Compendium Class from my Westhold Campaign. Submitted for your perusal. Judgement and Comments welcome as well. :)

Compendium Class from my Westhold Campaign. Submitted for your perusal. Judgement and Comments welcome as well. 🙂

Compendium Class from my Westhold Campaign. Submitted for your perusal. Judgement and Comments welcome as well. 🙂

It’s been stated in the Tavern time and again, a “+1” is least interesting bonus to award and should be avoided -…

It’s been stated in the Tavern time and again, a “+1” is least interesting bonus to award and should be avoided -…

It’s been stated in the Tavern time and again, a “+1” is least interesting bonus to award and should be avoided – yet “+1” is used often in DW.  So, how does one decide when “+1” is the appropriate bonus to attach to a move?

I’ve a con in a couple of weeks and will be running several sessions of DW.

I’ve a con in a couple of weeks and will be running several sessions of DW.

I’ve a con in a couple of weeks and will be running several sessions of DW. In between these session, I am going to run the fun little game below – The Eeevillll! where A Kid, his Stuffed Best Friend and their Toy Allies must thwart a great Eeevillll!!!  For Tone and Frame of Reference think Calvin and Hobbes, Toy Story, Winne the Pooh and Rugrats.

This is just a rough front that I kicked out in an hour while the muse hit me. Play books and rules changes will come later.

Comment as you will.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Bunch of Custom Moves from my Westhold campaign, provided for review, critique and inspiration.

Lost in the Run

When you move off the beaten trail in the Run, roll +WIS. On 10+, you follow the intended path. On 7-9, you follow the intended path and choose one:

• You follow a false path for a decent amount of time. 

• Danger finds You

• You find Danger

Those who can Hunt and Track or have a very good map, add +1 to the roll

Activate a Legion Stone

When you Open a Legion Stone by trickling some magic over it, roll +CHA. On 10+, choose three. On 7-9, choose two. On 6- the Legion Stone is empty.

• Equipment, Provender or Coin

• Enough for four

• One, High Quality or Magical

• Enough for 10, Low Quality

• Document

• Liquid

• Not trapped

Dig for Artifacts

When you dig in a ruin looking for something, roll +WIS. On 10+, choose three. On 7-9 choose two. On 6- you just waste some time.

• Personal Artifact 

• High value

• Arcana

• Weapon

• Multiple Items

• Coinage

• Don’t attract unwanted attention

Wrestle the Champion

When you Wrestle the Champion, roll + STR or DEX. On 10+, choose two. On 7-9, choose one:

• Throw your Opponent. Opponent takes 1 damage. You gain space

• Lock and Squeeze. Opponent takes 1 damage

• Head butt. Both take 1 damage. Opponent is stunned. Go again.

• Catch your breath. Heal 1 damage

• Flurry of blows. Any combination of two stun or damage.

• Scamper away. Gain space.

• Flying kick. Opponent knocked to the ground.

• Dirty Trick. Opponent Stunned. You get +1 to next roll

Highest total goes first. Start out near each other. First to five points is declared the winner.

Death Pays a visit to Westhold.

Death Pays a visit to Westhold.

Death Pays a visit to Westhold.

First death tonight in our young Westhold Campaign. The party’s cheerful and innocent Mage died memorably after exposing the Skaven Assassin and Seer, only to fall to the death throes of an exploding Devastation Pillar. A good time was had by all 🙂

In the after meal round up the players expressed a new found and healthy respect for the lethal potential of DW combat. None will be discouraged from”doing what must be done” but all will be more careful. I think is a good idea. 🙂

Consider this:

Consider this:

Consider this:

Empowered Magic

When you cast a spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:

•The spell’s effects are maximized

•The spell’s targets are doubled

Question – is one the “normal” 7-9 options chosen in addition to one of the “bonus” options, or just the “bonus” option?

A couple of simple Moves questions.

A couple of simple Moves questions.

A couple of simple Moves questions.

1. Can a Move be awarded for actions during the game?  For example – You have saved the Princess. When you are in the kingdom and call upon the king, he will send aid?

2. Can a player acquire a Move during a session?

3. I’ve several custom moves where, rather than giving a +1, the threshold for failure has been lowered, i.e., Treat any total of 6 as 7. Does this “half bonus” seem too excessive or out of place?

The rulebook advises starting FIRST session with the PCs in some sort of tense or perilous circumstance.

The rulebook advises starting FIRST session with the PCs in some sort of tense or perilous circumstance.

The rulebook advises starting FIRST session with the PCs in some sort of tense or perilous circumstance. This allows the GM to have a least some planning in place. Assuming “completion” of the immediate threats in the first session, how does one start the SECOND session without railroading the character’s choice?

Finally got to GM DW with the home group. First session was a blast! Already making plans to play again.

Finally got to GM DW with the home group. First session was a blast! Already making plans to play again.

Finally got to GM DW with the home group. First session was a blast! Already making plans to play again.

Session outline attached. Most of the high points were used, but the final encounter was totally off the cuff based on the Fiction.