When you butcher a freshly killed large monster, roll +carving.

When you butcher a freshly killed large monster, roll +carving.

When you butcher a freshly killed large monster, roll +carving. On a 10+, you collect 1 rare part and 2 common parts from the carcass. On a 7-9, choose one or the other. On a 6-. collect 1 common part in addition to whatever else the GM says.

When you search an area for resources say what type you”re looking for (ore, herbs, insects, or fungi), then roll +gather. On a 10+, choose three and on a 7-9, choose one:

– you collect 1 rare resource of that type;

– you collect 2 common resources of that type;

– your tools don’t break;

– you aren’t harassed by a small monster.

On a 6-, you collect 1 common resource of that type in addition to whatever else the GM says.

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and…

Working on my overland adventure supplement to DW, and experimenting with breaking up the Scout, Trailblazer, and Quartermaster moves from “Undertake a Perilous Journey” into separate moves: Scout Ahead, Blaze the Trail, and Manage Provisions.

My plan is to include a sidebar of “suggested GM moves”-ideas for moves to make when a 6 is rolled–for each of these. For example, my current list for for “Scout Ahead” includes (from soft to hard):

* The weather takes a turn for the worse

* Scout draws unwanted attention

* Scout is lost

* Scout is ambushed

* The rest of the party is ambushed

* Scout is captured or trapped

* Scout is injured

So, crowd-source time: I would love to hear ideas for GM moves, especially for “Blaze the Trail” and “Manage Provisions.”

Thanks!

We put together A Day at the Races to include a new move for racing and some ideas for how to include betting on…

We put together A Day at the Races to include a new move for racing and some ideas for how to include betting on…

We put together A Day at the Races to include a new move for racing and some ideas for how to include betting on racing in your Dungeon World game.

http://www.rpgnow.com/product/137679/A-Day-At-The-Races

http://www.rpgnow.com/product/137679/A-Day-At-The-Races

Encroaching Darkness

Encroaching Darkness

Encroaching Darkness

Looking at the preview videos for Darkest Dungeon put me in the mood for darkness as a vivid and tangible threat. I’ve heard that people tend to use Dungeon World for characters on a more heroic scale, and I understand this idea was aptly tackled by Torchbearer, but I don’t own it. 

Anyway, these moves just kind of materialized, and I wanted to put them out there in case anyone can refine them into something useful. Maybe they could only be used for 0-level Villagers, henchmen, or characters in World of Dungeons. Or maybe regular Dungeon World heroes should fear the dark.

When you light a torch, add +1 Light for the whole party, for a maximum of +3. Other light effects, such as the Clerical rote or Wizardly cantrip, may also add +1 to the party’s Light. If the party ever splits up, divide their Light based on who is holding the torches.

When you enter an unexplored area of the dungeon, Roll +Light. On a 10+, you make out whatever your light reveals with clarity and resolve. On a 7–9 you see clearly, but pick one:

* You draw unwelcome attention or put yourself in a spot. The GM will say what.

* Your nerves are shaken by the closing darkness. Suffer a debility of your choice until you relax in view of daylight.

* A torch burns low: Subtract 1 from your current Light level.

When you deal damage to a dungeon fiend, whether it’s a dweller in darkness, or creature of the night, add +Light to the damage.

When you Order a Hireling in the dungeon, if your Light level is lower than the Hireling’s Loyalty, Roll +Light instead.

When your last torch burns low…

A Dungeon World “read magic” move using Logan Knight’s great consequence tables:

A Dungeon World “read magic” move using Logan Knight’s great consequence tables:

Originally shared by John Carr

A Dungeon World “read magic” move using Logan Knight’s great consequence tables:

When you spend some time studying an arcane text and attempting to decipher the power contained within, roll +Int: 10+, both. 7-9, choose one:

*You successfully translate the magic

*You don’t suffer Librarian’s Lament

On 6-, Tome of Terror.

http://www.lastgaspgrimoire.com/cunning-linguists/

Ok tavern-goers, I’ve run about a dozen one-shots in Dungeon World but this Saturday I’m actually going to run the…

Ok tavern-goers, I’ve run about a dozen one-shots in Dungeon World but this Saturday I’m actually going to run the…

Ok tavern-goers, I’ve run about a dozen one-shots in Dungeon World but this Saturday I’m actually going to run the first session in what is supposed to be a long-running campaign. I’m writing up a campaign starter but I want to poll the hivemind for suggestions because I haven’t done a lot of creation in DW. To start off with I’m going to post up my ideas for adventure-specific custom moves and I’d love feedback and suggestions. The basic idea of the adventure is that they start in a city on the edge of the desert where the royal princess was kidnapped, but there is some kind of intrigue going on because they get tapped to rescue her instead of the palace guard. The rescue mission may or may not lead them to something called the Black Pyramid, which is a big scary ruin filled with lots of fun dangers.