In my Dungeon World Campaign, the characters keep finding themselves partially or completely engulfed in the maw of…

In my Dungeon World Campaign, the characters keep finding themselves partially or completely engulfed in the maw of…

In my Dungeon World Campaign, the characters keep finding themselves partially or completely engulfed in the maw of some beastie. As a way to move the story along and not have them just die (not as interesting a choice), I have come up with the following custom move (I will try it out tonight).

I gained inspiration from the Perilous Wilds (weather moves) as well as https://plus.google.com/communities/100084733231320276299/s/aid%20or%20interfere%20flags

I had originally debated about using a “hold” system or a choose 3 (10+), 1 (7-9), but I had an issue coming up with compelling choices that were all equally desirable. The 10+ solution here is basically defy danger e.g., you get what you want.

Any and all comments are welcome.

Without further ado…

• In the belly of the beast:

○ When you find yourself partially or completely engulfed in a monster, describe what you do. Do you…

○ Try to rip/tear/fight your way out? Roll+STR

○ Try to get back out the way you got in? Roll+DEX

○ Hunker down and brace yourself for what is coming next? Roll+CON

○ Come up with an elaborate plan? Say it now. Roll+INT

○ Use your knowledge of biology/the creature to find a solution? Roll+WIS

○ Impress/Beguile/Reason with the beast? Roll (not always possible) +CHA

• 10+

○ You do what you set out to.

• 7-9

○ You do what you set out to, but the GM will give you a choice between 2 of the following: Danger, Retribution, or Cost. You choose.

• 6 –

○ Mark XP

A roll20 macro that uses the modifiers from the Dungeon World charchar sheet.

A roll20 macro that uses the modifiers from the Dungeon World charchar sheet.

A roll20 macro that uses the modifiers from the Dungeon World charchar sheet. It’s not the most elegant thing in the world, but it’s a start.

Select your token, follow the prompts, and it will roll 2d6+ the relevant modifier. Then, it will show the text from the basic moves for the 10+ and 7-9 bands. Note: The Aid or Interfere move is not included because I ran out of time/i can’t find a start for it on the character sheet. I made a separate macro for it to keep it simple until I can spend some time with it.

If anyone else has some good nachos/prettier ones/more efficient ones, I’d love to see them.

Here it is… Just copy and paste it into a new macro and you’re good to go. 🙂 ***See comment below for a buggy bug.

?{Which move are you triggering?|Hack and Slash, **@{selected|token_name}** rolls [[2d6+@{selected|strmod}]] for their *Hack and Slash.*

*Damage: * [[@{selected|dtype}]]

*On a 10+:*

You deal your damage to the enemy and avoid their attack.

At your option: You may choose to do +1d6 damage but expose yourself to the enemy’s attack.

*On a 7–9:*

You deal your damage to the enemy and the enemy makes an attack against you.|Volley, **@{selected|token_name}** rolls [[2d6+@{selected|dexmod}]] for their *Volley.*

*Damage: * [[@{selected|dtype}]]

*On a 10+:*

You have a clear shot—deal your damage.

*On a 7–9:*

Choose *one* (whichever you choose you deal your damage):

* You have to move to get the shot placing you in danger as described by the GM

* You have to take what you can get: -1d6 damage

* You have to take several shots: reducing your ammo by one|Defy Danger,?{Defy Danger by…|…powering through (STR),

**@{selected|token_name}** rolls [[2d6+@{selected|strmod}]] to *Defy Danger* by *powering through (STR)*

*On a 10+:*

You do what you set out to. The threat doesn’t come to bear.

*On a 7–9:*

You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…getting out of the way or acting fast (DEX), **@{selected|token_name}** rolls [[2d6+@{selected|dexmod}]] to *Defy Danger* by *getting out of the way or acting fast (DEX)*

*On a 10+:*

You do what you set out to. The threat doesn’t come to bear.

*On a 7–9:*

You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…endure physically (CON), **@{selected|token_name}** rolls [[2d6+@{selected|conmod}]] to *Defy Danger* by *enduring physically (CON)*

*On a 10+:*

You do what you set out to. The threat doesn’t come to bear.

*On a 7–9:*

You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…thinking quickly (INT), **@{selected|token_name}** rolls [[2d6+@{selected|intmod}]] to *Defy Danger* by *thinking quickly (INT)*

*On a 10+:*

You do what you set out to. The threat doesn’t come to bear.

*On a 7–9:*

You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…using foresight or mental fortitude (WIS), **@{selected|token_name}** rolls [[2d6+@{selected|wismod}]] to *Defy Danger* by *using foresight or mental fortitude (WIS)*

*On a 10+:*

You do what you set out to. The threat doesn’t come to bear.

*On a 7–9:*

You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.|…fascinating or beguiling or charming (CHA), **@{selected|token_name}** rolls [[2d6+@{selected|chamod}]] to *Defy Danger* by *fascinating or beguiling or charming (CHA)*

*On a 10+:*

You do what you set out to. The threat doesn’t come to bear.

*On a 7–9:*

You stumble/ hesitate/ or flinch. The GM will offer you a worse outcome/ hard bargain/ or ugly choice.&#124}|Defend, **@{selected|token_name}** rolls [[2d6+@{selected|conmod}]] for their *Defend.*

*On a 10+:*

Hold 3.

*On a 7–9:*

Hold 1.

As long as you stand in defense…when you or the thing you defend is attacked you may spend hold: 1 for 1.

*Choose an option:*

* Redirect an attack from the thing you defend to yourself

* Halve the attack’s effect or damage

* Open up the attacker to an ally giving that ally +1 forward against the attacker

* Deal damage to the attacker equal to your level|Spout Lore, **@{selected|token_name}** rolls [[2d6+@{selected|intmod}]] for their *Spout Lore.*

*On a 10+:*

The GM will tell you something interesting and useful about the subject relevant to your situation.

*On a 7–9:*

The GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?”

Tell them the truth.|Discern Realities, **@{selected|token_name}** rolls [[2d6+@{selected|wismod}]] for their *Discern Realities.*

*On a 10+:*

Ask the GM 3 questions from the list below.

*On a 7–9:*

Ask 1.

Either way…Take +1 forward when acting on the answers.

* What happened here recently?

* What is about to happen?

* What should I be on the lookout for?

* What here is useful or valuable to me?

* Who’s really in control here?

* What here is not what it appears to be?| Parley, **@{selected|token_name}** rolls [[2d6+@{selected|chamod}]] for their *Parley.*

*On a 10+:*

They do what you ask if you first promise what they ask of you.

*On a 7–9:*

They will do what you ask…but need some concrete assurance of your promise. Right now!|}