TEXT: Microfronts
  Custom Fronts by Marshall Miller
  for Sage LaTorra and Adam Koebel’s
  Dungeon • World
  www.dungeon-world.com
  What is a Microfront?
  Microfronts are a type of custom front for 
  prepping interstitial scenes during a campaign. 
  Ultimately, microfronts are a basic front that 
  has been hammered down to its most compact 
  state.  Microfronts act as interludes in a longer 
  campaign by providing a short diversion 
  between story arcs.  While they could be extend 
  to form a whole front, they are designed to be 
  resolved in a single scene.
  Writing your own Microfronts...
  Microfronts are just like a regular front.  They 
  have all the same parts: A description, a 
  danger, grim portents, an impending doom, 
  and perhaps a custom move, item, or monster. 
  The trick is to write them with such immediacy 
  that they resolve in a single scene.  This means 
  that the description needs to drive toward 
  direct threat, the grim portents need to be all 
  but givens, and the impending doom needs to 
  directly impact the players right here and very 
  much right now! Could you expand a 
  microfront into full front if things get 
  interesting, sure, you're almost obligated to. 
  Writing a full front just isn’t what you're 
  setting out to do.
  To really ratchet up the tension...
  Put microfronts envelopes and write the 
  fictional triggers on the outside.  Hand them to 
  the players at the beginning of the session and 
  let them decide if and when they want to 
  activate the microfronts.
  Gloch the River Giant
  When you undertake a perilous journey and 
  roll a 6 or less, ask the GM to unlock this 
  microfront.
  Description:  The river stretches as far as you can 
  see in both directions and the old bridge, a remnant 
  of  empires past, spans the width of the gulch.   As 
  you approach, a giant hand emerges from beneath 
  the bridge.  What do you do?
  Danger: Gloch the river giant
  □ Grim Portent: Gloch blocks the bridge
  □ Grim Portent: Gloch demands tribute
  □ Grim Portent: Gloch makes threats
  Impending Doom: Gloch the River Giant is 
  coming for you!
  Stake: What will they give up to cross the bridge?
  Stake: What will they do to escape from the angry 
  giant?
  River Giant                                                                     
  Swat (10 Damage, 2 Pierce)       20 HP    2 Armor
  Its something about their unquenchable thirst for 
  fresh water that keeps these giants near rivers. 
  Instinct: To harass those  near the river
  • Hit them with giant hands
  • Blow them down
  • Make them pay
  When you flee from a giant, roll+STR.  On a 10+, 
  you disappear among the places the giant cannot 
  follow.  On a 7-9, choose 1 place to find:
  • A space too small for the giant to reach you
  • A high ground on which to make a stand
  • A settled place that will always remember who 
  led the giant to their homes
  The Sirens' Call
  When you undertake a perilous journey 
  across the open water and roll a 6 or less, ask 
  the GM to unlock this microfront.
  Description:  The straights are rife with jagged 
  stone outcroppings.  It is among these granite spires 
  and protrusions that you see them.  They call out to 
  you, “Help us, help us!”  What do you do?  [GM 
  note: Ask each PC to describe the most beautiful 
  person they can imagine – that is what they see]
  Danger: The siren
  □ Grim Portent:  The sailors will not leave
  □ Grim Portent:  The sailors disembark 
  □ Grim Portent:  The siren beckon, closer, 
  closer...
  Impending Doom: Siren feast on their blood
  Stake:  Will they be able to resist the temptation?
  Stake:  What will they do to the siren if they can?
  Siren                                                                             
  Claw and bite (3 Damage)       8 HP         0 Armor
  The siren call them from the seas, the siren beckon 
  and they tease, the siren drink as much as they 
  please.  Instinct: To draw them near
  • Call to them with song
  • Feed on their blood
  • Ward off their blows
  When you hear the siren's call, roll+WIS.  On a 
  10+, you cover your ears and try to block them from 
  your mind.  Describe the most tedious chore you've 
  ever performed.  On a 7-9, take the bond: When you 
  do as they please, mark XP.
  Siren's Choker                             Worn, 1 Weight
  When you don the Siren's Choker, exchange your 
  race move for Arcane Art until removed.
  
  Sadie's Tavern
  When you Carouse and you roll a 6 or less, ask 
  the GM to unlock this microfront.
  Description:  No sooner had you stepped inside 
  Sadies's Tavern than you realized you were in a less 
  than friendly situation.  Everyone is looking at you 
  and they don't look happy, you didn't even see who 
  threw the first bottle.  What do you do?
  Danger: The patrons
  □ Grim Portent:  The door shuts behind them
  □ Grim Portent:  The crowd surrounds them
  □ Grim Portent:  The weapons come out
  Impending Doom: They run you out of town!
  Stake: Can they win over the crowd?
  Stake:  Can they leave with their shirts?
  Patrons                                                                       
  Bottles and chairs (3 Damage)    8 HP    0 Armor
  Maybe they think you're someone else or maybe its 
  just you.  Its been a long night and the patrons are 
  deep in their drink.  Instinct: To give it to these 
  smug bastards
  • Hurl insults
  • Hurl objects
  • Hurl 
  When you tap a keg in the face of adversity, 
  roll+INT.  On a 10+, the stream of suds blinds them 
  and sends them scampering.  On a 7-9, the whole 
  area is doused in ale and everyone hits the floor.
  When you swing on a chandelier, roll+Weight. 
  On a 10+, you pull it down on top of you.  On a 7-9, 
  you pull it down on them.  On a miss, you swing to 
  safety.
  A Midsummer's Night
  When you make camp in a dangerous location 
  and you roll a 6 or less, ask the GM to unlock 
  this microfront.
  Description:  Maybe the breeze is too cold or 
  maybe the ground is too hard but this is far from the 
  best place you've chosen to sleep.  [GM note: Ask 
  each character what they do to try and sleep] 
  Before you can actually fall asleep, the sound of 
  music fills the air and a party of sylvan musicians 
  and dancers surround you.  What do you do?
  Danger: The revelers
  □ Grim Portent:  The revelers are watching
  □ Grim Portent:  The revelers take their things
  □ Grim Portent:  The revelers taunt them
  Impending Doom: It was all a dream!
  Stake:  Will they realize it's all a dream in time to 
  take advantage of their time in the dreamworld?
  Stake:  When will they escape the dreamworld?
  The Revelers                                                              
  Pinches (1 Damage)               6 HP             0 Armor
   The revelers come at night to haunt the dreams of 
  those who sleep in their special place. Instinct: To 
  take their things
  • Taunt them with jibes
  • Pinch them and dance away
  • Pinch their things
  When you realize that you are in the 
  dreamworld, roll+WIS.  On a 10+, you can 
  remain here until the dice hit the table 3 times.  On 
  a 7-9, you emerge from the dreamworld rested but 
  unsettled.
  Halt Traveler!
  When you undertake a perilous journey and 
  roll a 6 or less, ask the GM to unlock this 
  microfront.
  Description:  As you make your way down the 
  road, you see an older man sitting in the road.  He's 
  wearing dirty clothes and a seemingly homemade 
  crown adorns his balding head.  When he sees you, 
  he hops up and says, "Please sirs, could you spare 
  some food for a fellow highwayman.  For a gold I'll 
  guide you to wherever you need to go."  What do 
  you do?
  Danger: The bandits
  Grim Portent: Demands are made
  Grim Portent: Bandits make themselves known 
  Grim Portent: Ways fore and back are blocked
  Impending Doom: Bandits descend upon them
  Stake: Will they give in to the Bandits' demands?
  Stake: What can they extract from the Bandits?
  Bandits                                                                             
  Clubs and knives (5 damage)           8 HP    0 Armor
  What the bandits in this part of the land make up 
  for in armaments they make up for in enthusiasm. 
  Instinct: To strip them bare
  • Pile on them
  • Beat them down
  • Leverage by taking hostages
  Bandit's Crown                                    Worn, 1 
  Weight
  This tin crown is roughly snipped from scrap metal 
  and decorated with broken bits of colored glass. 
  When you present the Bandit's Crown to a 
  local lord or merchant, they will grant you 
  services worth up to 20 Gold.
  
  The Shakedown
  When you enter a city and aren't doing 
  anything in particular, ask the GM to unlock a 
  microfront.
  Description:  As you idle in the street, a pair of 
  guards approach you.  "Well, well, what do we have 
  here," one of them says.  "They don't look like 
  they're around from these parts," says the other. 
  "Have you lot paid the immigration taxes yet?" the 
  first one asks.  "Well?  Have you?" inquires the 
  second.  What do you do?
  Danger: Petty Guards
  Grim Portent: The guards me threats
  Grim Portent: The guards demand surrender 
  Grim Portent: Reinforcements are called for
  Impending Doom: Apprehension is attempted
  Stakes: Will they pay the bribe?
  Stakes: How will they escape the law?
  City Guards                                                                   
  Spears (5 damage)                       8 HP          0 Armor
  Wearing shiny helms and carrying shiny spears, the 
  city guard are as corrupt as they are pompous. 
  Instinct:  To throw their weight around
  • Keep them at bay
  • Call in reinforcements
  • Stomp and smash
  When you flee from the guards, its your guilt is 
  obvious to all - roll for outstanding warrants.
  Trappings of Authority                                 Worn
  When you wear the trappings of authority, at 
  first glance, only the well to do will know you for a 
  fraud.
  The Shrine
  When you undertake a perilous journey and 
  roll a 10+, you may ask the GM to unlock this 
  microfront.
  Description: As you near your destination, you 
  come upon a roadside shrine to an almost forgotten 
  god.  Its stone features are all but worn away from 
  years of exposure to the elements.  A roughly carved 
  wooden bowl laying at its base contains a small pile 
  of gold.  What do you do?
  Danger: Nagging guilt
  Grim Portent: The shrine quietly looks on
  Grim Portent: The shrine quietly looks on
  Grim Portent: The shrine quietly looks on
  Impending Doom: The shrine sheds a single tear
  Stakes: Will they make or take offerings?
  Stakes: Will they sin against the land?
  When you take from the offerings left at a 
  roadside shrine, you turn the land against you – 
  gain 5 gold but roll again to undertake a perilous 
  journey.
  When an offering is left to the god of this 
  place, roll+gold spent.  On a 10+, the god of this 
  place will come to you and beg a simple boon of you. 
  If you grant the boon, mark XP - this route will 
  never be perilous to you again.  On a 7-9, you are 
  filled with an inner peace, take +1 forward.  On a 
  miss, the shrine looks quietly on and a gentle breeze 
  ruffles your hair.
  When you uproot or destroy a roadside 
  shrine, you catch a glimpse of what lies beyond 
  this place (the GM will describe it), then roll.  On a 
  hit, a chill fills the air but the visions pass.  On a 
  miss, the god of this place will offer you a hard 
  bargain.   If you take it, you will be free to continue 
  on your way but if you refuse it the god of this place 
  turn your days into weeks – consume double 
  rations.  
  Mister, Mister!
  When you undertake a perilous journey and roll a 7-
  9, you may ask the GM to unlock this microfront.
  Description: After only a short time on the road, 
  you hear cries of, “Mister!  Hey mister!  Wait!” 
  Presently, a young boy approaches you.  Out of 
  breath, he says, “Mister, please help me.  My 
  brother Dimmy has fallen in the well!   He's not so 
  bright and he doesn't know how to swim.  Its just 
  over the hill there, come quick!”  What do you do?
  Danger: The deep, deep well
  Grim Portent: Dimmy calls for help
  Grim Portent:  The splashing intensifies
  Grim Portent:  The splashing stops
  Impending Doom: Dimmy drowns
  Stakes: Will they turn a blind eye to his plight?
  Stakes: What will they ask of the boy's parents?
  Drowning Child                                                           
  Desperation   (1 Damage)                 4 HP     0 Armor
  A drowning child will do anything to keep air in 
  their lungs and something solid in hand.  Instinct: 
  To keep their head above water
  • Claw frantically
  • Kick mercilessly
  • Dunk with abandon
  When you rescue a child from certain death, 
  their parents will do all that is within their power to 
  repay you.
  When you ignore the distress of a child, you 
  may shift your alignment toward evil, what's it to 
  you?
  When you hold your breath and search the 
  bottom of an old well, describe its darkest 
  depths.  You find your CON in gold.  
  
                                 
  When ____________ _______________, 
  ask the GM to unlock this microfront.
  Description:  
  Danger: __________________
  Grim Portent: ____________________
  Grim Portent: ____________________
  Grim Portent: __________________
  Impending Doom: __________________
  Stakes: ____________________________
  Stakes: __________________________
  A microfront by: ____________________
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Expansion Content/Microfronts.pdf