Stay Alert: When you keep an eye out for danger and something approaches, roll+Wis. On a 10+, you alert the party early, everyone takes +1 Forward. On a 7-9, you alert everyone in time.
Order Follower: When you order or expect a follower to do something dangerous, degrading, or contrary to their instinct, roll+Loyalty. On a 10+, they do it, now. On a 7-9, they do it, but the GM chooses one:
• Decrease the followers Loyalty by 1.
• They complain loudly, now or later, and demand something in return.
• Caution, fear, or laziness makes them take their time.
Do Their Thing: When a follower does something chancey within the scope of their tags or moves, Roll+Quality. On a 10+, they do it as well as could be expected. On a 7-9, they do it, but there's a cost, consequence, or limitation.
When a follower does something on their own or outside the scope of their tags or moves, the GM will tell you what happens.
Call For Assistance: When a follower helps you with a move that calls for a roll, take +1 and they are exposed to any negative consequences.
When a follower helps you Hack and Slash or Volley, roll their damage die and yours and use the higher die.
When a follower helps you Defend, you can spend 1 hold to redirect an attack to them.
Pay Up: When you meet a follower's Cost, increase their Loyalty by 1, max +3. This move cannot be triggered until you and the follower Make Camp.
Watch Them Go: When a follower has -3 Loyalty, they betray or abandon you at the next opportunity.
Cramped Quarters: When you sit around comfortably in camp near the end of a long journey, roll+nothing. On a 10+, describe how you and another character have gotten closer and what you're doing together this night. On a 7-9, conversation turns to your history, and you regale the group with a story of your past. On a 6-, describe the bad blood building between you and another character and what that means tonight at the campfire.
Scout Ahead: When you take point and look for anything out of the ordinary, roll +Wis. On a 10+, choose 2 from the list below. On a 7-9, choose 1 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 notice sign of a nearby danger — ask the GM what it is, and what it might signify.
Navigate: When you plot the best course through dangerous or unfamiliar lands, 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 1 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.
• 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 1 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 takes +1 forward.