I’m gearing up for the final session of my norse inspired Dungeon World game, and I’d love to hear any hacks or tips…

I’m gearing up for the final session of my norse inspired Dungeon World game, and I’d love to hear any hacks or tips…

I’m gearing up for the final session of my norse inspired Dungeon World game, and I’d love to hear any hacks or tips for building particularly large or impressive monsters. Our heroes have set off to an abandoned dwarven kingdom to slay the insanely huge centipede monster who took over thousands of years ago.

I don’t want to go the Terrasque route and make something with no HP and no damage. Its likely the final fight and my players have built up characters who can do an insane amount of damage. I’d like them to be able to let loose and roll those D10+2d8+6d4 attacks. (Actually I think if they properly apply their buffs it gets even worse than that.)

The obvious trick would be to add a custom monster design question of “is this monster just really, ludicrously big?” and give it an extra 40 HP or something. But I’m wondering if anyone has any other ideas to make big monsters truly frightening.

The setting for my game features semi divine monarchs of various animals, the Wolf King, the Bear Queen, etc.

The setting for my game features semi divine monarchs of various animals, the Wolf King, the Bear Queen, etc.

The setting for my game features semi divine monarchs of various animals, the Wolf King, the Bear Queen, etc. One of the early jokes in the campaign was that there are 100 different Kings and Queens of the Housecats, all of whom consider themselves the one true ruler and all the rest impostors.

Last night, one of the One True Cat Kings gave his blessing to the party’s nine foot tall Half Giant Barbarian. Here’s the move:

When you Parlay with a creature larger than you, you can use your small size and adorability as leverage, even if you are otherwise a complete jerk.