DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

New Campaign Move: Thirst in the Desert (instead of the normal Quartermaster roll)

When out of rations in the desert and you become the Quartermaster, roll+WIS. On a 10+, each member of the party increases their rations by 1 as you locate a water source. On a 7-9, no one loses rations, but the Quartermaster chooses 1. On a 6-, each member without rations takes a debility and the Quartermaster chooses 2.

1) Each member in your party suffers 1 damage per day, which may not be healed, as your clothing cannot handle the wind-whipped sand and sands gets everywhere causing immense discomfort.

2) You identify an Oasis in the distance and must direct the party toward the site to resupply (the site is a mirage).

3) Members without any rations may not be healed until resupplied due to dehydration.

3 thoughts on “DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.”

  1. Are you using the normal Undertake a Perilous Journey move from the core DW book?

    The commentary on the moves says “A perilous journey is the whole way between two locations. You don’t roll for one day’s journey and then make camp only to roll for the next day’s journey, too. Make one roll for the entire trip”

    Some of the options above (you spot a mirage oasis, you can’t heal until you resupply) seem more zoomed in though, because they seem to demand you address them during the journey rather than just say “this is what happened” at the end of the journey.

    In fact, although it’s not clear from the book, I don’t know that you can actually use the Undertake a Perilous Journey move if you don’t have rations. So rather than basing your custom move on UaPJ, it could be something very different. Perhaps it could be based on the Labyrinth move… something like:

    If you trudge on through the desert without rations for another day, hoping against hope to find sustenance, nominate someone in the party to roll +WIS. ✻ On a 10+, gain 3 hold. ✻ On a 7-9, gain 1 hold.

    ✻ Spend 1 hold to make good progress that day – otherwise you only travel a half day’s distance.

    ✻ Spend 1 hold to find an insect nest, water-storing plants or an incautious reptile. Everyone in the party gets enough to keep going without deteriorating.

    ✻ Spend 3 hold to find a water source – everyone can drink their fill, and refill containers with rations of water.

    ✻ Spend 5 hold to find a bountiful oasis – as with 3, but everyone can also eat their fill and gather 1d4 rations of food each.

    If you endure a day in the desert without food or water, mark a debility, or take your Last Breath.

  2. I had been using UaPJ incorrectly, according to the DW book. Made an assumption about it’s use. Still adjusting my way of doing things fron traditional DMing. Didn’t seem to impact the game and it created opportunities though. I very much appreciate the info and advise on my move.

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