MISERY LOVES COMPANY
Here's an example of a hazard move, a ward that scares intruders off with their own fear. It's meant to serve as a legitimate barrier, but also to bring the PCs' fears to the forefront as they enter this haunted barrow mound.
When you approach the threshold with the intent to cross, it fills you with dread. If you persist, roll +WIS: on a 10+, describe a deep fear from your past and how you overcame it, then cross; on a 7-9, mark a debility and tell us of an unconquered fear that lurks in your heart, then cross if you wish; on a 6-, mark a debility and describe the fear that overcomes you—you will not cross willingly while the ward persists.
Here's a new expedition move, written for specific players in a specific game. It's a riff on Burgle, and was prompted by players hogging the spotlight with solo missions. They'd push their luck until disaster struck, and play was grinding to a halt. So: new move, everybody!