[DUNGEON WORLD] City of Strangers (Inactive)

Game Master Haladir

Map: Kaer Maga

Characters
Aegor (HP 19/19)
Chipluck (HP 19/19)
Dahlia (HP 23/23)
Halek (HP 20/20)
Pip (HP 15/15)
Silas (HP 18/18)


Six adventurers brave the strange and dangerous Kaer Maga: the City of Strangers! A Dungeon World campaign.

Dungeon World Core Mechanic:
When it would be dramatic, characters make a Move. The core mechanic is: Roll 2d6 and add your modifier (which range from -3 to +3). On a 10+ You succeed! Awesome! On a 7-9, you succeed, but there is a cost. On a 6-, something bad happens.

All Moves are defined in the game. Please see the description of the Move for specifics when you want to make that Move.

Basic Moves and Special Moves can be performed by anyone.

Starting Moves and Advanced Moves are specific to your character class. See your character sheet for details on your moves.

* * * *

Basic Moves:
Hack and Slash
When you attack an enemy in melee: Roll + Str. On a 10+, you deal your Damage and avoid their attack. You may choose to do an additional +1d6 damage and be subject to their attack. On a 7-9, you deal your Damage, and your foe makes an attack against you.

Volley
When you take aim and shoot at an enemy at range: Roll + Dex.
On a 10+, you have a clear shot—deal your damage. On a 7-9 choose one:
... You have to move to take your shot, placing you in danger.
... You have to take what you can get: -1d6 damage.
... You have to take several shots: Reduce your Ammo by 1.

Defy Danger
When you act despite an immediate threat or suffer a calamity, say how you deal with it and roll. If you do it...
... by powering through, roll +Str.
... by getting out of the way or reacting quickly, roll +Dex.
... by enduring it, roll +Con.
... with quick thinking, roll +Int.
... through mental fortitude, roll +Wis.
... by charm and social grace, roll +Cha.
Depending on the situation, one or more of these approaches might not be appropriate or available.

On a 10+, you succeed and can avoid the danger. On a 7-9 you hesitate or stumble, avoiding the brunt of it, but you still suffer a cost. The GM will offer you a hard bargain or ugly choice.

Defend
When you stand in defense of a person, object, or location, roll +Con. On a 10+ Hold 3; On a 7-9 Hold 1. So long as the thing you are defending is attacked, you may spend 1 Hold to do one of the following:
... Redirect an attack against what you are defending to yourself.
... Halve the attack's damage or effect.
... Open up the attacker to an ally, granting +1 forward to that ally.
... Deal damage to the attacker equal to your level[/list]

Discern Realities
When you closely study a situation or person roll +Wis. On a 10+ as the GM three questions from the list below. On a 7-9, ask only one. Take +1 forward when acting on the answers.
... What happened here recently?
... What is about to happen?
... What should I be on the lookout for?
... What here is valuable to me?
... Who's really in control here?
... What here is not as it appears to be?

Spout Lore
When you consult your accumulated knowledge about something, roll +Int. On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7-9, the GM will tell you something interesting about the subject—It's up to you to figure out how to make it useful. The GM might ask you, "How do you know this?" Tell them the truth. Now.

Parley
When you have leverage on an NPC and manipulate them, roll +Cha. On a 10+, they ask you for something in return, and will do what you want if you promise to do what they asked for. On a 7-9, they need concrete assurance of your promise, right now.

Aid or Interfere
When you help or hinder someone with whom you have a Bond, roll +Bond with them (i.e. the number of Bonds you have with them). On a 10+, they take either a +1 or a -2 forward (your choice). On a 7-9, they still take a +1 or -2 forward (your choice), but you expose yourself to a danger, retribution, or cost.

* * * *

Special Moves:
Last Breath
When you're dying, you catch a glimpse of what lies Beyond the Black Gates of Death's Kingdom. (The GM will describe it.) Roll (+nothing; Death doesn't care how cool you are). On a 10+ you have cheated Death—you're in a bad spot, but you're still alive. On a 7-9, Death will offer you a bargain. Take it and stabilize, or refuse it and pass beyond the Black Gates to whatever fate awaits you. On a miss, your fate is sealed.

Carouse
When you return triumphant and throw a big party spend 100 coin and roll +extra 100s of coins spent. On a 10+ choose three; on a 7-9 choose one. On a miss, still choose 1, but things get out of hand.
... You befriend a useful NPC.
... You hear rumors of an opportunity.
... You gain useful information.
... You are NOT entangled, ensorcelled, or tricked.

Encumbrance
When you make a move while carrying weight up to you Load, you're fine. If you are carrying weight equal to your Load+1 or +2, take -1. If you are carrying weight greater than your Load+2, make a choice: Drop at least 1 weight and roll a -1 or automatically fail.

Make Camp
When you settle in to rest, consume 1 ration. If you are somewhere dangerous, also decide the watch order. If you have enough XP, you may Level Up. When you wake from at least a few hours of uninterrupted sleep, heal damage equal to half you max HP.

Take Watch
When you're on watch and something approaches the camp, roll +Wis. On a 10+, you're able to wake the camp and prepare a response, and everyone takes +1 forward. On a 7-9, you react a moment too late—the party has weapons and armor, but little else. On a miss, whatever lurks outside the campfire light has the drop on you.

Outstanding Warrants
When you return to a civilized place where you've caused trouble in the past, roll +Cha. On a 10+, word has spread of your great deeds, and everyone recognizes you. On a 7-9, that and the GM chooses a complication:
... The local constabulary has a warrant for your arrest.
... Someone has put a price on your head.
... Someone important to you is now in a bad spot because of your actions.

Recruit
When you put out the word that you're hiring help, roll. If you make it known...
... that your pay is generous, take +1.
... what you are setting out to do, take +1.
... that they'll get a share of whatever you find, take +1.
If you have a good reputation in these parts, take an additional +1, and the above bonuses are cumulative.

On a 10+, you have your pick of a number of skilled applicants, your choice of who to hire, and have no penalty for turning anyone away. On a 7-9, you'll have to settle for someone close to what you want, or turn them away. On a miss, someone inappropriate declares that they'd like to come along (e.g. a foolhardy youth, a loose-canon, or a veiled enemy): Bring them along anyway and take the consequences or turn them away. If you do turn away applicants, take -1 forward to Recruit.

Supply
When you go to buy something with money on hand, if it's something readily available in this settlement, you can buy it at market price. If it's something special, beyond what's typical here, or non-mundane, roll +Cha. On a 10+ you find what you want at a fair price. On a 7-9 you'll have to pay more for it or settle for something similar.

Recover
When you do nothing but rest in comfort and safety, after a day of rest you recover all of your lost HP. After three days of rest, you remove one debility of your choice. If you're under the care of a healer (magical or otherwise), you remove one debility per two days of rest instead.

Bolster
When you spend your leisure time in study, meditation, or practice, you gain preparation. If you bolster for a week or two, gain 1 preparation. If you bolster for a month or longer, gain 3 preparation. When your preparation pays off, spend 1 preparation for +1 forward.

Level Up
When you have sufficient downtime and XP equal to your current level +7, subtract your current level+7 from your XP, and increase your level by 1. You may then choose a new Advanced Move for your class. If you are a wizard, you may also add a new spell to your spellbook. Also choose one of your stats and increase it by 1. (This may increase your modifier.) Note that increasing your Constitution will increase your maximum and current HP. Ability scores cannot go higher than 18.

End of Session
When you reach the end of a session, you may choose to resolve one of your Bonds. If the other player agrees, erase that Bond and write a new one. Also mark 1 XP.

As a group, answer the following questions:
... Did we learn something new and important about the world?
... Did we overcome a notable monster or enemy?
... Did we loot a memorable treaure?

For each "Yes", mark 1 XP.