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Black Skies, Bright Stars What here is useful or valuable to us?

A campaign starter for Dungeon World Sci-Fi campaigns by D. 1. A map to the lost Alaran system
Kenny (2018 CC BY SA), based on Jeremy Strandberg’s “Sailing 2. A vast treasure, concealed somewhere on this
the Sapphire Isles” and inspired by Dirk Detweiler Leichty & moon or lying in a crashed wreck
Brian Holland 3. A fearsome and far-flung reputation
4. The stolen plans with the secret route to get back
Before creating characters, roll 8d6 and take turns what’s yours
assigning them to the questions below. Set the 5. A favor owed you by a powerful rebel leader
remaining 2 dice aside. 6. Your ship, the fastest in the sector (+1 Speed)

What is about to happen?


What happened here recently?
1. A ship-killing meteor shower fills your scanners
1. A time-space anomaly that’s left you crippled and 2. A bloody mutiny boils, long overdue
shorthanded 3. Three fighter craft are set to intercept you
2. A narrow escape from an Hegemony destroyer 4. A robot in disguise is unmasked and about to be
3. Open revolt of the Hegemony’s far-flung colonies executed on ship
4. The Pirate Queen’s capture and the shattering of 5. Your shuttle descends toward a mysterious,
her fleet ruin-dotted plain on an alien world
5. A tenuous treaty between Hegemony and The 6. After months in pursuit you spot your quarry
Orcochik Union
6. A successful raid on a fat merchant ship When all questions have had a die assigned to them,
set the two remaining dice aside and spend some
What here is not what it seems? time to extrapolate the results and flesh out the
1. There’s a spy for the Hegemony in your midst world.
2. The prisoner in the hold keeps a dangerous secret
3. This system… it’s not on any of the charts!
4. You joined the crew under false pretense Starting Disposition
5. You’re smuggling dangerous, valuable cargo Next, create characters. While establishing Bonds, the
6. You’ve been flying on forged documents since GM asks any or all of the following:
leaving port ✶ Which one of you, if any, is the captain?
✶ Which of you are officers? What is your post?
Who or what is really in control here? ✶ Which one of you was crew long before the rest?
1. An unstable AI, programmed to preserve the ✶ Which of you are clearly still planetsiders?
mission at all costs ✶ Why did you go to space? Why join this crew?
2. The bounty recently laid upon the crew
3. The Orcochik Union (territorial & xenophobic) and
their vassals Starting Disposition
4. The Hegemony armada, who dominate the space Now, take those 2 remaining dice and total them up:
lanes
5. The rebellious senator funding the voyage 10+ You start play with the initiative—there’s an
6. The admiral who sent you on this mission opportunity for you to seize, time to make a plan,
and/or an opening to exploit.
What (else) should we be on the lookout for? 7-9 You start play facing down danger, but things
haven’t gone south just yet—it’s tense!
1. Space monsters... big ones
6- You’re pinned down, imprisoned, or on the run
2. Bounty hunters eager to claim a massive reward
3. The Golden Cloud, rumoured to have reappeared The GM will set the scene. What do you do?
after 1000 years lost in hyperspace
4. The captain’s dangerous, all consuming obsession
5. Space Pirates who prey on the shipping lanes When Things Calm Down
6. A dense field of unstable asteroids Follow the procedure in The Perilous Wilds (“Draw the
Map”) to create the local sector together.
Your Ship Wayfind
is named the: ___________________________________ When you chart a course across open space to a
Ex. Intrepid, XT4000, Star Hunter, Century Hawk known destination, ask the GM roughly how long
the journey should take. Then, roll +INT: on a 10+,
All three start at +1. Add +1 to one of your choice: you chart a sound course, though the GM might still
pick 1 from the list below; on a 7-9, pick 1 from the
Speed Hull Crew
list below; the GM might decide to choose another:

☐ ☐ ☐
✶ You’ll need to mark Low Stores (or Depleted
Stores) by the journey’s end
✶ The route goes through an asteroid field,
space anomaly, etc.
Choose 2 advantages:
✶ You risk running afoul of someone or
☐ Increase a second stat by +1 something dangerous
☐ It’s fitted for battle (missiles, turrets, combat gear
for the crew); +1 to Battlestations! to attack! Battlestations!
☐ Spacious cargo: add an extra ☐ to “Low Stores”
When the ship and/or crew acts despite an
☐ Unkillable: add an extra ☐ to both “Crippled” and
imminent danger or suffers a calamity, say how
“Hull Breach”
you all handle it and roll…
Choose 2 disadvantages: … +Speed if you try to outrun or outmaneuver it
☐ Reduce one of the ship’s stats by 1 … +Hull if you hunker down or power through
☐ Cramped: permanently mark Low Stores … +Crew if you rely on the efforts of the crew
☐ Old & falling apart: permanently mark “Battered” On a 10+, it works as well enough, but the GM may
☐ Bitter crew: permanently mark “Grumbling” still choose 1 from below; on a 7-9, it works, but the
☐ Savage crew: it takes work to keep them in line GM picks 1 and may ask you to pick another.
when they have the opportunity for excess ✶ You’re not quite out of trouble just yet
☐ Distinctive profile: the ship is easily recognized ✶ Individual crew members are endangered
✶ It’s taxing; mark a condition on the ship
Conditions
☐ Low Stores (worrisome, but no effect just yet) Refit
☐ Depleted Stores (cannot Refit in open space) When you spend days drifting or docked to
recover, make repairs, resupply, or modify your
☐ Battered (mostly cosmetic damage, no effect just
ship, roll +Crew: on a 10+, spend 3 on the choices
yet)
below; on a 7-9, spend 2; on a 6-, spend 1 but ask
☐ Crippled (can’t maneuver)
the GM what crisis interrupts your work.
☐ Hull Breach (venting atmosphere, getting worse)
✶ Remove a condition from the ship
☐ Doomed (it’s breaking up, quickly)
✶ Work quickly, time spent refitting reduced
☐ Grumbling (the crew is unhappy, but no effect yet) ✶ Trick out the ship for a specific purpose;
☐ Miserable (need convincing to roll +Crew) take +1 forward to Battlestations! for that
☐ Depleted (-1 ongoing to Crew and Speed) purpose
☐ Mutinous (good luck with that) If you Refit in open space, spend 1 less. If you
Refit at a port of call, spend 1 more.
Crew Members: Halan Portus, Kaz the Hammer, Beliza
Ciel, Asam “Moonpox” Alixis, Fritz Only, Short Jardine, Space Walk
Chaat Ultima, Myles Grin, Young Phantom, Vlad the
When you venture into the vacuum of space, hold
Blade, Diamond Hikaru, Filmor Sawtooth, Akhihari,
Breath equal to CON+1 (minimum 1). Each time you
Somat Filch, Yué Cympress, Rikard Makeso, Skycoin
roll 2d6 to make a move, pick 1 (after you roll):
Marka, and any unused names from your playbook
✶ Spend 1 Breath
http://www.fantasynamegenerators.com/
✶ Mark a debility (that you haven’t marked yet)
✶ Take your Last Breath
GM Toolkit Ship Conditions:
Ship names: Augustus’ Gloom, Andromedon, Big The PC’s ship (and other ships, if you like) can suffer
Baby, Sweet & Salty, Halifax, Rat’s Maw, Drakken, conditions. A ship marks a condition when:
Diamon’s Folly, Emris Ray, Taker of Men, Goodboy, ✶ A move (like Battlestations!) says it does
Gray Walker, Hammerhead, Magicienne’s Apprentice, ✶ It’s your turn to make a move, and you choose to
Mixer, Moonraker, Skycutter, Lust for Life, Last Hope, apply one or more conditions to a ship
Poor Wesley, Rogue Two, Sundevil, St. Alderan, ✶ The fiction demands it
Starlight, Unswerving Justice, Witchwing, White
Applying a condition to a ship is like dealing damage:
Torment, Elysian Beacon, Golden Legend, Space
it’s a GM move on its own, but you can also do it as
Invader, Integrity, Impera Noctis, Nostromo II
part of another GM move when it makes sense. If
they’re caught in a gravitic distortion, you’ve put
Planets, Features, and Ports of Call: Arzikos Five,
them in a spot but the ship might be Breaking Up,
Morthrii Gate, Skull Nebula, Bulqetz’s Maw, Cyclops
too.
Station, Forsaken Rest, Sky Fortress Leuthil, The Ruins
of Cardai, The Spice Mines of Kazhir , Dishonor’s Ship conditions last until they Refit or take some
Landing, Moon of the Rot Lords, The Crystalline Cities
other fictional action to remove it. Conditions often
of F'Heri, The Metallic Sea of Phaeton, Pearl’s Sorrow,
require that the PCs make moves to get something
Oxl Barrier, Port Aran, Sundevils’ Hole, Skyheart,
done despite that condition, or to keep it from getting
Lex-Luna, Amazone VII, Exposure Station, The Halo,
worse. But that won’t remove the condition. Parley
Hera Colony, Alliance Terminal, Phoenix Base, the
might convince a Miserable crew to keep going
Shattered Moon of Ai, Tower Gate, Twelve Head Ring,
onward to the next island—but they’re still Miserable.
Vaknot Station
Battlestations! roll might patch a hull breach, but it’s
still got the condition and it’ll take ongoing efforts
Hegemony Names: Zair, Barys, Rasolka, Uladzimir,
from the Crew to keep it stable.
Rahula, Yaraslau, Sciapan, Valadar, Lojka, Ihar,
Marackin, Zmitrok, Janus, Hilar, Alzhbeta, Larysa,
Zalockus, Valantyna, Jaras, Veranika, Novik, Navuma,
Setting Out:
Renya, Lecka, Ahnesya, Lyutsyna Lojka, Kaspiar
When the PCs set out for a location they pinpoint on
Alien Names: Ch'Ziame, Twedi, Meru, Aril, Drani their star charts, make GM moves (change the
D'Lithi, B'Karra, Mina Fori, Taxxu, V'Tokiee, Tradi, Xari environment or point to a looming threat or
Drypta, Neti, M'Leki, C'Sicia, Tencta, V'Droni, Mautai, introduce a faction or whatever) to describe what
Abek Boppa, N'Taloo, Boly Eman, Otan, Centau they encounter.

When the PCs Wayfind, note the challenges indicated


Spacer Names: Addonia Scarhand, Satoshi ibn
by the roll. Also note any encounters that your prep
Raman, Baalut, Belin the Void, Big Ceno, Bitse
demands. En route, use your GM moves to introduce
Rockhopper, Carolis an Ezar, Ravi Three-Punch, Garen
these encounters in whatever order makes sense.
Oilick, Hemit dan Hemit, Javiar Val de Luz, Little Big
Qin, Jinoquo, Junia the Snake, Keka the Hex, Kesi If you’re unsure what they’ll encounter next or on the
Venkrisja, Lashe Godel, Leoz the Block, Lexia Vash,
way, ask them to roll the Die of Fate (d6) and see
Nanti Drak, Ninye Noee, Oki, Onyesha, Pale Moon
what they find:
Pashe, Rajabu, Rangi Stilleye, Red Bayana, Dan the
1 a Danger
Germ, Rozelle Lutest, Slick Sebastana, Sno Crush,
2 a Danger that hides or points to a Discovery
Ubaldo, Velerea, Ol’ Wile, Canis Darkmoor
3-4 nothing of interest (a barren planet, a lone
comet, etc.)
Faction Names: The Last Alliance, The Blinded Eye,
5 a Discovery, guarded by or harbouring a
The Inquisition of Hera, Sisterhood of the Phoenix
Danger
Confederacy of the True Bones, The Orcochik Union,
6 a Discovery
The Ashborn Syndicate, The Ghost Armada, The
Howlers, The Golden Coup, The Ancients’ Secret Use the tables in The Perilous Wilds to generate
Guard, The Halo Insurgency, The Flagellants of Ai Dangers or Discoveries on the fly.

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