When you sneak through hostile territory, assign the following jobs:
- A lockpicker, rolling +DEX. On a 10+ the lockpicker gets the party there quicker than expected, or find an alternate route bypassing a known obstacle. On a 7-9 they find the least patrolled route and can lead everyone along it. (This job also includes leading the party along a precarious precipice, setting up a rope to climb a wall, and the like – all the acrobatics of breaking and entering.)
- A lookout, rolling +WIS. On a 10+ the scout will spot any trouble quick enough for you to get the drop on it. On a 7-9 neither party gets the drop on the other.
- A sweeper, rolling +WIS. On a 10+ the sweeper clears the tracks, making sure the simple passage of intruders goes unnoticed (if you start a fight or steal an object, that might be noticed, but not footprints, unlocked doors etc). On a 7-9 choose one: they notice something's amiss right now, but not what; after you're gone they can piece together exactly what you've done.
Notes:
- The lockpicker needs a new name: it's like a guide and stuff as well, the one knowing how to actually get to where they want to go. Failure on their part includes getting lost. If I called it just the Guide it wouldn't be clear it includes picking locks and stuff. I don't want to make that a fourth job either, or mash it into the sweeper's. Maybe some other division altogether could work better.
- The sweeper might roll+DEX instead depending on how you visualize their job. To me the important part is notice to the details, realising that the curtains used to hang just so. Someone with the wizard move Logical might even do it with INT. If you think the main skill involved would be the sleight of hand aspect, have them roll+DEX instead.
- Traps in the area, if there is no Thief there to roll for Trap Expert, are not really covered. The lockpicker's 10+ option might mean they notice a trap and bypass it. On a 7-9 though, it's legit to say the "immediate path" runs through a room you know contains a trap, and play out passing that room as usual. What the lockpicker's roll gave them is that this path will definitely lead to the right place, and it's the least patrolled.
- This move doesn't say what happens if you have less than three people in the party. You could treat the missing rolls as being 6-, meaning you'll either take your pretty time getting there, risk running into guards unprepared, or leaving glaring tracks for anyone to follow. Or you could say that with fewer people it's easier to stay alert and get everyone to move along, meaning you treat a missing roll like a 7-9.
- A Thief move corresponding to the Ranger's Follow Me and Strider would probably make sense. Especially if you do the "missing rolls treated as 6-" – then the Thief is the only one who can do even a half-decent job on her own.