The Fighter is trying to pry open the door to the dungeon, but his roll to Bend Bars & Lift Gates was a 7-9 and it’s…

The Fighter is trying to pry open the door to the dungeon, but his roll to Bend Bars & Lift Gates was a 7-9 and it’s…

The Fighter is trying to pry open the door to the dungeon, but his roll to Bend Bars & Lift Gates was a 7-9 and it’s taking a while and making a lot of noise. The noise has attracted bullywugs!

I announced their presence with a shifting in the reeds, and the growing sound of croaking. The Cleric hefts shield and mace and keeps his eyes peeled for danger, and the Ranger draws his bow and hangs back, covering the Cleric.

We resolve it as the Cleric rolling Discern Realities with the Ranger’s Aid, and that gets them a 10+. They learn that…

● they need to watch out for bullywugs creeping up on them in the grass, a few are really close but there are lots more out there!

● the ruin is useful; if they can get inside and close the door, they’ll be safe from the frog-men (for now at least)

● the bullywugs are about to charge, here they come, four of them!

(See me showing signs of an approaching threat with my answers!)

The Ranger lets fly with a Volley (with a bonus for acting on Discern Realities), hits with a 10+, and drops one of them. But that leaves 3 bounding toward you while the Fighter has the door like halfway open, if he let’s go, it’s gonna take forever to get it open again. Cleric, what do you do? (I’m putting them in a spot.)

The Cleric is like “Oh, no they don’t, they aren’t getting past me! I rush forward and smash the one on my left with my shield, then swing my mace at the one on the right, and boot the third one, in front of me!”

Bold move, Cleric, but I’m a fan and we’ve established he’s good in a fight, so let’s have it be a Hack & Slash. He rolls a 7-9, and so his attack hits. Now, I say that he deals damage to the one he shield bashed and the one he smashed with the mace, but not the one he booted. Let’s say he rolls damage twice, and does 2 damage with the shield and 6 with the mace, enough to drop one of them.

Of course, with that 7-9 to Hack and Slash, “the enemy makes an attack against you.” You’re the GM, which one do you do?

Option A: Use the bullywugs’ leap onto or over someone or thing move, and the bullywug that got shield bash jumps on the cleric and tackles him (no damage) and the other bullywug jumps over him and goes after the Ranger and Fighter (who’s still preoccupied), “Ranger what do you do?”

Option B: Deal Damage/Put Them in Spot and have the two remaining bullywugs pounce on the Cleric, doing d6+1 damage. “Ranger you see the cleric get tackled and stabbed, what do you do?”

Option C: Hurt Them and the bullywug on the right (the one that the cleric bashes with his mace) stabs the cleric in the shoulder as he gets his soft skull smooshed in, Cleric it’s a nasty, bleeding gash, take d6 damage. The other two are knocked down and back, though. Ranger, the cleric has that group in hand but you spot other groups of bullywugs getting closer, some approaching from the left and others from the right, they still haven’t come out of the reeds left, what do you do?”

Again, not necessarily what you think you should do, but which one do you think you would do?

The Barbarian and the halfling Thief have been descending a crumbling stairway that juts out into a vast, cavernous…

The Barbarian and the halfling Thief have been descending a crumbling stairway that juts out into a vast, cavernous…

The Barbarian and the halfling Thief have been descending a crumbling stairway that juts out into a vast, cavernous abyss. The stairs come to an abrupt end, and stone crumbling off under their weight and fall-fall-falling into the darkness. Out there, at the edge of their torchlight and maybe 5′ below them, they can barely make out the “next” stair. A gap of maybe 15′ lies between them.

As they take this in, they think the hear a scraping noise from above, then some rocks or pebbles clattering down into the abyss. The Thief shines his spotlight lantern in that direction, the Barbarian holds her torch high. They Discern Realities, the Barbarian aiding the Thief, and get a 7-9.

What should I be on the lookout for? “Oh, crap… you spot a a big winged demon-looking thing, perched on a ledge up above. At first you think it’s a statue but no, its eyes open, and quick as anything it’s diving toward you, what do you do?”

The halfling Thief flings his dagger at it, triggering Volley but rolling a miss.

“Your arrow flies wide and WHOOMP it just snatches you off the ledge, out into nowhere. Barbarian, you’re blinking after the gargoyle that just flew off with the halfling when you hear a another rush of wind and barely spot something diving towards you, what do you do?” (GM move: show signs of an approaching threat.)

The Barbarian’s like “I whip my broadsword at it, gutting it as it attacks me! Hack & Slash?” Yup. She rolls a 7-9, and 5 damage, forceful and messy, but it’s still up.

“Okay, you don’t gut it, it gets its arm up in the way, but you do cleave through its arm and check its momentum.” (Not really a move, just narrating what happened and including the Barbarian’s tags. NOW I make my move, the gargoyle’s attack with the element of surprise) “Unfortunately, whoomp another one lands behind, unexpectedly, and rakes across your back. Take d6+2 damage and you stumble forward on the stairs towards the first one, what do you do?”

The Barbarian lets herself fall forward and uses her momentum to gut the first gargoyle, getting out of reach of the one behind her. Hack and Slash again! She rolls a 10+, chooses to deal damage and evade the enemy’s attack. Rolls 7 damage (messy and forceful). it has 3 HP and 2 armor, so that’s plenty of damage to kill it.

You’re the GM. Let’s say you decide to stay on the Barbarian instead of flipping over to the halfling Thief. Do you say…

option A: “Yeah, just like you said, you run it through and stumble out of reach of the other other one. You even manage to get your blade free, flinging the dead gargoyle into the abyss. What do you do?”

or

option B: “Yeah, just like you said, you run it through and stumble out of reach of the other other one. You even manage to get your blade free, flinging the dead gargoyle into the abyss, then twisting around just as the other one leaps at you, trying to bowl you over the edge of that last stair. What do you do?”

The Ritual Game (Homebrew World edition)

The Ritual Game (Homebrew World edition)

The Ritual Game (Homebrew World edition)

How it works: I’ll say what magical effect I want to create. You reply with “Of course, but…” and then 1-4 of the following.

• You must draw on a place of power, such as __

• It’s going to take __ minutes/hours/day

• First you must __

• You’ll need help from __

• It’ll require the sacrifice of __

• The best you can do is __

• You/your allies will risk danger from __

When you give your answer, you must also describe a magical effect that you wish to create. Another participant will answer, tagging you and telling you what’s required, then posting the magical effect they wish to create. And so on, and so on.

Rules

When you reply, tag the person you’re replying to and copy/paste the effect they want to create.

If a ritual has already been answered, don’t answer it again (cross-posts are okay.)

No commentary posts! Just post the effect you desire, or the requirements for someone else’s effect.

(requirements above are slightly tweaked from standard Ritual, per my Homebrew World rules. Also, h/t to T. Franzke who first started one of these back in the day. EDIT: tagging the right Tim!)

The Thief, the Paladin, and the Cleric have followed the orcs’ bloody trail down the dirt-packed tunnel and into an…

The Thief, the Paladin, and the Cleric have followed the orcs’ bloody trail down the dirt-packed tunnel and into an…

The Thief, the Paladin, and the Cleric have followed the orcs’ bloody trail down the dirt-packed tunnel and into an old cellar. It’s dusty and cluttered, but the tracks end at the far wall, going right through it. Obviously it’s a secret door.

They spread out, looking for a way to open it. The paladin Discerns Realities, but even with the Cleric’s Aid, it’s a miss.

I put them in a spot and as they search, the door opens from the other side. Two orcs stand in the doorway. One blinks. The other snarls and draws his cleaver. What do you all do?

The Cleric starts casting magic weapon. The Thief draws his rapier. The Paladin’s polearm is leaning against the wall, and the quarters are too tight to use it, so he slams the door shut on the orcs.

I have the Cleric and the Paladin roll at the same time (Cast a Spell and Defy Danger with STR or INT, his choice). They both get a 7-9. The cleric chooses to draw unwelcome attention, and that lends nicely to a “worse outcome” on the Paladin’s Defy Danger…

“Paladin, you slam the door on the arm of the one who was blinking, cutting him off, but not before the other orcs spies you, Cleric, and barrels into the room growling “CASTER!” and swings his cleaver at your head, what do you do?”

The Thief interjects: “I lunge at him and stab him! Backstab?” No, not a backstab; the orc is hardly surprised or defenseless. It’s just a Hack and Slash, you still want to do it? “Sure!” Rolls. 7-9.

“Okay, deal your damage. How much? Only 2, huh? Well, it’s still up, and I think it checks it charge and twists back, your blades slices across its ribs.”

Then, for it’s attack, I choose to hurt them (the orc bloodwarrior does messy damage after all) and say “But as you spring back from your lunge it lashes out and just CHOPS into your forward leg, right above the knee and there’s a spray of blood. Take d6+2 damage and your knee buckles under you, not bearing your weight.” The Thief takes like 5 damage, ouch, but he’s got like 13 left so whatever.

You’re the GM. You turn the spotlight back to the Cleric. What do you do?

Option A: Cleric, you see this happen: the lunge, the chop, the spray of blood. The Paladin’s leaning against the door with the other orc’s arm sticking out. What do you do?”

Option B: Cleric, you see this happen: the lunge, the chop, the spray of blood. The Paladin’s leaning against the door with the other orc’s arm sticking out. This orc, though, doesn’t even slow down, it presses the attack on the Thief, stepping in going after him with the back-swing, and you can see the Thief stumble. What do you do?”

Just officially registered my Stonetop “long con” events for Gauntlet Con: Stonetop: Into the Woods (3 parts).

Just officially registered my Stonetop “long con” events for Gauntlet Con: Stonetop: Into the Woods (3 parts).

Just officially registered my Stonetop “long con” events for Gauntlet Con: Stonetop: Into the Woods (3 parts). They’ll be:

Friday, 19 Oct, from 2pm – 6pm EST

Saturday, 20 Oct, from 10am – 2pm EST

Sunday, 21 Oct, from 8am – 2pm EST

The blurb:

The crinwin (horrid little things that live in the trees) have been getting bolder of late, and hunters and trappers report all sorts of darksome signs. Tonight, though, they’ve gone too far! An infant is missing, a father injured, and someone swears that they spotted crinwin inside the ringwall! What do you do?

The Ranger, the Fighter, and the Wizard are holed up in a mostly-buried building, like an old cellar or something:…

The Ranger, the Fighter, and the Wizard are holed up in a mostly-buried building, like an old cellar or something:…

The Ranger, the Fighter, and the Wizard are holed up in a mostly-buried building, like an old cellar or something: sturdy, its one entrance covered by brush. Easy to defend. They’ve bound their wounds, eaten, and set watch.

During the Fighter’s watch, he hears something creeping about outside. Getting closer. They’ve been dodging the mutated inhabitants of this ruined city, and they’re on edge. The Fighter rouses the other two, quietly.

The Fighter and Ranger each notch arrows. The Wizard stands back a bit and gets ready with the magic. (It’s a small space… like a big closet.)

It’s getting closer, closer, closer. NOW! The Fighter shoots through the brush. Maybe we resolve it with a Volley, maybe it’s Defying Danger. Doesn’t matter. He rolls snake eyes, a miss.

So CRASH… this thing bursts through the brush and into the room! Tall and gaunt, eyeless, tentacles coming off its shoulders, creepy fine hairs all over its skin. HIISSSSSS!

One of its tentacles lashes around Fighter’s bow-arm, the other tentacle wraps around the Wizard’s throat, and it kicks the Ranger in the stomach and sends her flying back, gasping for air. In close quarters, this thing is awful.

The Fighter draws a dagger with his left hand and lashes down at this thing’s tentacle, hoping to chop it off and get free. He rolls Hack & Slash, gets a 7-9, does some crap damage (maybe 2 HP, and this thing has 8). For its attack, it flings the Wizard into the Fighter, hurting them both (d8 damage each) and dazing them for a moment. (using a monster move: perform a feat of terrible speed and strength)

You’re the GM. You turn the spotlight on the Ranger.

Option A: “Ranger, you just saw that happen, all in a blink. You’re slumped against the far wall, gasping for breath, bow in hand. What do you?”

Option B: “Ranger, you just saw that happen, all in a blink. You’re slumped against the far wall, gasping for breath, and you realize that those tentacles are like poking and prodding, about to piercing into the flesh of the Wizard and probably the Fighter, too! Your bow is hand. What do you do?”

These are your only two choices. Which one do you do?

Not necessarily the one you think you should do, but the one you think you would probably do if you were the GM?

(Assume using standard Dungeon World rules & moves!)

Pretty seriously thinking about making this change for Stonetop. I’d love some more feedback.

Pretty seriously thinking about making this change for Stonetop. I’d love some more feedback.

Pretty seriously thinking about making this change for Stonetop. I’d love some more feedback.

Originally shared by Jeremy Strandberg

Continuing to tinker with Hack & Slash

Here’s what I’m thinking. Explanation in the blog post.

HACK & SLASH

When you fight in melee, roll +STR. On a 7+, you attack your foe (deal damage!) and suffer the enemy’s attack; on a 10+, also pick 2; on a 7-9, also pick 1 (but not the first one).

● You evade/counter/prevent the enemy’s attack

● Your attack is powerful/fast/brutal: add +1d6 to your damage

● You hold the initiative or give it to an ally; say what you do next, or who gets to go next

Thoughts?

(edit: slightly reworded; it used to say “By default” instead of “On a 7+;” changed because I want a miss to still be completely undefined. I know I’ve had H&S misses where I brought in something out of left field, like a grim portent, instead of the enemy attacking. I also rephrased it to say “you attack your foe (deal damage) and suffer…” because I intend to have “Deal Damage” be it’s own basic move when I’m done.

Putting my “initiative” based tweak to Hack and Slash through its paces.

Putting my “initiative” based tweak to Hack and Slash through its paces.

Putting my “initiative” based tweak to Hack and Slash through its paces.

This isn’t actual actual play, but it’s one of the ways I work through a rules change to see how it’ll play out. Despite objections that others have raised, I’m liking this quite a bit.

Even if you aren’t interested in my tweaks, you might find this a fun read. It’s a pretty extensive, brutal fight scene.

https://docs.google.com/document/d/1uaCkx9aJEuJwZdZPjj0qzrtbe292A5-VQogTBFrFlQQ/edit?usp=sharing

Another discussion of Discern Realities from the archives of the Tavern.

Another discussion of Discern Realities from the archives of the Tavern.

Another discussion of Discern Realities from the archives of the Tavern. Originally a discussion prompted by Gerke Bouma.

Discern Realities v. Spout Lore v. Just Describing Stuff

This is another retrieval from the archives of the Dungeon World Tavern. Gerke Bouma posted about how “I still struggle sometimes with when to use discern realities and spout lore, and when to simply provide information or make them do a different type of roll.” This was my response.

Continuing to tinker with Hack & Slash

Continuing to tinker with Hack & Slash

Continuing to tinker with Hack & Slash

Here’s what I’m thinking. Explanation in the blog post.

HACK & SLASH

When you fight in melee, roll +STR. On a 7+, you attack your foe (deal damage!) and suffer the enemy’s attack; on a 10+, also pick 2; on a 7-9, also pick 1 (but not the first one).

● You evade/counter/prevent the enemy’s attack

● Your attack is powerful/fast/brutal: add +1d6 to your damage

● You hold the initiative or give it to an ally; say what you do next, or who gets to go next

Thoughts?

(edit: slightly reworded; it used to say “By default” instead of “On a 7+;” changed because I want a miss to still be completely undefined. I know I’ve had H&S misses where I brought in something out of left field, like a grim portent, instead of the enemy attacking. I also rephrased it to say “you attack your foe (deal damage) and suffer…” because I intend to have “Deal Damage” be it’s own basic move when I’m done.

Tinkering with Hack & Slash

There’s a lot a like about Hack and Slash, but it’s always bugged me how utterly mechanical the player side of the move is. You “deal your damage,” and maybe evade the enemy’s attack, but the move is silent regarding the momentum of the fight itself.