I’m writing a short piece for the Discern Realities Annual about my Labyrinth Move, which I know has been adapted by…

I’m writing a short piece for the Discern Realities Annual about my Labyrinth Move, which I know has been adapted by…

I’m writing a short piece for the Discern Realities Annual about my Labyrinth Move, which I know has been adapted by a number of people. If you have ever done an adaptation of it, would you mind posting the text here in a comment? Thanks!

44 thoughts on “I’m writing a short piece for the Discern Realities Annual about my Labyrinth Move, which I know has been adapted by…”

  1. Getting Around the [Dragon] Hoard

    When you attempt to navigate the labyrinthine twists of the hoard, describe how you do it, and then roll+INT.

    On a 12+ hold 2.

    On a 10+ hold 1.

    On a 7-9 hold 1, but you encounter a hoard denizen and/or find yourself in a bad place.

    On a 6- the dragon is one step closer to detecting your presence and location! (See Danger: A Game of Cat and Mouse.) This is in addition to any hard move the GM has in mind.

    Spend 1 hold to find something valuable or useful. (Spend 2 for both.)

    Spend 2 hold to get a clue to the dragon’s whereabouts.

    Spend 4 hold to get a clue how you might possibly harm the dragon.

    Spend 5 hold to find an exit, locate the dragon, or find her nest.

    One person rolls each time you navigate. The group’s hold from multiple rolls is pooled together.

  2. Getting Around the [Dragon] Hoard

    When you attempt to navigate the labyrinthine twists of the hoard, describe how you do it, and then roll+INT.

    On a 12+ hold 2.

    On a 10+ hold 1.

    On a 7-9 hold 1, but you encounter a hoard denizen and/or find yourself in a bad place.

    On a 6- the dragon is one step closer to detecting your presence and location! (See Danger: A Game of Cat and Mouse.) This is in addition to any hard move the GM has in mind.

    Spend 1 hold to find something valuable or useful. (Spend 2 for both.)

    Spend 2 hold to get a clue to the dragon’s whereabouts.

    Spend 4 hold to get a clue how you might possibly harm the dragon.

    Spend 5 hold to find an exit, locate the dragon, or find her nest.

    One person rolls each time you navigate. The group’s hold from multiple rolls is pooled together.

  3. Searching for the Throne Room

    A custom move based on Jason Cordova’s Labyrinth move

    When you search for the Throne Room in the twisted castle ruins, choose a leader and have them roll +WIS.

    On a 10+, describe the terrain you travel through and the party holds 1 (on a 12+, hold 2).

    On a 7-9, the party holds 1, but the GM will introduce a hazard (rickety bridge, treacherous slope, tight squeeze or something nasty only they can dream up).

    On a 6-, the Baron’s minions or random monsters attack the party while they are dealing with one of the hazards.

    At any time, the party may spend 1 hold to come across a cache of valuables or resources. Describe the area containing this cache.

    At any time, the party may spend 1 hold to encounter the Baron (because they are headed in the right direction and can hear the rattling armor of his knights). If the party defeats the Baron five times, they have reached the Throne Room.

  4. Searching for the Throne Room

    A custom move based on Jason Cordova’s Labyrinth move

    When you search for the Throne Room in the twisted castle ruins, choose a leader and have them roll +WIS.

    On a 10+, describe the terrain you travel through and the party holds 1 (on a 12+, hold 2).

    On a 7-9, the party holds 1, but the GM will introduce a hazard (rickety bridge, treacherous slope, tight squeeze or something nasty only they can dream up).

    On a 6-, the Baron’s minions or random monsters attack the party while they are dealing with one of the hazards.

    At any time, the party may spend 1 hold to come across a cache of valuables or resources. Describe the area containing this cache.

    At any time, the party may spend 1 hold to encounter the Baron (because they are headed in the right direction and can hear the rattling armor of his knights). If the party defeats the Baron five times, they have reached the Throne Room.

  5. This is a variant I posted to reddit a while back:

    When you search for something in unfamiliar territory, describe what you seek and how you search, and roll +STAT.

    On a 10+, describe the terrain you travel through and the party holds 1 (on a 12+, hold 2).

    On a 7-9, the party holds 1, but the party encounters one or more hostiles.

    On a miss, a group of one or more hostiles gets the drop on the party.

    On a 1-3, the party’s hold is set to zero.

    At any time the party may spend 1 hold to come across a cache of valuables or resources. Describe the area containing this cache.

    The GM will set a target value from 3-5. At any time the party may spend hold equal to the target value to find the thing it seeks.

    Here is another two-move variant written by u/Jammintk in response to my reddit post:

    Whenever you navigate a labyrinth without a map, Roll +WIS.

    On a 6-, the GM will tell you what happens

    On a 7-9, gain 1 hold and expose yourself to the dangers of the labyrinth.

    On a 10+, gain 1 hold or gain 2 hold and expose yourself to the dangers of the labyrinth.

    At any time, spend 1 hold to perform the move Discover a Room in a Labyrinth.

    At any time, spend 1 hold to return to the entrance to the labyrinth

    At any time, spend 3 hold to reach the other end of the labyrinth, be it the exit you want, or the key item from inside.

    Whenever you discover a room in the labyrinth roll +WIS

    On a 6-, the GM will tell you what happens

    On a 7-9, pick one from the list below

    On a 10+, pick two from the list below

    Discover a useful tool or weapon

    Discover medical supplies

    Discover food (+2 uses of rations)

    Discover information or important items

    Discover a defensible location that is suitable for resting

  6. This is a variant I posted to reddit a while back:

    When you search for something in unfamiliar territory, describe what you seek and how you search, and roll +STAT.

    On a 10+, describe the terrain you travel through and the party holds 1 (on a 12+, hold 2).

    On a 7-9, the party holds 1, but the party encounters one or more hostiles.

    On a miss, a group of one or more hostiles gets the drop on the party.

    On a 1-3, the party’s hold is set to zero.

    At any time the party may spend 1 hold to come across a cache of valuables or resources. Describe the area containing this cache.

    The GM will set a target value from 3-5. At any time the party may spend hold equal to the target value to find the thing it seeks.

    Here is another two-move variant written by u/Jammintk in response to my reddit post:

    Whenever you navigate a labyrinth without a map, Roll +WIS.

    On a 6-, the GM will tell you what happens

    On a 7-9, gain 1 hold and expose yourself to the dangers of the labyrinth.

    On a 10+, gain 1 hold or gain 2 hold and expose yourself to the dangers of the labyrinth.

    At any time, spend 1 hold to perform the move Discover a Room in a Labyrinth.

    At any time, spend 1 hold to return to the entrance to the labyrinth

    At any time, spend 3 hold to reach the other end of the labyrinth, be it the exit you want, or the key item from inside.

    Whenever you discover a room in the labyrinth roll +WIS

    On a 6-, the GM will tell you what happens

    On a 7-9, pick one from the list below

    On a 10+, pick two from the list below

    Discover a useful tool or weapon

    Discover medical supplies

    Discover food (+2 uses of rations)

    Discover information or important items

    Discover a defensible location that is suitable for resting

  7. Is Mark Tygart here? (guess so if I can plus him). I’ve mentioned/used his version from his Tomb of Atuan, and liked it (though ofc it’s VERY similar to the original, and Logan’s), though I can’t seem to copy the text from the pdf easily.

  8. Is Mark Tygart here? (guess so if I can plus him). I’ve mentioned/used his version from his Tomb of Atuan, and liked it (though ofc it’s VERY similar to the original, and Logan’s), though I can’t seem to copy the text from the pdf easily.

  9. When you are looking for something necessary that can only be found in the goblin market, roll+CHA.

    On a 12+, hold 2.

    On a 10+, hold 1.

    On a 7-9, hold 1 but choose one:

    – The party is waylaid by a persistent vendor.

    – You notice a thief attempting to pickpocket someone in the party.

    – You are separated from the party due to a haggling contest.

    – You draw unwanted attention to yourself.

    On a 6-, the market extracts a price from you. The GM says how.

    On a 3-, lose all hold.

    At any time you can:

    – Spend 1 hold to buy something valuable.

    – Spend 2 hold to buy something useful.

    – Spend 5 hold to find what you came for. It will still cost you something to buy it though.

  10. When you are looking for something necessary that can only be found in the goblin market, roll+CHA.

    On a 12+, hold 2.

    On a 10+, hold 1.

    On a 7-9, hold 1 but choose one:

    – The party is waylaid by a persistent vendor.

    – You notice a thief attempting to pickpocket someone in the party.

    – You are separated from the party due to a haggling contest.

    – You draw unwanted attention to yourself.

    On a 6-, the market extracts a price from you. The GM says how.

    On a 3-, lose all hold.

    At any time you can:

    – Spend 1 hold to buy something valuable.

    – Spend 2 hold to buy something useful.

    – Spend 5 hold to find what you came for. It will still cost you something to buy it though.

  11. Charles Gatz Exploring the Maze

    When you attempt to navigate the labyrinth, describe how you do it, and then roll +STAT. On a 12+, hold 2. On a 10+, hold 1. On a 7-9, hold 1, but you also encounter a guardian. On a miss, you’ll encounter a guardian. On a 1-3, also lose all hold.

    When multiple party members navigate in turn, their hold is pooled together.

    When you spend 1 hold, find a treasure, an answer, a missing person, or a named room you want, and describe the room it is found in.

    When you spend 4 hold, you find the Room of Bones.

    drive.google.com – Tombs of Atuan Labyrinth.pdf – Google Drive

  12. Charles Gatz Exploring the Maze

    When you attempt to navigate the labyrinth, describe how you do it, and then roll +STAT. On a 12+, hold 2. On a 10+, hold 1. On a 7-9, hold 1, but you also encounter a guardian. On a miss, you’ll encounter a guardian. On a 1-3, also lose all hold.

    When multiple party members navigate in turn, their hold is pooled together.

    When you spend 1 hold, find a treasure, an answer, a missing person, or a named room you want, and describe the room it is found in.

    When you spend 4 hold, you find the Room of Bones.

    drive.google.com – Tombs of Atuan Labyrinth.pdf – Google Drive

  13. I wrote it up as a magic item:

    Her Greedy Skull

    This fetid face belonged to the only thief who successfully burgled the Sea-Vault of the Faded Dwarves. Even in death, the halfling’s face lights up with avarice when dwarven treasure is nearby.

    When you navigate the labyrinthine vault, describe how you do so, and roll+stat.

    On a 10+, two more of the skull’s orifices glow, showing you are on the right path.

    On a 7-9, one more of the skull’s orifices begins to glow just as you turn a corner to face a Vault Guardian.

    On a 6-, a Vault Guardian blocks your path. Additionally, on a 3-, the skull goes completely dark as you realise you are hopelessly lost.

    For every light in the skull, describe a treasure near enough to take for yourself. Should you do so, that light is extinguished as the skull realises it is lost to her.

    When there are three lights in the skull, you can see the door to the great safe, just at the edge of your light. There is another tempting treasure much closer…describe how much it resembles one of your oldest dreams.

  14. I wrote it up as a magic item:

    Her Greedy Skull

    This fetid face belonged to the only thief who successfully burgled the Sea-Vault of the Faded Dwarves. Even in death, the halfling’s face lights up with avarice when dwarven treasure is nearby.

    When you navigate the labyrinthine vault, describe how you do so, and roll+stat.

    On a 10+, two more of the skull’s orifices glow, showing you are on the right path.

    On a 7-9, one more of the skull’s orifices begins to glow just as you turn a corner to face a Vault Guardian.

    On a 6-, a Vault Guardian blocks your path. Additionally, on a 3-, the skull goes completely dark as you realise you are hopelessly lost.

    For every light in the skull, describe a treasure near enough to take for yourself. Should you do so, that light is extinguished as the skull realises it is lost to her.

    When there are three lights in the skull, you can see the door to the great safe, just at the edge of your light. There is another tempting treasure much closer…describe how much it resembles one of your oldest dreams.

  15. When you attempt to navigate the ransacked city, roll+STAT. On 12+, hold 2. On 10+, hold 1. On 7-9, hold 1 but you attract danger. On a miss, you attract danger. On natural 2, lose all holds.

    Spend 3 holds to find the prisoner you are looking for.

    Spend 1 hold to find a treasure or bonus.

    This actually worked really well for having players explore a dangerous city without having to map out patrol patterns and layouts for the whole city. It worked A+.

  16. When you attempt to navigate the ransacked city, roll+STAT. On 12+, hold 2. On 10+, hold 1. On 7-9, hold 1 but you attract danger. On a miss, you attract danger. On natural 2, lose all holds.

    Spend 3 holds to find the prisoner you are looking for.

    Spend 1 hold to find a treasure or bonus.

    This actually worked really well for having players explore a dangerous city without having to map out patrol patterns and layouts for the whole city. It worked A+.

  17. Devin White We use it almost identically, usually with 5 hold being the goal. I love the “Spend 1 to find something you are looking for” since it lets the players drive the pace.

  18. Devin White We use it almost identically, usually with 5 hold being the goal. I love the “Spend 1 to find something you are looking for” since it lets the players drive the pace.

  19. Caution: lengthy post…

    This is for tomorrow night’s assault on Castle Crowcroft. The party’s cleric has been tasked by her church to destroy the tyrant vampire Baron Vrahd Von Crowcroft. The pacing may be a bit fast(3 hold required to find the inner sanctum and face the BBEG), but we only have about 3 hours left in our adventure, so we need to finish this. I hope it works well.

    Your party arrives at Crow peak overlooking the Yarovian mountains. At the edge of the chasm is a drawbridge leading to a spiked gate entering the castle. Torches blaze in the dusk and eerie organ music can be heard in the distance…

    Draw a map of the castle as you explore it.

    When you explore the labyrinthine dungeons beneath Castle Crowcroft describe how you plan to do it. Roll+stat depending on your plan.

    On a 12+, hold 3

    On a 10+, hold 2

    On a 7-9, hold 1 and encounter a guardian

    On a 6-, encounter a guardian

    If you roll snake eyes, lose all your hold! You have encountered a magically locked door and cannot advance deeper into the dungeon until you climb up the tower(or explore the ground floor) to retrieve the “key.” Describe it. There may or may not be guardians…

    You may spend 3 hold to find Vrahd’s crypt

    You may spend 1 hold to find a treasure

    Treasures:

    The 5 magic items on p.330 of DW.

    Roll a d6

    1 Argo Thaan(+bonus vs. vampires even if bearer is not a paladin)

    2 Arrows of Acheron

    3 Axe of the Conqueror-King

    4 Barb of the Black Gate

    5 Bag of Holding

    6 Teleportation Room(p.339 DW)

    Guardians and the areas they guard

    Roll a d6

    1. 6 soldiers(see DW p.319) led by a vampire lieutenant(ibid p.262), marching through a corridor

    2. Only 4 zombies(see DW p.263), acting out a play in the Amphitheater; the audience numbers keep growing…

    3. 2d4 ghouls(DW p.258) gnawing bones in the servants’ Necropolis, with a tunnel leading to the Darklands ghoul kingdom of Nemret Noctoria…

    4. The Mummy (DW p.259) presiding over a dark ritual at the Shrine of Nocticula. The other celebrants are mere ghost echoes.

    5. 2d4 Mohrgs(DW p.259) in the Crypt of Murderers

    6. Spectre (DW p.262) The castellan(Sigelio) in his wine cellar

  20. Caution: lengthy post…

    This is for tomorrow night’s assault on Castle Crowcroft. The party’s cleric has been tasked by her church to destroy the tyrant vampire Baron Vrahd Von Crowcroft. The pacing may be a bit fast(3 hold required to find the inner sanctum and face the BBEG), but we only have about 3 hours left in our adventure, so we need to finish this. I hope it works well.

    Your party arrives at Crow peak overlooking the Yarovian mountains. At the edge of the chasm is a drawbridge leading to a spiked gate entering the castle. Torches blaze in the dusk and eerie organ music can be heard in the distance…

    Draw a map of the castle as you explore it.

    When you explore the labyrinthine dungeons beneath Castle Crowcroft describe how you plan to do it. Roll+stat depending on your plan.

    On a 12+, hold 3

    On a 10+, hold 2

    On a 7-9, hold 1 and encounter a guardian

    On a 6-, encounter a guardian

    If you roll snake eyes, lose all your hold! You have encountered a magically locked door and cannot advance deeper into the dungeon until you climb up the tower(or explore the ground floor) to retrieve the “key.” Describe it. There may or may not be guardians…

    You may spend 3 hold to find Vrahd’s crypt

    You may spend 1 hold to find a treasure

    Treasures:

    The 5 magic items on p.330 of DW.

    Roll a d6

    1 Argo Thaan(+bonus vs. vampires even if bearer is not a paladin)

    2 Arrows of Acheron

    3 Axe of the Conqueror-King

    4 Barb of the Black Gate

    5 Bag of Holding

    6 Teleportation Room(p.339 DW)

    Guardians and the areas they guard

    Roll a d6

    1. 6 soldiers(see DW p.319) led by a vampire lieutenant(ibid p.262), marching through a corridor

    2. Only 4 zombies(see DW p.263), acting out a play in the Amphitheater; the audience numbers keep growing…

    3. 2d4 ghouls(DW p.258) gnawing bones in the servants’ Necropolis, with a tunnel leading to the Darklands ghoul kingdom of Nemret Noctoria…

    4. The Mummy (DW p.259) presiding over a dark ritual at the Shrine of Nocticula. The other celebrants are mere ghost echoes.

    5. 2d4 Mohrgs(DW p.259) in the Crypt of Murderers

    6. Spectre (DW p.262) The castellan(Sigelio) in his wine cellar

  21. Here’s the version I used. From my notes. I’m not sure whether I changed it at all from the original. I might have tweaked the numbers.

    When you attempt to navigate the labyrinth, describe how you do it, and then roll +STAT. On a 12+, hold 2. On a 10+, hold 1. On a 7-9, hold 1, but you also encounter a guardian. On a miss, you’ll probably encounter a guardian. On a 1-3, also lose all hold.

    When multiple party members navigate in turn, their hold is pooled together.

    When you spend 1 hold, find one of the labyrinth’s treasures (a treasure, an answer, a missing person, an exit), and describe the room it is found in.

    When you spend 4 hold, find the heart of the labyrinth.

    I also prepared these elements for scenes in the labyrinth:

    Smooth stone walls, like underground river courses.

    Tunnels through soft earth, like the paths of worms.

    Chrysalis, takes up the whole tunnel.  A dry husk.  What hatched from this?

    Round chambers, like adjoining bubbles in milk.

    Worked stone rooms, remarkably alike, each with a fresco on the same wall.  Only the frescoes are different.

    (Frescoes are Torrim’s memories of the war and before.  Skies above / clouds below.  Winged, armoured, faceless warriors.  Three titans battling.  A giant throne.  Etc.)

    Soft white grubs or roots hanging from the wall in clumps, some leaking pink goo from their ends.  Smells a bit sour here.

    Bulbous nodules, maybe fungus, grey-white, growing along the edges of the tunnel.

  22. Here’s the version I used. From my notes. I’m not sure whether I changed it at all from the original. I might have tweaked the numbers.

    When you attempt to navigate the labyrinth, describe how you do it, and then roll +STAT. On a 12+, hold 2. On a 10+, hold 1. On a 7-9, hold 1, but you also encounter a guardian. On a miss, you’ll probably encounter a guardian. On a 1-3, also lose all hold.

    When multiple party members navigate in turn, their hold is pooled together.

    When you spend 1 hold, find one of the labyrinth’s treasures (a treasure, an answer, a missing person, an exit), and describe the room it is found in.

    When you spend 4 hold, find the heart of the labyrinth.

    I also prepared these elements for scenes in the labyrinth:

    Smooth stone walls, like underground river courses.

    Tunnels through soft earth, like the paths of worms.

    Chrysalis, takes up the whole tunnel.  A dry husk.  What hatched from this?

    Round chambers, like adjoining bubbles in milk.

    Worked stone rooms, remarkably alike, each with a fresco on the same wall.  Only the frescoes are different.

    (Frescoes are Torrim’s memories of the war and before.  Skies above / clouds below.  Winged, armoured, faceless warriors.  Three titans battling.  A giant throne.  Etc.)

    Soft white grubs or roots hanging from the wall in clumps, some leaking pink goo from their ends.  Smells a bit sour here.

    Bulbous nodules, maybe fungus, grey-white, growing along the edges of the tunnel.

  23. Jason Cordova, thank you for sharing the original move. I’m excited to try my little tweak with my friends tonight! The way you described it on DR podcast seemed to me (they way I heard it) to imply Castle Ravenloft as the actual site. So we’ll see what happens as we play to find out!

  24. Jason Cordova, thank you for sharing the original move. I’m excited to try my little tweak with my friends tonight! The way you described it on DR podcast seemed to me (they way I heard it) to imply Castle Ravenloft as the actual site. So we’ll see what happens as we play to find out!

  25. What I think I love about the rule is that it fills a much-needed gap in DW. It allows you to create the feeling of an expansive and dangerous dungeon without needing lots of prep or expanded rolling tables. It feels like this is just how dungeoneering should go.

  26. What I think I love about the rule is that it fills a much-needed gap in DW. It allows you to create the feeling of an expansive and dangerous dungeon without needing lots of prep or expanded rolling tables. It feels like this is just how dungeoneering should go.

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