Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: mease19 on September 10, 2011, 09:08:38 PM

Title: DW Module - The Shallow Sea
Post by: mease19 on September 10, 2011, 09:08:38 PM
Ok, I thought I'd put out one last Dungeon Starter, what with trilogies being so popular these days.  

The Shallow Sea (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B654TXP1tdnxOWUyMTJlZDYtZTNmZC00NTI3LWI5NTUtYzFmYTA3NjY2YTBh&hl=en_US)

As with the others, any questions, comments, or cuss words are welcome.  If you use this to start a game of Dungeon World, I'd love to hear about how it went.
Title: Re: DW Module - The Shallow Sea
Post by: John Harper on September 11, 2011, 05:24:14 PM
These starters are SO GOOD. They're on my iPad, ready for deployment.
Title: Re: DW Module - The Shallow Sea
Post by: Jackhalfaprayer on October 01, 2011, 09:45:57 PM
It's October! My favorite time of the year... In honor of this month, Halloween, and my love of DW I wanted to contribute something along the lines of Mease19's wonderful Dungeon Starters. I also really love Castlevania. I hope to turn out enough of these to represent a good portion of The Castle as the month goes by. I've got lots of notes written up. All I need is time (and focus).

Check it out:The Dying Garden (http://hhttps://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4bjxjnr2p_INGYxN2QxNGEtN2FkNC00MjQ3LTk1YWYtNWVjNDc2YWJhOTU0&hl=en_US)

Of course if you really want that Castlevania flavor you'll need these:

Die Monster!
When you destroy one of the children of the night roll + CHA:
o The Monster is destroyed and does not rise again at the least convenient time. No destruction ritual is necessary.
o Those suffering under the monster’s curse are freed/laid to rest.
o The Monster drops 1d6 hearts.
 
Sub-weapons
 
Daggers
Close, Damage 1D4, Piercing 1, Silver
When you fling your holy silver daggers at your enemies roll +hearts spent (max 3).
o Gain +1 forward on your next Die Monster! Roll
o Your attack gains the Far tag
o You may target X enemies where X is the number of hearts spent
o Your attack gains X piercing where X is the number of hearts spent
 
Holy Water
Close, Damage 1D6,
When you throw a vial of holy water at your foes roll +hearts spent (max 3).
o Gain +1 forward on your next Die Monster! Roll
o Your attack gains the Messy tag
o Targets are wreathed in flame and can do nothing but try to put it out.
o The fires last for a good while

I can't seem to come up with any other good sub-weapons rules though...
Title: Re: DW Module - The Shallow Sea
Post by: Jackhalfaprayer on October 03, 2011, 12:42:37 PM
(This didn't seem to work the first time I posted it, and the link was broken, so I'm trying again)

It's October! My favorite time of the year... In honor of this month, Halloween, and my love of DW I wanted to contribute something along the lines of Mease19's wonderful Dungeon Starters. I also really love Castlevania. I hope to turn out enough of these to represent a good portion of The Castle as the month goes by. I've got lots of notes written up. All I need is time (and focus).

Check it out:
The Dying Garden (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4bjxjnr2p_INGYxN2QxNGEtN2FkNC00MjQ3LTk1YWYtNWVjNDc2YWJhOTU0&hl=en_US)

Of course if you really want that Castlevania flavor you'll need these:

Die Monster!
When you destroy one of the children of the night roll + CHA:

    On a 10+ Pick 2
    On a 7-9 pick 1

o The Monster is destroyed and does not rise again at the least convenient time. No destruction ritual is necessary.
o Those suffering under the monster’s curse are freed/laid to rest.
o The Monster drops 1d6 hearts.
 
Sub-weapons
 
Daggers
Close, Damage 1D4, Piercing 1, Silver
When you fling your holy silver daggers at your enemies roll +hearts spent (max 3).

    On a 10+ Pick 2
    On a 7-9 pick 1

o Gain +1 forward on your next Die Monster! Roll
o Your attack gains the Far tag
o You may target X enemies where X is the number of hearts spent
o Your attack gains X piercing where X is the number of hearts spent
 
Holy Water
Close, Damage 1D6,
When you throw a vial of holy water at your foes roll +hearts spent (max 3).

    On a 10+ Pick 2
    On a 7-9 pick 1

o Gain +1 forward on your next Die Monster! Roll
o Your attack gains the Messy tag
o Targets are wreathed in flame and can do nothing but try to put it out.
o The fires last for a good while

I can't seem to come up with any other good sub-weapons rules though...