-Just a What if?

-Just a What if?

-Just a What if?

GM: The orcs are on the hills above you. All of them with bows. They fire. Arrows darken the sky. What do you do?

All players except One: We scurry beneath rock, etc. to avoid the arrows! (Defy Danger)

Player One: I do nothing.

-What would you do? Technically Player One hasn’t taken a move. Can you hit them with damage anyway? Thoughts appreciated. A new player had this question and I don’t think I answered it sufficiently.

For review

For review

For review

Dust of Elryk

A light cerulean blue powder. Highly prized by sorcerers and warlocks. Made by the monks of Rise from a rare fungi that only grows in elven realms.

When snuffed roll + con.

-10+ take +1 forward on any magic related roll.

-7-9 Take +1 forward but also choose one:

Use 1 dose and suffer minor hallucinations. Describe. The hallucinations can be seen by your friends.

Use 1 dose and suffer physical symptoms (shakes, sweats, vomiting, etc.). Touching a friend removes the sickness and transfers it to them.

-6- Use 1 dose. No effect.

For review

For review

For review

Moon-Bronze Armour

Baroque, inlaid plate and chain armor made of elven Moon-Bronze. Delicate, swirling designs cover the plates surface.

When you wear this armor under the light of the moon and it is pierced, choose to roll + nothing. *10+ The damage is absorbed by the armor. *7-9 Choose one below. *6- Take damage as normal.

– The armor absorbs all the damage. Lose 1 armor.

– You take damage as normal, but the armor shines with moonlight causing terror to any of your enemies that can see you. Describe what they do. Lose 1 armor.

– You take the damage as normal. Lose 1 armor. The armor shines with scintillating moonlight and you become translucent and Insubstantial for the duration. Only magic can hurt you. You may hurt others. While in this state you can be seen by Insubstantial creatures of other, higher realms…

When all armor is lost, the Moon-Bronze Armour dissipates forever in glimmering moonlight.

Advice request.

Advice request.

Advice request. I’m running my first real session of Dungeon World tomorrow (I ran a one-shot once). This game is via Roll20. I have a hex map prepared for an area. Should I just show the entire map and let them plot their course, or should I use fog of war and reveal as they go? The characters have never been in this region before. Thx for any advice!

Thoughts?

Thoughts?

Thoughts?

The Sorrow of the Elves

When your elf blood enters an area that has felt great elven sorrow, roll+wis. On a 10+ you feel the weight of your years and the elven memories that surround you, but are able to fight against the pull of ennui. On a 7-9 Your fortitude is great and you succeed at not breaking elven composure. But there is a cost. Choose 1.

>Take -1 forward on your next Last Breath roll as you feel the pull to join the fallen. You grab a memory from the chaos. Take +1 forward on Discern Realities regarding the area. The memory is forever yours.

>The voices overwhelm you, Age 100 years and ennui drags you down. Immediately Make Camp. Gain no healing or XP. Tale +1 forward on Spout Lore regarding the area. The voices speak to you.

On a miss:

If you die in the area, no Last Breath, you will become a Wraith. Never to be joined with the spirit of the fey, unless some great sacrifice by others is made. GM call.

Too much?

Too much?

Too much?

I looked into the Blindheim’s Eye!

When exposed to the light of a Blindheim’s eye, roll+dex. *On a 10+, you close your eyes before it’s light blinds you. * On a 7-9 You are blind! Obviously you can’t see. Act accordingly and take -1 Forward until 1d6 minutes have passed. On a miss. Oh, you didn’t want to miss. One of your eyes pops from seeing the light. Take -1 Forward for actions that require vision until you Recover. You’ll learn to live with one eye.

A simple, viable move? Looking to incorporate quicksand in there also…

A simple, viable move? Looking to incorporate quicksand in there also…

A simple, viable move? Looking to incorporate quicksand in there also…

Traveling the Bleak Mire

For each day you travel in the fetid Bleak Mire roll + Con. 10+ you travel the mire without issue. On a 7-9 choose 1. On a miss, choose 2.

– You traveled through swamp water and are invaded by leeches. Lose 1 hp until you next Make Camp.

– Parasites. You do not feel well. Take a debility to Con until you Recover.

– Insects, swarm, buzz and annoy. Take a debility to Int until you leave the Bleak Mire.

New to Dungeon World and working on my first campaign.

New to Dungeon World and working on my first campaign.

New to Dungeon World and working on my first campaign. Picked up the Alternate Playbook. Have a question about the Templar. This move seems weird…

I Am The Law

When you give an NPC an order based on your position of power, roll+CHA.* On a hit,* they choose one:

Specifically, the On a Hit part. This just a different way of stating the standard 7+ is some form of success?