When you use a torch or lantern as an improvised weapon

When you use a torch or lantern as an improvised weapon

When you use a torch or lantern as an improvised weapon

Roll your Hack-N-Slash normally.

On a 10+ Deal your damage normally and, if possible, your target is set on fire.

On a, 7-9 also pick one:

You accidentally set something else on fire as well.

You accidentally set someone else on fire as well.

Your torch/lantern goes out.

On a 6- You pick one and the GM picks one.

Question about the Alchemist?

Question about the Alchemist?

Question about the Alchemist?

In the Alchemist playbook there is a 2 to 5 Advanced Moved called: Know it All. The move states:

“Gain skill points equal to your level-1. Every time you gain a level from now on, gain a skill point.”

My question is: What are skill points? How are they used?

Thanks!

Not sure if this has been posted here yet, but it was on the DW Reddit thread.

Not sure if this has been posted here yet, but it was on the DW Reddit thread.

Not sure if this has been posted here yet, but it was on the DW Reddit thread. Instant village! Great random NPC generator!

http://scottmaclure.github.io/character-traits/

http://scottmaclure.github.io/character-traits

Working on a Move for when you run out of rations on a PJ or otherwise need to find food.

Working on a Move for when you run out of rations on a PJ or otherwise need to find food.

Working on a Move for when you run out of rations on a PJ or otherwise need to find food.

When you forage for food in a place you could actually find some roll+WIS:

On a 10+ you find 1+1d3 rations.

On a 7-9 you find enough for yourself.

Anyone else have this come up in game?

When you read from the Necronomicon…

When you read from the Necronomicon…

When you read from the Necronomicon…

roll +INT.

On a 10+ You have the good sense to stop reading before you learn too much.

On a 7-9 You find your answers, but they bring you no peace.

On a 6- You learn things man was not meant to know.

Map from last week’s +1 ongoing homebrew.

Map from last week’s +1 ongoing homebrew.

Map from last week’s +1 ongoing homebrew. The Paladin of Puress, Cleric of Dracori and Wizard/Necromancer arrive at, and just entered the lair  Wizard’s former master, who is a lich in the process of reconstituting his body after recent attempted murder by the Wizard and another apprentice (who the wizard has since tricked the party into killing). The Druid was off on her own (Sometimes Separate Them is just handed to you, HA!) so I needed to switch focus to her, but wanted to make use of the down time, too. I handed the Wizard’s player a map and a marker and said:

“He’s your former Master, you know the lay out of the lair better than anyone else. You draw the map.”. Then I switched focus on the Druid and her storyline.

When I was done with her, the Wizard’s player explained the room’s layout and then we ended the adventure there. Next week will be the thrilling conclusion of their encounter.

I liked this because it both saved me time and insured that the player’s would be fighting in an arena they WANTED to fight in. Also it sorted of embodied the “Leave Blanks” spirit. None more blank, one might say.

If I were to give any piece of advice to new GM’s is this: In DW it’s OK to hand off stuff to the players and have them do it for you. Not sure of what’s in town. Ask the player’s what they want or need from a town. Drawing a blank for an NPC, ask the player “She’s/He’s clearly not a local, from his accent where are they originally from? Why did they move here?”, etc..