Ghostwood Haunts: DW3: A Dungeon World Adventure
Ghostwood Haunts is an introductory event module for the Dungeon global myth role-playing game.
In the midst of the Ghostwood, the village of Knifesbridge holds an insignificant few thousand souls, yet difficulty sufficient for all. A gang of bandits preys upon the neighborhood street site visitors, drug dependancy spreads via sleepy village streets, and corruption on the center of municipal politics stymies all makes an attempt to revive legislation and order. Worse but, a useless witch's ghost seeks vengeance, and a demon waits to stroll once again underneath the Ghostwood's leaves. on the crossroads among those fronts lies and previous, deserted tower, and the secrets and techniques buried underneath it's going to tear this village apart.
Inside this experience module you are going to find:
different hand, if the desktops prove struggling with the Wolf Pack in those tunnels, she is going to have an ideal chance. If the computers convey hirelings or different assistants into the tunnels, she attempts to make the holder of the diary imagine considered one of them is set to devote betrayal, within the hopes that she is going to now not need to begin the bloodshed—only finish it. ninety three 94 Hungry Ghosts Idle arms If the computers don't take ownership of the diary, or try to wreck it or another way rid themselves of it, another individual will fall.
Perfumed Hair, faded Hair. Stats Your base harm is d4. Your greatest HP is 6+Constitution. 117 118 customized ideas beginning strikes opt for a race and achieve the corresponding circulation: Dwarf Your entourage consists of hardy dwarves, upload +1 scuffling with. Halfling should you use a flow to request foodstuffs or locate individuals with food-related talents or adventure, take +1. Human Your race are conquerors. in the event you see or come to understand of a specific thing you will have, ask an additional query from the attention for loot list,.
Open. Cleric: Divine tips or flip Undead. Fighter: Armored or Bend Bars, carry Gates. Paladin: Lay on palms. Ranger: referred to as Shot or either Animal spouse and Command. Thief: Backstab, Poisoner, or capture specialist. Wizard: Ritual or Spell safety. notice: when you are a bounty hunter with the ranger beginning movement hunt and song, the hunter applies for those who use that stream similar to it does for those who roll figure realities. should you begin as a bounty hunter at point 1, you could pick out certainly one of.
Featureless gray sky. past the gateway of this arch you spot not anything yet gray clouds and ashes. In entrance of this arch sits a blond guy, good wearing darkish outfits, at a small desk. he's sitting conveniently, sipping a few unique type of tea, his legs crossed within the well mannered kind. there's a small black booklet at the desk. in the event you catch up with, he reaches out, as though touching the invisible chain that draws you in and it sort of feels to forestall. you can't return, yet you needn't move ahead. He will give you.
Stabbed by means of those oil-coated knives is struck via an extreme feeling of chilly and numbness, and should have difficulties relocating safely. KICKAL & KONING crew, Hoarder, clever, prepared, Stealthy. 10 HP 2 Armour membership or knife (1d8+1 harm) shut exact traits: Knives reason paralysis. Kickal and Koning are a couple of thuggish Fomorians, acquainted with residing in underground city components. they're huge and muscular, yet stooped and hunched. Their fingers are just a little longer than a human’s, and.