Help me optimize this move

Help me optimize this move

Help me optimize this move

“When you pass beyond the fiery gates of Muspelheim roll +CON. On a hit, you pass beyond the gates, but something about you has been permanently altered. On a 10+, tell us what fear or painful memory has been burned away. On a 7-9, as 10+, but something else goes with it, a cherished memory or some beneficial trait.

On a miss, go straight to Last Breath.”

So, my players are down in the massive volcanic city of Ang Khazem, where some crazy linguist-wizard has opened a portal to Muspelheim, the plane of fire.

There’s a chance they’ll try to enter this portal. We’ve established that Muspelheim is where the souls of those that are cremated go, and that this portal is messing with time here. The Firebrand(Immolator) has used this in a ritual. I wanted to come up with a suitable move for if they decide to seek adventure on the plane of fire.

Pacing The Labyrinth move

Pacing The Labyrinth move

Pacing The Labyrinth move

How much does the amount of hold to reach the end affect pacing and time?

My players are headed into the volcanic dwarven stronghold of Ang Khazem, in pursuit of the mad linguist-sorcerer Galdur. We decided collectively to use Jason Cordova ‘s Labyrinth move for this. How many hold is a good number to pace this out to maybe two sessions? Our sessions run maybe three hours, and we seldom have more than three scenes per session. They also want to find some dwarven warmachines and the fabled necklace Brisingamen, so they’ll probably spend some hold on that.

3 of five players dropped out of our usual DW session, and I finally got to playtest Freebooters 2e with my two…

3 of five players dropped out of our usual DW session, and I finally got to playtest Freebooters 2e with my two…

3 of five players dropped out of our usual DW session, and I finally got to playtest Freebooters 2e with my two remaining players.. I’m loving it, and the players are loving it!

The premise: they were minor characters doomed to die in the dungeon the DW-characters are travelling to. The main cast might find their bodies later on.

A longish report is attached:

https://docs.google.com/document/d/1FT8p3JpwYW3Yi2EA7QBkFDQztQ89UmQb322eH0myHKA/edit?usp=sharing

Another fairytale inspired monster: The Cat of the Droskarsfjell

Another fairytale inspired monster: The Cat of the Droskarsfjell

Another fairytale inspired monster: The Cat of the Droskarsfjell

http://codex.dungeon-world.com/monster/5749471895879680

Moves:

– Gobble them up

– Consume something ephemeral, like warmth or light

– Appear silently, suddenly

– Toy with its prey

Fossegrimen is a lonely creature, but an expert fiddler.

Fossegrimen is a lonely creature, but an expert fiddler.

Fossegrimen is a lonely creature, but an expert fiddler. If you bring him a worthy sacrifice, preferably a a white he-goat thrown with head turned away into a waterfall that flows northwards or a lucious fenalår (smoked mutton), he’ll teach you how to play a tune so sweet that tables and benches, cup and can, gray-beards and grandmothers, blind and lame, even babes in the cradle will begin to dance.

http://codex.dungeon-world.com/monster/5660901885607936

One shot idea for playtest:

One shot idea for playtest:

One shot idea for playtest:

I bounced around some ideas for a one shot of Freebooters 2 with my DW players. In the DW campaign, they’re approaching the long lost volcano stronghold of the dwarves. The player proposed that they played characters that were fated to die, and then the regular characters would find their skeletons.

Freebooters seems like a good fit: low hit points and less powers out of the gate. Plus, I’ve never actually managed to kill a PC in 15 years of DMing. This might be my first chance! 🧐

The level up move requires “downtime (hours or days)”.

The level up move requires “downtime (hours or days)”.

The level up move requires “downtime (hours or days)”. My players have been in a dungeon for two sessions, and will probably be there for the next one as well. It’s on a timer(stopping a blood ritual) , so no rest or downtime. They’ve been in there for maybe an hour or two, but acquired a lot of XP. Next session is going to be a major showdown, however.

Would you allow them to level before this showdown? What fictional justification would you require? There’s little time to reflect on your experience, after all. But perhaps some flashback showing how they’ve practised their new move before?

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him.

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him.

TL;DR: if the bard reaches 0 HP, the ghostly captain bound in his dagger will try to switch places with him. How could we handle that at the table?

The bard aquired a dagger with the soul of a famous privateer captain in the first session. He was a blood thirsty pirate who hid his soul away to escape the powers of the deep.

The Bard really leaned into this, becoming more blood thirsty, and has bound himself to this spirit by blood, gaining some CC moves. Nine sessions later he is at 4 HP, and we ended last session on a double miss from him and the immolator, deep in a dungeon. There might be a Last Breath coming up soon.

I think the ghostly privateer will seize the opportunity and try to switch places with the bard, trapping him in the dagger. Any bright ideas how to handle this?

Looking for some feedback on this custom move for a magical door.

Looking for some feedback on this custom move for a magical door.

Looking for some feedback on this custom move for a magical door. Especially the 7-9 result. I’m frankly not sure if the door should open, or if they need to find a another way in. (They lost the magical amulet that opens all the doors in the complex the last time they entered, and they need to stop the ritual that’s going on inside.)

The Main door to the underground cathedral of the Eirablodkult

A massive door of petrified wood, carved with intricate patterns of dragons and linnorms crushing and devouring people, all pouring forth from a massive dragon swallowing her own tail.

In the center of the door are two large dragon maws. Inside their gullet you can see a bronze bar. To open the door you evidently have to reach past their needle sharp teeth to turn the bars.

When you reach both your hands inside the dragon maws to grip one bronze bar in each hand a jolt of electricity shoots through you, the jaws clamp shut, and the hollow teeth of the dragons drink of your blood. Roll +CON

10+ The door drinks it’s fill and opens. Take 1d8+3 damage.

7-9 As above, but you also take the weak debility.

6- The door is thirsty, and won’t let you go. If you can’t get loose fast, it’ll bleed you dry.

Image: Urnes Stave Church by Nina Aldin Thune. CC-BY-SA, source: wikimedia.

Oops. Meant to ask this here.

Oops. Meant to ask this here.

Oops. Meant to ask this here.

Originally shared by Asbjørn H Flø

How do I decide what happens if the cultist finish the bloodritual without the correct ingredients?

On tuesday, my players are making a bid to root out a horrible cult who have collected halfling souls to complete a ritual to open a portal to void between the stars to release the horrible Mother of All Dragons, Margul. Margul is the living embodiment of the Ur-Power of the Black Night.

The players are interested in restoring those souls to their rightful owners, who are now just listless pod-halflings.

Halflings sprang from the blood of the Black Jotun, Eir, when she battled Margul, and so their soul and blood carry lot of power.

Problem is, the cult is a couple of halflings short. Namely, the halfing thief Thalda and their halfling hireling. Having failed to kidnap the halflings, the cultleader, a horrible “vampire”, wants to substitute humans for halflings. He recons a rate of 6 humans to one halfling will at least call forth a messenger of the Black Night, that will herald it’s eventual release.

I have no idea if he’s right. He’s ancient and clever, but who knows when it comes to Ur-powers. It could fizzle, it could turn them all into vampires, it could just suck them into the void between the stars. Either way, it will probably collapse the entire dungeon underneath the rich part of town. What happens to the halflings without souls then? No idea.

I’m looking for input on how to decide this. Options I can think of:

– put up a couple of options, and roll a die of fate if it happens.

– Ask the players to describe one horrible thing each, either before or when it occurs

– Hope to god the players succed in stopping them.