber (Flickr). CC 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/OLD Expedition Moves.pdf