DW Module - The Shallow Sea

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DW Module - The Shallow Sea
« 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

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.

Re: DW Module - The Shallow Sea
« Reply #1 on: September 11, 2011, 05:24:14 PM »
These starters are SO GOOD. They're on my iPad, ready for deployment.

Re: DW Module - The Shallow Sea
« Reply #2 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

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...

      Re: DW Module - The Shallow Sea
      « Reply #3 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

      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...