Dungeon World Tales
When you spend time researching a hazardous locale you’ve yet to explore… if you talk to the locals, roll+CHA; if you explore musty tomes and old maps, roll +INT.
✴On a 10+, hold 2. ✴On a 7-9, hold one, and the GM gets one Twist. ✴On a 6-, describe one danger you’ve heard about, but do not take +1 forward.
Use any hold, one for one, to choose from the list:
- You acquire a rough or partial map! Draw it out.
- You learn of some specific piece of loot rumoured to be hidden in the area… Describe it.
- You learn of a danger (e.g. a monster, faction, NPC, trap, or some other obstacle) at large in the area; take +1 forward if/when you encounter them, if you tell everyone what it is.
- You hear some lore related to the history of the area. Tell everyone; perhaps it will prove useful…
The GM may also tell you a rumour you heard while researching.
When you arrive at the locale, the GM may spend each point of “Twist” to demonstrate some way in which your information is inaccurate or out of date.