The Death moves are making me consider Front/Campaign death moves for different dungeons:

The Death moves are making me consider Front/Campaign death moves for different dungeons:

The Death moves are making me consider Front/Campaign death moves for different dungeons:

When you die during the Expedition to the Barrier Peaks Your soul is captured by the ship. Once a dozen such souls are taken, it will begin producing androids, teach them to crew the ship and attempt to free itself from the mountain.

Until then, you are stuck in the mainframe unless the players find a way to re-insert your soul back into another body.

When you perish attcking the Queen of the Demon-Web Pits your soul is caught in a soul-gem in Lloth’s web. If the players find it, you could be resurrected.

When you die trying to destroy the Slave Lords you approach the Black Gates, where angels are there to meet up. Roll as per the Black Gates move. On a hit, the angels send you back into battle, thanking you for your service and letting you know that your wings will be waiting for you when you return.

On a 7-9, the angels will demand something specific, asking you do be somehow more pious in your life than you were so that your soul is more ready to do Law and Good’s work.

On a miss, the angels take you beyond the Black Gates, saying that you are not worthy of the glory that will come with scourging the slave lords from the face of Greyhawk.

When you perish in the Tomb of Horrors, you roll as per the Black Gates move. On a hit you evade Acererak’s grasp and return, knowing that a fell power squats in the Tomb, waiting for the adventurers.

On a 7-9, your ghosts evades Acererak’s pull and you are able to warn your fellow adventurers about the peril of one trap.

On a miss, Acererak devours your soul and you are never seen again.

http://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and

11 thoughts on “The Death moves are making me consider Front/Campaign death moves for different dungeons:”

  1. I read the first line and I thought you meant death moves for the dungeons.

    In my B/X game, the PCs closed a hellmouth under a town and the dungeon collapsed. Several blocks fell into a crater and the river changed its course. Now there’s a lake in town.

  2. I like the idea of death moves relative to a dungeon, terrain, or a “grim” monster.

    Also, the idea a death move for a dungeon that Johnstone Metzger brought up is intriguing.

    Lets see if this works…

    I SUMMON FORTH, Trenton Kennedy!

  3. I wrote up something for my game: When you are defeated in the ARENA OF THE IRRESISTABLE ORACLE, roll +cha. On a 10+, you get the thumbs up, and your opponent spares your life. On a 7-9, the sideways thumb: your life is spared but you are taken to the cells beneath the arena to await the next fight. On a miss, thumbs down.

  4. This is an awesome idea!  I really like the idea of “themed” death moves that change based on what you’re fighting or doing.  Really, a death move just needs to be memorable and meaningful, it doesn’t always have to be uber-powerful.

Comments are closed.