The heroes of Havenshine died long ago, but their castle still stands alone...
The vault: home to great treasure, and unlimited terror.
A capital city with a dirty secret!
You’re in a cavern deep underground. Your dim torchlight reveals a heavy stone door tucked away in the corner, the surface covered with centuries of cobwebs and dust. It resists all physical attempts to smash it apart or wrench it open. The only other exits are the way you came and some kind of grille in the centre of the cavern floor.
Embossed on the front of the door in time-dulled silver are the names of six ancient cities. It looks like each letter could be pressed:
- Where is this ancient deep? Is it a tomb, a mine or some unknown cave system?
- What are you here to claim?
- The language on the door isn’t common, dwarvish or elvish. What is it? How did you come to learn it?
- What lies beyond the door?
- Which one of you lost their way once getting here? What did the group lose because of it? (Whoever answers mark XP.)
- Who is a native of one of the cities named? What’s it like?
- Which of the cities no longer exists? Why not?
- And, as always, What do you do?
If the players press the first button of each city (“unlock”) the grille in the centre of the cavern is unlocked, releasing it’s captive – a great worm!
If the players press the last button of each city (“open me”) the door opens with a blast of stale air, staying open for about a minute. Play to find out what happens next…
The deadly trees of the Sanguine forest - a blessing, or a curse?
OK, I know what you’re thinking. This blog is crazy for Dungeon World, surely this post is a foregone conclusion!
Well… yes. But I’m writing this review for a couple of reasons. Firstly, I want in to the Adventurers’ Guild. Secondly, on this, the 40th birthday of Dungeons and Dragons, it’s a good opportunity to write about my experiences with both systems and why Dungeon World comes out on top. And finally, it occurred to me that although I’m writing all these lovely adventures, it doesn’t hurt to write down why this particular system is so appealing.
Continuing from my last post on player money in Dungeon World…
I touched on this last time but based on feedback and further thought, here’s my revised moves regarding shopping:
When you spend a few hours getting mundane supplies (rations, adventuring gear, ammo) you get d6+CHA of them. You can split the result between different supplies as you see fit.
You could roll for this whenever players start a session in a settlement, if you like, or let the players prompt you when they want to make the move. There’s a tiny chance, if player’s charisma is really bad, they LOSE something instead – it gets pickpocketed, they end up owing someone money, or similar. If characters are hoarding equipment, that’s fine – use up their supplies, or show them the downsides of hoarding equipment (it makes you a target for muggers, for example.)