DW Tavern

DW Tavern

DW Tavern,

How would you go about shanghaiing the party to become part of the crew of a ship for a nautical adventure? A move seems like too much room for chance, even if crafted in such a way that the shanghai is inevitable. Alternately, knocking a whole party out with little they can do about it seems a hard sell. In my thoughts if narrating the event, I would isolate members, then knock out, minimizing the hard feelings. As a move, I could offer holds for high rolls, like retaining equipment or something, though ultimately the shanghai would happen. Thoughts and thanks.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

DW Tavern. This is the third, and final, custom move I created for a new campaign. (Dennis, ditto). Thanks again.

New Campaign Move: Thirst in the Desert (instead of the normal Quartermaster roll)

When out of rations in the desert and you become the Quartermaster, roll+WIS. On a 10+, each member of the party increases their rations by 1 as you locate a water source. On a 7-9, no one loses rations, but the Quartermaster chooses 1. On a 6-, each member without rations takes a debility and the Quartermaster chooses 2.

1) Each member in your party suffers 1 damage per day, which may not be healed, as your clothing cannot handle the wind-whipped sand and sands gets everywhere causing immense discomfort.

2) You identify an Oasis in the distance and must direct the party toward the site to resupply (the site is a mirage).

3) Members without any rations may not be healed until resupplied due to dehydration.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

DW Tavern. This is the second custom move I created for a new campaign. (Dennis, ditto). Thanks.

New Move – Disrespecting the Divine

When you enter a Fey-Anid holy site without making the proper obeisance, roll+CHA. On a 10+, the holy site accepts your ignorance of their practices, but suffer a temporary Charisma debility that last until you leave the temple. On a 7 – 9, the holy site accepts your attendance, but with reservations; choose 1. On a miss, the GM chooses 2.

1) Take -1 ongoing while inside the holy site

2) Lose your hearing or sight until you atone

3) Suffer a Charisma debility

Dw Tavern

Dw Tavern

Dw Tavern,

This is the first of three custom moves I have created for a new campaign front I am running. I would appreciate your thoughts. (Dennis, don’t read this 🙂 ). Thanks in advance.

New Move – Mechanical Trap

When you open a trapped sun aspect ark without looking for and/or finding and disarming a trap first, roll+DEX. On a 10+, you avoid the trap’s effect. On a 7 – 9, you avoid some of the trap’s effect; choose 1. On a miss, the GM chooses 2.

1) Take 12 damage, ignoring armor, of a type relevant to the sun aspect ark you opened:

o Hi-Ding: Sticky acid covers you and destroys all consumable items and 1 non-consumable item;

o Sey-Ting: Cold frost sprays and numbs you, and for 1 hour then next miss you roll with a weapon destroys that weapon;

o Noc-Turne: Poison darts pepper you, and your party members (6 damage) within close distance, ignoring armor;

o Scal-Ding: A jet of fire sprays you, and all non-metal items are destroyed;

o Ris-Ing: A floor column rises you into the air smashing you against the ceiling, and all metal items are destroyed.

2) A deafening gong alarm sounds throughout the temple alerting any and all to your presence, and you and all your party members go deaf for 6 hours. All spell casting and verbal communication is impossible for 6 hours.

3) Alter your alignment according to the sun aspect ark you opened (no effect if already the same alignment, but still form the bond).

o Hi-Ding: Neutral, and immediately form an adverse bond with one of your items

o Sey-Ting: Lawful, and immediately form an adverse bond with a chaotic PC

o Noc-Turne: Evil, and immediately form an adverse bond with a good PC

o Scal-Ding: Chaotic, and immediately form an adverse bond with a lawful PC

o Ris-Ing: Good, and immediately form an adverse bond with an evil PC

Question for the Tavern about debilities…

Question for the Tavern about debilities…

Question for the Tavern about debilities…

Do debilities incur a -1 to the attribute, thereby possibly undermining the associated modifier, or replace the modifier with a -1?

I haven’t been able to find explicit direction. My inclination is that the modifier is replaced, or else debilities are not really that bad, especially considering that you only get one per stat.

I appreciate any thoughts on the matter.

Mikie