When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:

When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:

When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:

On a 10+ choose 1, 7-9 Choose 2 different options, 6- Choose 1 option, the GM picks another.

Your time here has seen you:

-Tortured – take the Scarred Condition.  

-Corrupted – Change Alignment to Evil or, failing that, Chaotic. If already Evil or Chaotic, your time here has been very educational, mark XP.  (Paladins can’t take this option).

-Broken – Lose a class move until you aren’t broken anymore.

-Hunted – Hell’s jailers really didn’t like losing you. They’ve set something on your trail to bring you back.

14 thoughts on “When you are broken out of Hell’s prisons,  roll 1d6 to determine your current hit points then roll +WIS:”

  1. My idea was to make them wake up in a dark landscape, among millions upon millions of sleeping people. They find that they are bound in chains, but unlike the other people here, the characters’ chains are broken.

    Now they just got to get out. And avoid the anubian overseers.

  2. I’m working on a full dungeon world supplement that’s all about creating and playing in afterlives of all descriptions. I should really get around to finishing it.

  3. Neil Sorenson Custom moves are something you make in preparation of something you expect to happen a lot, instead of just relying on Defy Danger.

    If I run a campaign about being pirates on the seven seas, it would be nice to have some moves to cover simple maneuvers in naval battles.

    For that record, you can make the move during the game with the players 🙂

  4. Custom moves are nothing more than DW-style prep. If you don’t need them, you don’t use them, but if you don’t have a lot of confidence in your improv skills…or, you are, say, bored at work…then writing up a few is a fine way to stay one step ahead of your players!

  5. Personally I don’t like relying on Defy Danger moves for everything. If I had a dollar for every time someone has had a question about a specific situation and someone suggested Defy Danger, I’d be a wealthy man.

    That isn’t to say that Defy Danger isn’t a good fall-back or that it isn’t appropriate, most often it is.

    For me though, custom moves really make the session or campaign more tailored for the group and the experience. I mean, would you rather Defy Danger to use ropes to board the pirate vessel or the Swing & Board move as you dashingly take to the air with a rapier in hand, coming down on the pirate captain on the other side?

    Yes, it’s purely a matter of flavor and taste, and I get that.

  6.   Yeah basically all of the above. Custom moves shore up my less-than-mad improv skills, help me generate a certain type of flavour for a session, but ultimately, +Ed Gibbs nailed it, they give me something else to do at work 😉

    Use what works for you and yours.

  7. I really regret not making a custom move on the fly with Misha Polonsky and James Savko when the went into the sewers of Davenport.

    When you navigate the sewers of Davenport, say where you want to go and roll+WIS…

    Would probably have made that part of the game a lot more interesting.

  8. Kasper Brohus That would have added a lot of flavor to that scene.  Could have ended up with some interesting encounters trying to get around.

  9. Fair enough, Jim. 

    Bear in mind, only on a 6- does anyone but the player get to consider the alignment change as an option.

    Even then, this move was written with an open, communicative group in mind.*

    Edited to mention that I imagine this is how most DW groups would play, and not intended in any way as a slight.

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