Episode 18 of Discern Realities has just been released!

Episode 18 of Discern Realities has just been released!

Episode 18 of Discern Realities has just been released! If you are interested in participating in the location-based custom move contest we announce on this episode, please paste the text of your move in the comments on this post, or in a comment on the website. You could win a $25 gift certificate to DriveThru RPG!

Here are the time codes:

What Happened Here Recently?

Wrapping-up Carcosa sessions (00:23)

What Should I Be On the Lookout For?

World of Dungeons (06:37)

What Here is Not What it Appears to Be?

A discussion about our ‘core’ playbooks (11:07)

What Here is Useful or Valuable to Me?

Location-based custom move contest (17:42)

What is About to Happen?

Our ‘comic strip’ AP featuring the adventures of Domenico Castafiel (22:00)

Iotho’s offer (23:48)

To the vault… (26:54)

http://www.gauntlet-rpg.com/discern-realities/episode-18

42 thoughts on “Episode 18 of Discern Realities has just been released!”

  1. Here is the text of the custom move I mention on the show:

    Shrine of Dugmaren Brightmantle

    Description:The door to the shrine depicts the dwarven god of discovery and invention, Dugmaren Brightmantle, holding a glowing gear in his hand. Inside the room are a few prayer plinths arranged in a semi-circle before an altar, atop which is a complex tower of gears, cogs, and pulleys known as a Holy Machine of the Brightmantle. A single brass lever is in a place of importance, at the top of the altar steps, just in front of the Machine.

    Custom Move: If you say a prayer to the Brightmantle and then pull the lever, roll +CHA. On a 10+, the Brightmantle grants you a major boon for an upcoming adventure. On a 7-9, he grants you a minor boon for an upcoming adventure. On a miss, the Brightmantle finds you wanting, and a piece of your equipment may fail you at a critical moment during an upcoming adventure.

  2. Here is the text of the custom move I mention on the show:

    Shrine of Dugmaren Brightmantle

    Description:The door to the shrine depicts the dwarven god of discovery and invention, Dugmaren Brightmantle, holding a glowing gear in his hand. Inside the room are a few prayer plinths arranged in a semi-circle before an altar, atop which is a complex tower of gears, cogs, and pulleys known as a Holy Machine of the Brightmantle. A single brass lever is in a place of importance, at the top of the altar steps, just in front of the Machine.

    Custom Move: If you say a prayer to the Brightmantle and then pull the lever, roll +CHA. On a 10+, the Brightmantle grants you a major boon for an upcoming adventure. On a 7-9, he grants you a minor boon for an upcoming adventure. On a miss, the Brightmantle finds you wanting, and a piece of your equipment may fail you at a critical moment during an upcoming adventure.

  3. The Hall of the Mad Collector Marden Crayne

    This abandoned stone hall leads deep down into the vaults of the supposedly long-dead Mad Collector Marden Crayne. Along its stone walls are dusty murals depicting Marden with some of his prize possessions. He was a wiry and smiling old man with an insane gleam in his eyes, always wearing elaborate clothing the character’s have never seen before.

    The murals depict some of his strange and wonderful objects: An ancient heavy skull with a gaping maw and five horns, a curved staff of polished multi-colored wood, a giant purple egg the size of a man’s head, a jar of a strange brown liquid where small human figures can be seen packed in like sardines.

    At the end of the hall is a heavy stone door without handles or hinges. In the center of the door are a multitude of stone discs arranged in a circular pattern. They are able to be rotated and slid around a track into different formations.

    A design is etched upon each disc. The designs are meaningless by themselves, but the discs can be arranging in various ways to create images.

    Custom Move

    When you spend a moment arranging the discs to depict a specific image, describe the image and roll +WIS…

    10+ The discs lock into place, the image glows brightly, and the door swings open.

    7-9 The same, but the image you created seems to linger on your retinas. You will see glimpses of it everywhere in Marden’s vaults, and it will pop into your head at the most inopportune moments until you spend some time outside these walls.

    6- The image flares brightly then subsides but the door remains closed. The image you created burns itself into your brain. You are obsessed with it. Fixated on it. You become CONFUSED and STUNNED until you spend some uninterrupted time with a real life analog of the image.

  4. The Hall of the Mad Collector Marden Crayne

    This abandoned stone hall leads deep down into the vaults of the supposedly long-dead Mad Collector Marden Crayne. Along its stone walls are dusty murals depicting Marden with some of his prize possessions. He was a wiry and smiling old man with an insane gleam in his eyes, always wearing elaborate clothing the character’s have never seen before.

    The murals depict some of his strange and wonderful objects: An ancient heavy skull with a gaping maw and five horns, a curved staff of polished multi-colored wood, a giant purple egg the size of a man’s head, a jar of a strange brown liquid where small human figures can be seen packed in like sardines.

    At the end of the hall is a heavy stone door without handles or hinges. In the center of the door are a multitude of stone discs arranged in a circular pattern. They are able to be rotated and slid around a track into different formations.

    A design is etched upon each disc. The designs are meaningless by themselves, but the discs can be arranging in various ways to create images.

    Custom Move

    When you spend a moment arranging the discs to depict a specific image, describe the image and roll +WIS…

    10+ The discs lock into place, the image glows brightly, and the door swings open.

    7-9 The same, but the image you created seems to linger on your retinas. You will see glimpses of it everywhere in Marden’s vaults, and it will pop into your head at the most inopportune moments until you spend some time outside these walls.

    6- The image flares brightly then subsides but the door remains closed. The image you created burns itself into your brain. You are obsessed with it. Fixated on it. You become CONFUSED and STUNNED until you spend some uninterrupted time with a real life analog of the image.

  5. The Nekuian Caverns

    In some place remote from human civilization there is a barely noticeable cave entrance. A set of rough-hewn stairs winds its way deep into the ground, over an underground river and past a lifeless bone-white tree. It opens up to a series of massive carved chambers where any fire you bring sputters and dims and the air is worryingly stale. At the far end of the caverns is a shallow trench in the ground, meant to receive the blood of a sacrificial animal, such as a flawless heifer or a hearty ram.

    When you perform a ritual sacrifice, spilling blood into the trench, the caverns transform and the wall beyond you becomes the Black Gates of Death’s Kingdom. Tell the MC what the Black Gates look like. The spirits of the dead crowd past the Black Gates to drink the blood you have spilled, and you may seek congress with them once they drink.

    Choose as many as you want from the following options to gain hold 1-for-1:

    * You must perform a sacrifice that is extraordinary in some way. Tell the MC what you do, and the MC will tell you if it is enough.

    * You must intimidate or fend off other spirits, at your peril, in order to speak to the spirits you have come for.

    * You must share the food of the dead and will be forever changed by it. If ever you roll Last Breath and get a 10 or 11, you must take the 7-9 option instead.

    * One of the spirits will bring you terrible news, or the spirit will be an important person who has died in your absence, and the spirit’s appearance will bring the terrible news of his or her death.

    * One of the spirits will request an important favor which you cannot bring yourself to refuse.

    You may spend your hold 1-for-1 to choose from the following:

    * You speak to a specific spirit who has important information you desire. It will briefly answer three questions you pose to it to the best of the knowledge it had in life.

    * You speak with the spirits of famed men or women who lived when the world was young. The MC will reveal the location or other useful detail of a place of power or a lost artifact. Name the spirit and tell the MC its life story and how this information is revealed in the spirit’s story.

    * You speak to your departed friends and family. For each other player at the table, name a deceased person and identify your relationship to that spirit. Tell that player either: a quirk or detail about the person, how the person died, or what emotion the person inspires. The other player will answer the remaining questions and play out the scene of you speaking with the spirit. At best the exchange is bittersweet, but for each scene you play out, mark 1 hold. You can use this hold to take +1 forward when you do something life-affirming.

    * You speak with a spirit who conveys a useful prophecy about the future. The MC will give you a warning and tell you something you can do to avoid a terrible fate, but no one else will hear or credit the truth of this prophecy.

    * You may steal an important object or monster from Death’s Kingdom, but it will be dangerous to you, or Death will desire its return.

    Alternately, you may spend 3 hold to ask Death for the return of a friend or loved one. State the offer you make to Death in return for the life, and leave the Nekuian Caverns without looking back.

    Tell the MC what the journey back to the surface looks, feels, sounds, and smells like. Knowing what Death thinks of your offer, the MC will tell you why doubt besets you along your journey. If you look back, whatever Death would have given you is revealed, but you receive nothing, either for good or for ill. If you remain steadfast and do not look back, you receive Death’s gift:

    * If Death is impressed by your offer, the soul you desire follows silently behind you, and regains its life upon exiting the caverns.

    * If Death finds your offer inadequate, the soul follows you but does not return to life. After a short time in the light, it may retreat back to the Black Gates where you cannot follow; or it may remain in the world as a wandering soul or worse.

    * If Death finds your offer insulting, something returns with you, but it is not what you asked for, and it will bring danger, ruin or misfortune down upon you.

    Once you have entered the Nekuian Caverns and left, they remain forever hidden to you, and you may never return to them, even if others point out their location.

  6. The Nekuian Caverns

    In some place remote from human civilization there is a barely noticeable cave entrance. A set of rough-hewn stairs winds its way deep into the ground, over an underground river and past a lifeless bone-white tree. It opens up to a series of massive carved chambers where any fire you bring sputters and dims and the air is worryingly stale. At the far end of the caverns is a shallow trench in the ground, meant to receive the blood of a sacrificial animal, such as a flawless heifer or a hearty ram.

    When you perform a ritual sacrifice, spilling blood into the trench, the caverns transform and the wall beyond you becomes the Black Gates of Death’s Kingdom. Tell the MC what the Black Gates look like. The spirits of the dead crowd past the Black Gates to drink the blood you have spilled, and you may seek congress with them once they drink.

    Choose as many as you want from the following options to gain hold 1-for-1:

    * You must perform a sacrifice that is extraordinary in some way. Tell the MC what you do, and the MC will tell you if it is enough.

    * You must intimidate or fend off other spirits, at your peril, in order to speak to the spirits you have come for.

    * You must share the food of the dead and will be forever changed by it. If ever you roll Last Breath and get a 10 or 11, you must take the 7-9 option instead.

    * One of the spirits will bring you terrible news, or the spirit will be an important person who has died in your absence, and the spirit’s appearance will bring the terrible news of his or her death.

    * One of the spirits will request an important favor which you cannot bring yourself to refuse.

    You may spend your hold 1-for-1 to choose from the following:

    * You speak to a specific spirit who has important information you desire. It will briefly answer three questions you pose to it to the best of the knowledge it had in life.

    * You speak with the spirits of famed men or women who lived when the world was young. The MC will reveal the location or other useful detail of a place of power or a lost artifact. Name the spirit and tell the MC its life story and how this information is revealed in the spirit’s story.

    * You speak to your departed friends and family. For each other player at the table, name a deceased person and identify your relationship to that spirit. Tell that player either: a quirk or detail about the person, how the person died, or what emotion the person inspires. The other player will answer the remaining questions and play out the scene of you speaking with the spirit. At best the exchange is bittersweet, but for each scene you play out, mark 1 hold. You can use this hold to take +1 forward when you do something life-affirming.

    * You speak with a spirit who conveys a useful prophecy about the future. The MC will give you a warning and tell you something you can do to avoid a terrible fate, but no one else will hear or credit the truth of this prophecy.

    * You may steal an important object or monster from Death’s Kingdom, but it will be dangerous to you, or Death will desire its return.

    Alternately, you may spend 3 hold to ask Death for the return of a friend or loved one. State the offer you make to Death in return for the life, and leave the Nekuian Caverns without looking back.

    Tell the MC what the journey back to the surface looks, feels, sounds, and smells like. Knowing what Death thinks of your offer, the MC will tell you why doubt besets you along your journey. If you look back, whatever Death would have given you is revealed, but you receive nothing, either for good or for ill. If you remain steadfast and do not look back, you receive Death’s gift:

    * If Death is impressed by your offer, the soul you desire follows silently behind you, and regains its life upon exiting the caverns.

    * If Death finds your offer inadequate, the soul follows you but does not return to life. After a short time in the light, it may retreat back to the Black Gates where you cannot follow; or it may remain in the world as a wandering soul or worse.

    * If Death finds your offer insulting, something returns with you, but it is not what you asked for, and it will bring danger, ruin or misfortune down upon you.

    Once you have entered the Nekuian Caverns and left, they remain forever hidden to you, and you may never return to them, even if others point out their location.

  7. The Starlit Meadow

    When your adventuring heart compels your boots to the earth in order to explore, discover or catch a glimpse of the unexplained, imagined and concealed – you find yourself in the Starlit Meadow. Time has no meaning here, the skies and stars and the sun traverse their normal trajectory in fits and starts. They flash across the sky with unnatural speed only to hold for moments, before resuming onward seemingly unfazed. The Dew of morning is there on your finger tips and gone in a moment, replenishing itself and then evaporating off yourself and the surroundings in the space of mere heartbeats.

    Every man and woman holds in their soul, the child of what they once were. As you venture forth – it transforms into the meadow you played in, dreamed of, or imagined when you were young and the urge to find more with reckless abandon careened through your veins with the potential only children know.

    When you tell the MC what the meadow appears like to you, a peculiar star hands in the sky and you know, nay, feel – that you must offer something of yourself to it lest this place disappear from your eyes entirely. When you offer 1 of the following, take +1 forward to the following roll for each offering:

    You offer it the truth or the why as yet unspoken of your pursuit of knowledge, riches or glory – as you currently see it. Tell the MC what it is.

    You offer a cherished possession, all the while knowing it may or may not be returned to you.

    You offer it your most protected and buried memory, tell the MC what it is and why it was protected or buried.

    Using your +1 forward, roll. On a hit a voice fills your mind – tell the MC what it sounds like.

    On a 10+, the star lingers longer and the voice gives good detail as to a location where you will find a treasure of something you seek, which is related to the offering(s) you’ve given.

    On a 7-9, the star shudders in the sky, trying to remain but appears unable, it begins to traverse it’s original path. Before it’s gone, though – The voice is broken and shudders in your mind and you hear only a vague impression as to a treasure of something you seek in relation to the offering(s) you’ve given.

    When the star is gone you find yourself in a normal place. The innocence and exuberance of this place feels gone now. Something unknown weeps, and it begins to rain.

  8. The Starlit Meadow

    When your adventuring heart compels your boots to the earth in order to explore, discover or catch a glimpse of the unexplained, imagined and concealed – you find yourself in the Starlit Meadow. Time has no meaning here, the skies and stars and the sun traverse their normal trajectory in fits and starts. They flash across the sky with unnatural speed only to hold for moments, before resuming onward seemingly unfazed. The Dew of morning is there on your finger tips and gone in a moment, replenishing itself and then evaporating off yourself and the surroundings in the space of mere heartbeats.

    Every man and woman holds in their soul, the child of what they once were. As you venture forth – it transforms into the meadow you played in, dreamed of, or imagined when you were young and the urge to find more with reckless abandon careened through your veins with the potential only children know.

    When you tell the MC what the meadow appears like to you, a peculiar star hands in the sky and you know, nay, feel – that you must offer something of yourself to it lest this place disappear from your eyes entirely. When you offer 1 of the following, take +1 forward to the following roll for each offering:

    You offer it the truth or the why as yet unspoken of your pursuit of knowledge, riches or glory – as you currently see it. Tell the MC what it is.

    You offer a cherished possession, all the while knowing it may or may not be returned to you.

    You offer it your most protected and buried memory, tell the MC what it is and why it was protected or buried.

    Using your +1 forward, roll. On a hit a voice fills your mind – tell the MC what it sounds like.

    On a 10+, the star lingers longer and the voice gives good detail as to a location where you will find a treasure of something you seek, which is related to the offering(s) you’ve given.

    On a 7-9, the star shudders in the sky, trying to remain but appears unable, it begins to traverse it’s original path. Before it’s gone, though – The voice is broken and shudders in your mind and you hear only a vague impression as to a treasure of something you seek in relation to the offering(s) you’ve given.

    When the star is gone you find yourself in a normal place. The innocence and exuberance of this place feels gone now. Something unknown weeps, and it begins to rain.

  9. The Barrow-Mound’s Threshold

    This low hill of stacked stones has a single entrance, dug out of the earth and gaping like a maw. Large slabs of pale rock ring the entrance. You can tell they are laden with runes, but they swim before your eyes.

    When you study the runes on the threshold, your vision blurs and your head pounds. If you force yourself to focus on them, take 1d6 damage (ignores armor) but you can then see them clearly (and potentially Discern Realities or Spout Lore about them).

    When you approach the threshold with the intent to cross it, you are filled with otherworldly dread. If you persist, roll +CON.

    10+ Describe a time from your past that you were deeply and terribly afraid and how you conquered that fear, then cross the threshold.

    7-9 Describe the unconquered fear that still lurks in your soul, then cross the threshold.

    6- Mark XP, and describe an unconquered fear as above. If you cross the threshold, mark either the Shaken or Confused debility (your choice).

  10. The Barrow-Mound’s Threshold

    This low hill of stacked stones has a single entrance, dug out of the earth and gaping like a maw. Large slabs of pale rock ring the entrance. You can tell they are laden with runes, but they swim before your eyes.

    When you study the runes on the threshold, your vision blurs and your head pounds. If you force yourself to focus on them, take 1d6 damage (ignores armor) but you can then see them clearly (and potentially Discern Realities or Spout Lore about them).

    When you approach the threshold with the intent to cross it, you are filled with otherworldly dread. If you persist, roll +CON.

    10+ Describe a time from your past that you were deeply and terribly afraid and how you conquered that fear, then cross the threshold.

    7-9 Describe the unconquered fear that still lurks in your soul, then cross the threshold.

    6- Mark XP, and describe an unconquered fear as above. If you cross the threshold, mark either the Shaken or Confused debility (your choice).

  11. Looting the Dead

    An open chamber, a few paces in each direction, with 2d6 grave-niches. Each niche contains the well-preserved corpse of an elven warrior, battle-clad and covered in a layer of fine white dust. Through the dust, you spot the glint of gold, elf-gem, or mithril buried with its owner.

    If you disturb the corpse of an elven warrior, it will rise as an elf-wight.

    When you attempt to remove a grave-good from an elven warrior without disturbing the corpse, roll +DEX: on a 10+, you get it without disturbing the corpse; on a 7-9, you get it or you avoid disturbing the corpse, your choice.

  12. Looting the Dead

    An open chamber, a few paces in each direction, with 2d6 grave-niches. Each niche contains the well-preserved corpse of an elven warrior, battle-clad and covered in a layer of fine white dust. Through the dust, you spot the glint of gold, elf-gem, or mithril buried with its owner.

    If you disturb the corpse of an elven warrior, it will rise as an elf-wight.

    When you attempt to remove a grave-good from an elven warrior without disturbing the corpse, roll +DEX: on a 10+, you get it without disturbing the corpse; on a 7-9, you get it or you avoid disturbing the corpse, your choice.

  13. The Black Stone

    A cylindrical chamber, like the inside of a tower but deep underground. At its center is a lead container, about two paces across and suspended from the walls by massive chains. The container bears a crack, and that crack has been carefully peeled back by… someone. A strange, tingling heat pours forth from it.

    Should you be foolish enough to shine a light inside, you’ll see a jagged black stone. But you won’t get much of a look: the ancient fleshcrafters who built this place used the stone’s foul emanations to bend muscle and bone to their whims.

    When you are exposed to the black stone, roll +CON: on a 10+, hold 1 malleability; on a 7-9 hold 1 malleability but also gain a random physical mutation. Spend malleability 1 for 1 to:

    – Heal yourself of half your HP

    – Expunge a disease or poison

    – Temporarily gain an advantageous physical mutation.

    When you bask in the black stone’s emanations, roll +CHA: on a 7+, you may reshape your body in a manner of your choosing and gain a single adaptive mutation; but on a 7-9, you also gain a problematic mutation of the GM’s choice; on a miss, yuck.

    (For random mutations, I recommend Johnstone Metzger’s The Metamorphica product.)

  14. The Black Stone

    A cylindrical chamber, like the inside of a tower but deep underground. At its center is a lead container, about two paces across and suspended from the walls by massive chains. The container bears a crack, and that crack has been carefully peeled back by… someone. A strange, tingling heat pours forth from it.

    Should you be foolish enough to shine a light inside, you’ll see a jagged black stone. But you won’t get much of a look: the ancient fleshcrafters who built this place used the stone’s foul emanations to bend muscle and bone to their whims.

    When you are exposed to the black stone, roll +CON: on a 10+, hold 1 malleability; on a 7-9 hold 1 malleability but also gain a random physical mutation. Spend malleability 1 for 1 to:

    – Heal yourself of half your HP

    – Expunge a disease or poison

    – Temporarily gain an advantageous physical mutation.

    When you bask in the black stone’s emanations, roll +CHA: on a 7+, you may reshape your body in a manner of your choosing and gain a single adaptive mutation; but on a 7-9, you also gain a problematic mutation of the GM’s choice; on a miss, yuck.

    (For random mutations, I recommend Johnstone Metzger’s The Metamorphica product.)

  15. Light Fingers

    There are more people in these streets than you thought could exist in all the wide world, a constant shifting churn of faces (dour, haughty, carefree, downcast, predatory) and costumes (splendid, stylish, workaday, ragged, filthy). How can you possibly take it all in?

    When you stand idly in the bustling streets of the city, roll +WIS: on a 10+, you see the pickpocket coming or catch them in the act; on a 7-9, they got away with only trifles: 1d4 rations, a use of adventuring gear, 3d6 coin, etc.; on a 6-, you’ll miss whatever is gone.

  16. Light Fingers

    There are more people in these streets than you thought could exist in all the wide world, a constant shifting churn of faces (dour, haughty, carefree, downcast, predatory) and costumes (splendid, stylish, workaday, ragged, filthy). How can you possibly take it all in?

    When you stand idly in the bustling streets of the city, roll +WIS: on a 10+, you see the pickpocket coming or catch them in the act; on a 7-9, they got away with only trifles: 1d4 rations, a use of adventuring gear, 3d6 coin, etc.; on a 6-, you’ll miss whatever is gone.

  17. The Market of the Damned

    Rumors tell of a market where otherworldly goods can be traded. Men and women with “special” problems can find solutions and “rare” merchandise can be obtained. Beware! In the Market of the Damned, the price is always as unique as the product.

    Going to Market

    The only way to get into the Market of the Damned (sometimes called the Deep Market) is to get yourself arrested in the Ash District where bodies are burned to prevent the Creeping Death. There is no jail in the Ash District. There is only an old mercantile that fell victim to a sink hole. Perpetrators are brought into the building and thrown into a deep pit. After a terrifying, sliding plunge, you will find yourself at the top of an ancient stairway that continues down into the dark. You will never believe how long that stairway is. At first, you’ll get colder and colder as you descend and the stone will smell more and more of wet stone and forgetfulness. After a time, it will start getting hot and steamy. You’ll smell something that reminds you of something delicious you once ate mixed with sour milk. Eventually, after you decide the journey will never end, you’ll reach the bottom. The last step delivers you right into  a shop unlike any you’ve ever seen.

    The sign board hanging over the entryway depicts a hand pulling a gem out of the mouth of a serpent. Inside, the place looks like a cross between a courtroom and a blacksmith’s shop. There is a wooden box where the customer/accused stands beneath a high counter or possibly a bench. On the other side is a warped giant. He has a blank space on the right side of his face where his eye should be and three eyes on the left side that occasionally blink in sequence from the top down. His long, wispy, white hair falls over a hump on his right shoulder that appears to have the makings of appendages protruding from it. There might even be a mouth and part of an ear. His voice is soft and melodic as he probes for possible needs and explains what he has to offer. Behind him weapons and items glow with power and a fire rages in a massive furnace. Jars, swirling with color sit on the counter to his left and right.

    What’s for sale?

    The Market of the Damned trades three things:

    1. Curses

    2. Magic

    3. Afflictions

    The merchant will take away a curse or affliction if you give him a magic item, he will trade one curse or affliction for another or he will sell you a magic item if you will accept a curse or affliction.

    When you attempt to make a trade in the Market of the Damned, Roll+Wis:

    10+: You mange to make a trade that seems fair to you (negotiate with the GM)

    7-9: The merchant drives a hard bargain. The GM gives you two possible trades and you may choose one of them or walk away.

    Why the Market of the Damned?

    I completely agree with the creators of Dungeon World that magic items should never just be sold in shops. That ruins the wonder of it all. This location was created as a way to make the “magic shop” as interesting as the items you can get there. It also offers a way to remedy any negative effects party members might find less fun to play. If they don’t like the curse or illness they picked up in that last dungeon, they can trade it for a more interesting one or give up a magic item and lose it all together. Coming up with these trades can be fun but if you are stumped, here are some ideas for curses and afflictions:

    Vampirism

    Lycanthropy

    They become a monstrous race

    Shriveled hand

    They can only whisper

    They are prone to blood rages

    They become old

    They become very young

    Insects live under their skin and frequently emerge from painful bloody sores

    They are completely obedient to wizards

    They are turned into an animal

    Their body is warped and twisted (Shaky)

    They are made so ugly that people will not look at them (Scarred)

    Remember, the merchant (give him a name) is like any other shop keeper. He wants to get better than he gives.

  18. The Market of the Damned

    Rumors tell of a market where otherworldly goods can be traded. Men and women with “special” problems can find solutions and “rare” merchandise can be obtained. Beware! In the Market of the Damned, the price is always as unique as the product.

    Going to Market

    The only way to get into the Market of the Damned (sometimes called the Deep Market) is to get yourself arrested in the Ash District where bodies are burned to prevent the Creeping Death. There is no jail in the Ash District. There is only an old mercantile that fell victim to a sink hole. Perpetrators are brought into the building and thrown into a deep pit. After a terrifying, sliding plunge, you will find yourself at the top of an ancient stairway that continues down into the dark. You will never believe how long that stairway is. At first, you’ll get colder and colder as you descend and the stone will smell more and more of wet stone and forgetfulness. After a time, it will start getting hot and steamy. You’ll smell something that reminds you of something delicious you once ate mixed with sour milk. Eventually, after you decide the journey will never end, you’ll reach the bottom. The last step delivers you right into  a shop unlike any you’ve ever seen.

    The sign board hanging over the entryway depicts a hand pulling a gem out of the mouth of a serpent. Inside, the place looks like a cross between a courtroom and a blacksmith’s shop. There is a wooden box where the customer/accused stands beneath a high counter or possibly a bench. On the other side is a warped giant. He has a blank space on the right side of his face where his eye should be and three eyes on the left side that occasionally blink in sequence from the top down. His long, wispy, white hair falls over a hump on his right shoulder that appears to have the makings of appendages protruding from it. There might even be a mouth and part of an ear. His voice is soft and melodic as he probes for possible needs and explains what he has to offer. Behind him weapons and items glow with power and a fire rages in a massive furnace. Jars, swirling with color sit on the counter to his left and right.

    What’s for sale?

    The Market of the Damned trades three things:

    1. Curses

    2. Magic

    3. Afflictions

    The merchant will take away a curse or affliction if you give him a magic item, he will trade one curse or affliction for another or he will sell you a magic item if you will accept a curse or affliction.

    When you attempt to make a trade in the Market of the Damned, Roll+Wis:

    10+: You mange to make a trade that seems fair to you (negotiate with the GM)

    7-9: The merchant drives a hard bargain. The GM gives you two possible trades and you may choose one of them or walk away.

    Why the Market of the Damned?

    I completely agree with the creators of Dungeon World that magic items should never just be sold in shops. That ruins the wonder of it all. This location was created as a way to make the “magic shop” as interesting as the items you can get there. It also offers a way to remedy any negative effects party members might find less fun to play. If they don’t like the curse or illness they picked up in that last dungeon, they can trade it for a more interesting one or give up a magic item and lose it all together. Coming up with these trades can be fun but if you are stumped, here are some ideas for curses and afflictions:

    Vampirism

    Lycanthropy

    They become a monstrous race

    Shriveled hand

    They can only whisper

    They are prone to blood rages

    They become old

    They become very young

    Insects live under their skin and frequently emerge from painful bloody sores

    They are completely obedient to wizards

    They are turned into an animal

    Their body is warped and twisted (Shaky)

    They are made so ugly that people will not look at them (Scarred)

    Remember, the merchant (give him a name) is like any other shop keeper. He wants to get better than he gives.

  19. wow for some reason i cant come up with a good entry for this contest.

    This is very generic and probably won’t be my entry but i felt like sharing it…

    Starting Out

    When you exterminate the pests infesting an old man’s basement, describe how you are accomplishing the task and roll + STAT. on a 10+ chose 3, on a 7-9 choose 1.

    *You acquire 2D6 uses of dungeon rations

    *You find a piece of equipment from the owners youth when he was an adventurer

    *You gain 1xp

    *You manage to capture something alive and take it with you

    *You acquire a good reputation amongst the locals

  20. wow for some reason i cant come up with a good entry for this contest.

    This is very generic and probably won’t be my entry but i felt like sharing it…

    Starting Out

    When you exterminate the pests infesting an old man’s basement, describe how you are accomplishing the task and roll + STAT. on a 10+ chose 3, on a 7-9 choose 1.

    *You acquire 2D6 uses of dungeon rations

    *You find a piece of equipment from the owners youth when he was an adventurer

    *You gain 1xp

    *You manage to capture something alive and take it with you

    *You acquire a good reputation amongst the locals

  21. Moon Gate

    Nestled in a small clearing within a heavily wooded old growth forest stands four stones (What does the area directly around and within the stones look like?). The stones are aligned to the four cardinal coordinates and have enough space within to surround about 10 people comfortably. Each stone has a unique set of runes carved on the face toward the center of the stone circle. Any time the full moon is in the sky, the runes on one of the stones glows dimly.

    Speak the Key

    Step within the surround of stones and speak the runes in a clear and loud voice. Roll +INT.

    10+ all within the surround are instantly transported to the correct destination and the immediate area at the destination is safe.

    7-9 all within the surround are instantly transported to the correct destination; all take -1 forward because of something disturbing that was seen in transit (What did you see?).

    There are five different locations of Moon Gate (they may be called something other than Moon Gate in the cultures surrounding them), each with four standing stones. Each of the four stones has a destination of one of the other Moon Gates. The runes, and therefore the key, is different for each location, so to master the gates one would have to learn all five keys. After the gate is used, all runes go dark, and the gate may not be used again until the next full moon. The stone that is next active cannot be the same stone that was just used. Note: the search for the correct pronunciation of the keys may be an adventure hook.

  22. Moon Gate

    Nestled in a small clearing within a heavily wooded old growth forest stands four stones (What does the area directly around and within the stones look like?). The stones are aligned to the four cardinal coordinates and have enough space within to surround about 10 people comfortably. Each stone has a unique set of runes carved on the face toward the center of the stone circle. Any time the full moon is in the sky, the runes on one of the stones glows dimly.

    Speak the Key

    Step within the surround of stones and speak the runes in a clear and loud voice. Roll +INT.

    10+ all within the surround are instantly transported to the correct destination and the immediate area at the destination is safe.

    7-9 all within the surround are instantly transported to the correct destination; all take -1 forward because of something disturbing that was seen in transit (What did you see?).

    There are five different locations of Moon Gate (they may be called something other than Moon Gate in the cultures surrounding them), each with four standing stones. Each of the four stones has a destination of one of the other Moon Gates. The runes, and therefore the key, is different for each location, so to master the gates one would have to learn all five keys. After the gate is used, all runes go dark, and the gate may not be used again until the next full moon. The stone that is next active cannot be the same stone that was just used. Note: the search for the correct pronunciation of the keys may be an adventure hook.

  23. Dwayne Summerfield One thing I really like about this is how you remember (in your description) to throw in questions for the players to answer. I wish I’d done that! It really fosters the spirit of DW.

  24. Dwayne Summerfield One thing I really like about this is how you remember (in your description) to throw in questions for the players to answer. I wish I’d done that! It really fosters the spirit of DW.

  25. The Temple of Upside-Down Masters

    Although it is referred to as a Temple, this place contains no idols or sacred texts. Instead it is populated with a seemingly random assortment of unhinged hermits. The structure itself baffles visitors as it is carved into the side of a cliff with no permanent means of entry. Patrons must repel from the top or climb from the bottom. Inside is a network of rooms and passageways built to normal human proportions. Many rooms are furnished with stone furniture still attached to where they must have been carved from the rock along with the space. The most notable feature of the temple is that all of its architecture and furniture appears to have been created upside-down. visitors often bump their heads on the backs of tall chairs and tables hanging down from the roof.

    Shunned by many as a place of insanity, a few Sages do make regular pilgrimages to the temple to speak with those residents known as Wise Masters. These Masters are installed into the furniture with the assistance of ropes and waited upon by the temple’s more lucid members. They dispense wisdom and insight to those who bring offerings to the temple.

    A minimum offering of 100 gp worth of supplies is required to gain an audience with one of the Masters. ROLL+X where X is each additional 100 gp worth of supplies or other tribute.

    hold 3 on a 10+, 2 on a 7-9, 1 on a 6- in addition to the GM move.

    *The Master beckons you closer and whispers a string of rhyming nonsense into your ear.

    *The Master indicates a piece of equipment from your person. if you pass it up to him he will examine it, touch it in several places, taste or lick it, and converse with it briefly before returning it to you.

    *The master rummages through his robes and tosses down a small hand made item of little value and no immediate use.

    Whatever the Master gives you seems useless at the time but later your thoughts click together in unexpected ways and the Masters meaning becomes obvious. You may use each to give you a +1 forward on a spout lore you would otherwise have no justification for knowing anything about. Explain how you came to this new understanding.

  26. The Temple of Upside-Down Masters

    Although it is referred to as a Temple, this place contains no idols or sacred texts. Instead it is populated with a seemingly random assortment of unhinged hermits. The structure itself baffles visitors as it is carved into the side of a cliff with no permanent means of entry. Patrons must repel from the top or climb from the bottom. Inside is a network of rooms and passageways built to normal human proportions. Many rooms are furnished with stone furniture still attached to where they must have been carved from the rock along with the space. The most notable feature of the temple is that all of its architecture and furniture appears to have been created upside-down. visitors often bump their heads on the backs of tall chairs and tables hanging down from the roof.

    Shunned by many as a place of insanity, a few Sages do make regular pilgrimages to the temple to speak with those residents known as Wise Masters. These Masters are installed into the furniture with the assistance of ropes and waited upon by the temple’s more lucid members. They dispense wisdom and insight to those who bring offerings to the temple.

    A minimum offering of 100 gp worth of supplies is required to gain an audience with one of the Masters. ROLL+X where X is each additional 100 gp worth of supplies or other tribute.

    hold 3 on a 10+, 2 on a 7-9, 1 on a 6- in addition to the GM move.

    *The Master beckons you closer and whispers a string of rhyming nonsense into your ear.

    *The Master indicates a piece of equipment from your person. if you pass it up to him he will examine it, touch it in several places, taste or lick it, and converse with it briefly before returning it to you.

    *The master rummages through his robes and tosses down a small hand made item of little value and no immediate use.

    Whatever the Master gives you seems useless at the time but later your thoughts click together in unexpected ways and the Masters meaning becomes obvious. You may use each to give you a +1 forward on a spout lore you would otherwise have no justification for knowing anything about. Explain how you came to this new understanding.

  27. The Inn

    As the characters approach an Inn in an unfamiliar town have them:

    Name it.

    Describe the placard hanging outside the Inn.

    Describe the sounds and smells as they step through the entrance of the Inn.

    Move: Carousing

    When the characters wish to enjoy a night in an unfamiliar town at the local Inn, one at a time each player selects what his or her character seeks when Carousing at the Inn that evening: food and drink, social, entertainment, information, or gambling. Once a purpose has been chosen it is no longer available to choose (each character should be seeking something different).

    Before rolling, take into account the following; remember, use the fiction and conversation to determine the forwards, and the maximum forward is +3.

    If one of the characters has a Move or fiction behavior related to cooking or brewing, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to socializing or partying, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to music or poetry, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to streetwise or diplomacy, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to games of chance, take +1 forward on the Carousing roll.

    If there is unrest in the area due to plague, war, or famine, take -1 forward on the Carousing roll.

    If the town is governed through oppression means, take -1 forward on the Carousing roll.

    If one or more of the local religions are popular and frown on gambling, drinking, or partying in general, take -1 forward on the Carousing roll.

    If the characters have a bad reputation that may have preceded them, take -1 forward on the Carousing roll.

    If the characters enter the Inn with dress and behavior that is intimidating, take -1 forward on the Carousing roll.

    Select one of the characters to roll +CHA.

    12+

    Wow! What an evening!

    Several rounds were bought by others and all the food and drink were top quality. If you were seeking food and drink, you discover a new beverage or dish. Name the item and describe it to the GM, and the GM will tell you something interesting about the item. Remove a debility of your choice if you have one.

    The atmosphere in the Inn was dynamic and open. If you were seeking social, tell the GM what made the atmosphere dynamic and open, and the GM will tell you something useful about the Inn. If you seek intimate companionship, it is free. Remove a debility of your choice if you have one.

    The music and song at times made you laugh until your sides ached, and at others brought tears to your eyes with emotion. If you were seeking entertainment, you pick out something interesting in one of the ballads. Name the ballad and tell the GM what was interesting, and the GM will tell you something useful related to the ballad.

    Information was flowing freely. If you were seeking information, you make a reliable contact associated with your current endeavors. Name the contact and describe him or her to the GM, and the GM will tell you why that contact is reliable.

    You couldn’t lose. If you were seeking gambling, name the game and tell the GM about it, and the GM will describe another individual at the table. You double the coin you brought with you to the table.

    10-11

    Things turn out well.

    The food and drink were good and reasonably priced. If you were seeking food and drink, you discover a new beverage or dish. Name the item and describe it to the GM, and the GM will tell you something interesting about the item.

    The folks here are friendly and polite. If you were seeking social, tell the GM what made the atmosphere friendly and polite, and the GM will tell you something interesting about the Inn. If you seek intimate companionship, it is priced fairly.

    The music and song were very good. If you were seeking entertainment, you pick out something interesting in one of the ballads. Name the ballad and tell the GM what was interesting, and the GM will tell you something interesting as well about the ballad.

    The conversation was easy all around. If you were seeking information, you make a contact associated with your current endeavors. Name the contact and describe him or her to the GM, and the GM will tell you something interesting about the contact.

    Lady luck was smiling upon you. If you were seeking gambling, name the game and tell the GM about it, and the GM will name, describe, and tell you something interesting about a bar maid. You make 2d10 coin.

    7-9

    A generally average evening.

    The food was hot and the beverages plentiful. If you were seeking food and drink, name and describe the local drunk off in the corner, and the GM will tell you something interesting about them.

    Most folks kept to themselves or their groups. If you were seeking social, tell the GM how the patrons were acting toward your characters, and the GM will tell you something outside the Inn that may have folks on edge. Intimate companionship is expensive.

    The music and song were good, but nothing to write home about. If you were seeking entertainment, name and describe a ballad that was not presented this evening, and the GM will tell you something interesting about the ballad.

    Folks were not talking much, even later in the night after much drink. If you were seeking information, you make one questionable contact associated with your current endeavors. Name the contact and describe him or her to the GM, and the GM will tell you why that contact is shady.

    No more and no less. If you were seeking gambling, name and describe the winner (not you) for the evening to the GM, and the GM will tell you something interesting about the Inn. You break even for the evening.

    5-6

    That was not a very pleasant evening.

    After a few snide remarks and a heated argument, you are escorted out of the establishment. Claims of cheating, disrespect to other patrons, and laughing at someone’s misfortune are some of the excuses used. Tell the GM what the argument was over, and the GM will tell you something interesting about the town the Inn is located. Everyone takes the debility confused.

    3-4

    At least I still have all my fingers.

    From the moment you all stepped into the Inn you felt uneasy. An all-out bar brawl is the result of the evening. You are standing, bloodied, and at a stale mate. The town guard is heading toward the Inn. The character that rolled should name and describe one of the individuals you fought with whom now hates you, and the GM will tell you something interesting about your new enemy. Everyone takes the debility shaky and 1d4 damage.

    2-

    Things go horribly wrong.

    You wake up or come to your senses in the alley. Half (rounded down) of the coin you carried into the Inn is gone. One of you has an IOU on his or her person. Name and describe the one who claims an IOU on you and why, and the GM will tell you what the individual claims you owe. Everyone takes the debility sick and 1d6 damage.

    Note: one or more of the characters may have acquired a room at the Inn prior to coming down for Carousing in the evening. This may be of interest depending upon the results Carousing.

  28. The Inn

    As the characters approach an Inn in an unfamiliar town have them:

    Name it.

    Describe the placard hanging outside the Inn.

    Describe the sounds and smells as they step through the entrance of the Inn.

    Move: Carousing

    When the characters wish to enjoy a night in an unfamiliar town at the local Inn, one at a time each player selects what his or her character seeks when Carousing at the Inn that evening: food and drink, social, entertainment, information, or gambling. Once a purpose has been chosen it is no longer available to choose (each character should be seeking something different).

    Before rolling, take into account the following; remember, use the fiction and conversation to determine the forwards, and the maximum forward is +3.

    If one of the characters has a Move or fiction behavior related to cooking or brewing, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to socializing or partying, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to music or poetry, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to streetwise or diplomacy, take +1 forward on the Carousing roll.

    If one of the characters has a Move or fiction behavior related to games of chance, take +1 forward on the Carousing roll.

    If there is unrest in the area due to plague, war, or famine, take -1 forward on the Carousing roll.

    If the town is governed through oppression means, take -1 forward on the Carousing roll.

    If one or more of the local religions are popular and frown on gambling, drinking, or partying in general, take -1 forward on the Carousing roll.

    If the characters have a bad reputation that may have preceded them, take -1 forward on the Carousing roll.

    If the characters enter the Inn with dress and behavior that is intimidating, take -1 forward on the Carousing roll.

    Select one of the characters to roll +CHA.

    12+

    Wow! What an evening!

    Several rounds were bought by others and all the food and drink were top quality. If you were seeking food and drink, you discover a new beverage or dish. Name the item and describe it to the GM, and the GM will tell you something interesting about the item. Remove a debility of your choice if you have one.

    The atmosphere in the Inn was dynamic and open. If you were seeking social, tell the GM what made the atmosphere dynamic and open, and the GM will tell you something useful about the Inn. If you seek intimate companionship, it is free. Remove a debility of your choice if you have one.

    The music and song at times made you laugh until your sides ached, and at others brought tears to your eyes with emotion. If you were seeking entertainment, you pick out something interesting in one of the ballads. Name the ballad and tell the GM what was interesting, and the GM will tell you something useful related to the ballad.

    Information was flowing freely. If you were seeking information, you make a reliable contact associated with your current endeavors. Name the contact and describe him or her to the GM, and the GM will tell you why that contact is reliable.

    You couldn’t lose. If you were seeking gambling, name the game and tell the GM about it, and the GM will describe another individual at the table. You double the coin you brought with you to the table.

    10-11

    Things turn out well.

    The food and drink were good and reasonably priced. If you were seeking food and drink, you discover a new beverage or dish. Name the item and describe it to the GM, and the GM will tell you something interesting about the item.

    The folks here are friendly and polite. If you were seeking social, tell the GM what made the atmosphere friendly and polite, and the GM will tell you something interesting about the Inn. If you seek intimate companionship, it is priced fairly.

    The music and song were very good. If you were seeking entertainment, you pick out something interesting in one of the ballads. Name the ballad and tell the GM what was interesting, and the GM will tell you something interesting as well about the ballad.

    The conversation was easy all around. If you were seeking information, you make a contact associated with your current endeavors. Name the contact and describe him or her to the GM, and the GM will tell you something interesting about the contact.

    Lady luck was smiling upon you. If you were seeking gambling, name the game and tell the GM about it, and the GM will name, describe, and tell you something interesting about a bar maid. You make 2d10 coin.

    7-9

    A generally average evening.

    The food was hot and the beverages plentiful. If you were seeking food and drink, name and describe the local drunk off in the corner, and the GM will tell you something interesting about them.

    Most folks kept to themselves or their groups. If you were seeking social, tell the GM how the patrons were acting toward your characters, and the GM will tell you something outside the Inn that may have folks on edge. Intimate companionship is expensive.

    The music and song were good, but nothing to write home about. If you were seeking entertainment, name and describe a ballad that was not presented this evening, and the GM will tell you something interesting about the ballad.

    Folks were not talking much, even later in the night after much drink. If you were seeking information, you make one questionable contact associated with your current endeavors. Name the contact and describe him or her to the GM, and the GM will tell you why that contact is shady.

    No more and no less. If you were seeking gambling, name and describe the winner (not you) for the evening to the GM, and the GM will tell you something interesting about the Inn. You break even for the evening.

    5-6

    That was not a very pleasant evening.

    After a few snide remarks and a heated argument, you are escorted out of the establishment. Claims of cheating, disrespect to other patrons, and laughing at someone’s misfortune are some of the excuses used. Tell the GM what the argument was over, and the GM will tell you something interesting about the town the Inn is located. Everyone takes the debility confused.

    3-4

    At least I still have all my fingers.

    From the moment you all stepped into the Inn you felt uneasy. An all-out bar brawl is the result of the evening. You are standing, bloodied, and at a stale mate. The town guard is heading toward the Inn. The character that rolled should name and describe one of the individuals you fought with whom now hates you, and the GM will tell you something interesting about your new enemy. Everyone takes the debility shaky and 1d4 damage.

    2-

    Things go horribly wrong.

    You wake up or come to your senses in the alley. Half (rounded down) of the coin you carried into the Inn is gone. One of you has an IOU on his or her person. Name and describe the one who claims an IOU on you and why, and the GM will tell you what the individual claims you owe. Everyone takes the debility sick and 1d6 damage.

    Note: one or more of the characters may have acquired a room at the Inn prior to coming down for Carousing in the evening. This may be of interest depending upon the results Carousing.

  29. The Garden of Bao Yu

    A large, rambling landscaped garden surrounded by high stone walls, the Garden of Bao Yu is serene and tranquil. Among its lakes, streams, wooden bridges and winding paths, the grounds are sculpted to resemble the hills and karst formations of the Southlands. Elegant pagodas and pavilions offer visitors places to rest, take tea and enjoy the views. There is an atmosphere of gentle decay.

    Bao Yu and his cousins lived here for many years. Chunying married an imperial official and died far away. The fey Yulin died of a broken heart when Bao Yu married Chun-tan. Cast aside by Bao Yu, Chun-tan departed the Garden years ago. Now only Bao Yu himself remains.

    When you walk the paths with Bao Yu, he invites you to compose a couplet about the garden. If you consent, speak two lines of elegant poetry (rhyming is optional) and roll +CHA.

    On a 10+, choose three. On a 7-9, choose one:

    – You and your friends may stay the night in the Bamboo Hall: make camp without needing to consume rations or stand watch.

    – Bao Yu praises your creativity. Gain 1xp.

    – Bao Yu compares your couplet to an ancient poem. Take +1 forward to your next Spout Lore roll.

    – Bao Yu relates how a feature of the garden recalls a real place. Take +1 forward to next time you Make A Perilous Journey.

    On a 6- you have made a faux pas – Bao Yu becomes withdrawn and sullen.

  30. The Garden of Bao Yu

    A large, rambling landscaped garden surrounded by high stone walls, the Garden of Bao Yu is serene and tranquil. Among its lakes, streams, wooden bridges and winding paths, the grounds are sculpted to resemble the hills and karst formations of the Southlands. Elegant pagodas and pavilions offer visitors places to rest, take tea and enjoy the views. There is an atmosphere of gentle decay.

    Bao Yu and his cousins lived here for many years. Chunying married an imperial official and died far away. The fey Yulin died of a broken heart when Bao Yu married Chun-tan. Cast aside by Bao Yu, Chun-tan departed the Garden years ago. Now only Bao Yu himself remains.

    When you walk the paths with Bao Yu, he invites you to compose a couplet about the garden. If you consent, speak two lines of elegant poetry (rhyming is optional) and roll +CHA.

    On a 10+, choose three. On a 7-9, choose one:

    – You and your friends may stay the night in the Bamboo Hall: make camp without needing to consume rations or stand watch.

    – Bao Yu praises your creativity. Gain 1xp.

    – Bao Yu compares your couplet to an ancient poem. Take +1 forward to your next Spout Lore roll.

    – Bao Yu relates how a feature of the garden recalls a real place. Take +1 forward to next time you Make A Perilous Journey.

    On a 6- you have made a faux pas – Bao Yu becomes withdrawn and sullen.

  31. The Wind Cave

    You feel a blast of air coming from down the passage. What does it remind you of? When you reach the end, you find yourself on a ledge looking out across an expansive chamber. You can’t see the floor or the ceiling. Along the walls at about the same level, you see similar ledges to the one you stand on. There is nothing to grapple on to and they are too far apart for any normal leap. However, there is such a mighty gust of wind coming up from the depths of the chamber, you think it might be possible to float across to one of the other ledges. Unfortunately, the same creatures that have been hounding you appear on the distant ledges. Some of them even throw themselves into the center of the chamber where they swirl around in mid-air, trying desperately to reach you.

    When you leap into the wind toward another ledge roll+DEX:

    12+: You reach the ledge you were trying for and manage to displace numerous creatures in a way that is catastrophic for them. What does your heroic leap look like on screen?

    10+: You manage to safely navigate the empty space and land soundly on exactly the ledge you wanted to. How did you do that?

    7-9: Choose one:

    You land where you wanted to but the creatures have you at a disadvantage.

    You made it safely across but landed on the wrong ledge.

  32. The Wind Cave

    You feel a blast of air coming from down the passage. What does it remind you of? When you reach the end, you find yourself on a ledge looking out across an expansive chamber. You can’t see the floor or the ceiling. Along the walls at about the same level, you see similar ledges to the one you stand on. There is nothing to grapple on to and they are too far apart for any normal leap. However, there is such a mighty gust of wind coming up from the depths of the chamber, you think it might be possible to float across to one of the other ledges. Unfortunately, the same creatures that have been hounding you appear on the distant ledges. Some of them even throw themselves into the center of the chamber where they swirl around in mid-air, trying desperately to reach you.

    When you leap into the wind toward another ledge roll+DEX:

    12+: You reach the ledge you were trying for and manage to displace numerous creatures in a way that is catastrophic for them. What does your heroic leap look like on screen?

    10+: You manage to safely navigate the empty space and land soundly on exactly the ledge you wanted to. How did you do that?

    7-9: Choose one:

    You land where you wanted to but the creatures have you at a disadvantage.

    You made it safely across but landed on the wrong ledge.

  33. The Elder God’s Pit

    This custom move comes at the tail end of several Dungeon Moves. The idea I had was that each level of the dungeon would have a Dungeon Move that reflected the experience of getting closer to an ancient and infectious evil. All the accumulated results would then culminate in a Custom Move when the Beast from Beyond (or whatever hideous creature you’re throwing at your players) is encountered face to face.

    I will explain the Dungeon Moves first and then describe my location-based Custom Move.

    Level 1

    One of them gets a rash.

    Level 2

    If they have a rash from level 1, give them a boil. You can give them multiple boils in this way.

    Level 3

    If they have a boil from level 2, it splits open and it looks a lot like a puss-encrusted, bloodshot eye. You can give them several eyes just like it.

    Level 4

    If they have at least one eye from level 3, a tear opens up near or below the eye(s) they have accumulated.

    Level 5

    If they have a torn space near the eyes from level 4, it grows painful, pointed teeth. You can give them more slices or describe how the gash becomes more mouth-like as an addition move.

    Level 6

    Custom Move:

    When you enter the Pit of the Elder God Roll+WIS:

    10+: The eye(s) and mouth(s) attempt to take control of you but the strength of your inner self is too great for them. Describe how you overcome the threat and what becomes of the grizzly features.

    7-9: The eye(s) and mouth(s) attempt to take control of you but you are able to resist them for the most part. Describe the argument you have with them next time you act. The GM adds the following move to their list of moves:

    Have the demon living inside them temporarily take over.

  34. The Elder God’s Pit

    This custom move comes at the tail end of several Dungeon Moves. The idea I had was that each level of the dungeon would have a Dungeon Move that reflected the experience of getting closer to an ancient and infectious evil. All the accumulated results would then culminate in a Custom Move when the Beast from Beyond (or whatever hideous creature you’re throwing at your players) is encountered face to face.

    I will explain the Dungeon Moves first and then describe my location-based Custom Move.

    Level 1

    One of them gets a rash.

    Level 2

    If they have a rash from level 1, give them a boil. You can give them multiple boils in this way.

    Level 3

    If they have a boil from level 2, it splits open and it looks a lot like a puss-encrusted, bloodshot eye. You can give them several eyes just like it.

    Level 4

    If they have at least one eye from level 3, a tear opens up near or below the eye(s) they have accumulated.

    Level 5

    If they have a torn space near the eyes from level 4, it grows painful, pointed teeth. You can give them more slices or describe how the gash becomes more mouth-like as an addition move.

    Level 6

    Custom Move:

    When you enter the Pit of the Elder God Roll+WIS:

    10+: The eye(s) and mouth(s) attempt to take control of you but the strength of your inner self is too great for them. Describe how you overcome the threat and what becomes of the grizzly features.

    7-9: The eye(s) and mouth(s) attempt to take control of you but you are able to resist them for the most part. Describe the argument you have with them next time you act. The GM adds the following move to their list of moves:

    Have the demon living inside them temporarily take over.

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