Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

Silvio's Map


Basic Moves:
Hack and Slash
When you attack an enemy in melee, roll+Str.
✴On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack.
✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.
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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 (whichever you choose you deal your damage):
-You have to move to get the shot placing you in danger as described by the GM
-You have to take what you can get: -1d6 damage
-You have to take several shots, reducing your ammo by one
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Defy Danger
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it
- by powering through, +Str
- by getting out of the way or acting fast, +Dex
- by enduring, +Con
- with quick thinking, +Int
- through mental fortitude, +Wis
- using charm and social grace, +Cha
✴On a 10+, you do what you set out to, the threat doesn’t come to bear.
✴On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.
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Defend
When you stand in defense of a person, item, or location under attack, roll+Con.
✴On a 10+, hold 3.
✴On a 7–9, hold 1.

As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:
- Redirect an attack from the thing you defend to yourself
- Halve the attack’s effect or damage
- Open up the attacker to an ally giving that ally +1 forward against the attacker
- Deal damage to the attacker equal to your level
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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 only tell you something interesting—it’s on you to make it useful.
The GM might ask you “How do you know this?” Tell them the truth, now.
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Discern Realities
When you closely study a situation or person, roll+Wis.
✴On a 10+, ask the GM 3 questions from the list below.
✴On a 7–9, ask 1.

Either way, 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 useful or valuable to me?
- Who’s really in control here?
- What here is not what it appears to be?
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Parley
When you have leverage on a GM Character and manipulate them, roll+Cha. Leverage is something they need or want.
✴On a 10+, they do what you ask if you first promise what they ask of you.
✴On a 7–9, they will do what you ask, but need some concrete assurance of your promise, right now.
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Aid or Interfere
When you help or hinder someone , roll+bond with them.
✴On a 10+, they take +1 or -2 to their roll, your choice.
✴On a 7–9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.
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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). Then roll (just roll, +nothing—yeah, Death doesn’t care how tough or cool you are). ✴On a 10+, you’ve cheated Death—you’re in a bad spot but you’re still alive.
✴On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
✴On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.
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Make Camp
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.
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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, everyone in the camp takes +1 forward.
✴On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.
✴On a miss, whatever lurks outside the campfire’s light has the drop on you.


Notable People:
Captain Alizandru Kovack
Middle-aged Taldan male, overly-elaborate attire, impeccably-groomed mustache and goatee
Uses fancy words at every opportunity, rarely uses them correctly, related to a minor noble

First Mate Alton Devers
Short-haired Chelaxian, well-dressed but not afraid to get dirty
Friendly, easy to talk to, has a promotion review at the conclusion of this voyage

Ambrose ‘FIshguts’ Kroop - Cook
Overweight, slovenly human, has a pet potbelly pig
Fantastic cook when sober, average otherwise

Crimson Cogward – Chief Rigger
Thuggish Varisian who always wears a blue bandana
Enjoys a good fistfight, devout follower of Pharasma

Aerys Mavato
Athletic half-elf with short dark hair and fierce blue eyes, wears a tricorn hat
Likes alcohol, hates flirtation, keeps to herself

Gelik Aberwhinge
Blond-haired gnome with a neat goatee, fancy clothes are always clean
Loves jokes and songs – the worse, the better, quick temper

Ieana
Brown-haired Varisian woman, slightly shabby appearance
Reserved and keeps to herself, usually has her nose in a book

Ishirou
Rugged Tian man, graying hair kept in a ponytail, scruffy beard
Taciturn and dour, no sense of humor, easily flustered by attractive women

Jask Derindi
Accused of conducting illicit deals among the Free Captains of the Shackles, will stand trial when you reach port

Sasha Nevah
Tousled red hair, mischievous green eyes, lost her left pinkie finger in an accident some time ago
Constantly on the move, optimistic, likes to laugh