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Agenda

Make the world fantastic Fill the characters lives with adventure Play to find out what happens

BLACKMOORE
An adventure starter by watergoesred for Dungeon World www.dungeon-world.com

Places
When entering a part of Blackmoore you dont know, roll d6 then cross result off. 1. Caravan gathered on large grounds 2. Temple with rounded buildings & graveyard 3. Market square with inns and dens 4. Canal docks 5. Row houses with padlocked doors, smelling of disease 6. Broken-down block houses smelling of of wet animals 7. Several aged officials buildings 8. Fine diverse shops 9. Wealthy residential street with large gates 10. The Council of Elders When the street is noisome, roll d6 then cross result off. 1. Town crier offers news of the arrival of a diplomatic caravan 2. Puppet show The Griffon and the Rat 3. Local militia knocking down someone's front door 4. A heavy fog rolls in, dulling all the senses 5. A crowd around a wandering prophet 6. Bell tower chimes noon, at the wrong time 7. Falling debris from rooftop revellers 8. Funeral procession of a noble 9. The burning of Humming Lane 10. The hanging of Orthias van Morley When you find yourself alone in the fog, roll+INT. On 10+, choose two; on 79, choose one. you know exactly where you are you dont draw unwelcome attention to yourself youre not cornered On a miss, whatever lurks nearby has the drop on you. When you wander the low bronze, roll+WIS. On 10+, you can spot and avoid a mugging. On a 79, you spot the muggers in time to prepare. When you read the graffiti at Dead End, ask the GM one question about Blackmoores sordid history.

Questions
How tall do they say the tree stood above the fossilised stump at the heart of Blackmoore? How safe is the road west to Pelgum? How high has the bounty grown for the leader of the bandits in Turnwood Forest? Have things settled in Hammersong? Who is currently mocked in street side shows? Why would a diplomat come to Blackmoore? Why is Orthias van Morley to be hanged till dead? Towers atop the stump of a gigantic fossilised tree A lonely, foggy moor stretches out in the south east Thick hedges and pines break the howling wind Smoke and haze rising from low wooden buildings Maze of stone walls intersect lower Blackmoore Deeply rutted cartways A bustling canal runs westeast Down the street a child pushes a big wheel of dung High stone bridge over the canal Hammer striking wood Freshly tanned leather on the breeze A badly burnt boy asks for bread Seamstress sewing on a street corner Loose stone work house collapsing Priests inviting all to a service amid their ruined church Children running by the canal Long ropes haul goods up side of Blackmoore Tree A flag of a hippogriff and sunburst flaps furiously Dogs bark Thick, sturdy wood buildings with carved tree motifs Roden & Sons sign with silhouette of a pine tree Chimes tinkle on the wind

Goals
Establish details, describe Use what they give you Ask questions Leave blanks Look for interesting facts Help the players understand the moves Give each character a chance to shine Introduce NPCs Fill out your worksheet Change the environment Point to a looming threat Introduce a new faction or type of creature Use a threat from an existing faction or type of creature Make them backtrack Present riches at a price Present a challenge to one of the characters

Impressions

Adventure Moves

Second class people


Porcelain golems Rare and expensive masterpieces, the art to creating these human-like constructs has long been forgot. Now, theyre just toys for the nobility; smooth limbs, soft words, quiet weeping. But a few porcelains have sought and found asylum, claiming sentience and the right to freedom from slavery. Large bounties stand for their safe return. Iron Ooze Solitary, Small, Gibbous If you wander the dry, dusty catacombs beneath Blackmoore, watch out for dark puddles and always look up. Instinct: to encase - drop heavily from above - smother and harden around limb - dissolve Acid (d10, ignores amour) 15 HP 4 Armour Hand Night wyvern Solitary, Large, Stealthy Theres a wyverns nest deep inside Blackmoore Tree and only accessible from the sheer, wind-blasted cliff. Instinct: To grow - attack silently from a dark sky - pull someone into the air - poison with tail spur Tail spur (1d10+4, 1 piercing) 16 HP 2 Armour Close, Reach, Forceful, Messy Special qualities: Wings

Things

Neyvins Berries A vine laden with thirteen berries overhangs a high wall around the Garden of Neyvin the Tall. Their scent is fantastic. Each berry counts as one ration. Stinky's Map Carved across various tables in various inns: Solar n' Anvil, North of the Lute, Weeping Hare, and Square's Haunch. Said to show the way to the Lost Vale of Charlt and, more importantly, the way back. Eye of the Eagle 1 Weight Rumoured to have been the key to Stinky's cartography and the cause of her madness. When looked through, this gem gives an eagles vision 300 metres up and the ability to spot prey over an area of approximately 5 square km. The Goblin Well It was here long before Blackmoore. None remember drawing water from it but many throw meat down in hope of sating the fates and the hollowmen who sleep down deep, deep below. Sanctum of Vromme No one knows for sure, but Vrommes not be seen for many a year and his sanctum looks dormant on the northern edge of Blackmoore. Some say he constructed a jade dragon that promptly ate him. Others that the golem still lies inside, waiting for the sanctums three-layered boundary to fail, or be breached.

Monsters

Orthias van Morley Magical To be hanged till dead, then dropped. Instinct: to survive one more day Knack: a plan for the perfect crime - Hide spells amidst gibbering nonsense - Spend hours, in gut wrenching agony, preparing a spell - Permanently swap bodies with a kiss Lady Tyler Aydin Organised, Devious, Hoarder Well connected social parasite. She collects secrets of rich wives and lovers of the nobility and blackmails for money and favours. Instinct: to make money Knack: writing - Know enemies weaknesses - Call on powerful favours from Dorr, Sorronfen, Witheart Elder Nicolaas Darkwood Organised. Devious Member of Blackmoores Council of Elders. Has set a bounty on Roughneck Scillsan, Lizardman hermit and keeper of snakes. Nicolaas knows that snakes are books and that Scillsans really a librarian. What information does he desperately want destroyed? Instinct: to destroy an artifact Knack: bluffing - Offer a reward - Change the law to his advantage

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