A Cat of Tindalos

A Cat of Tindalos

Tuesday, May 31, 2016

Dungeon World Cultist

Zargon CultistSolitary, Organized, Intelligent
Dagger (d4 damage)5 HP0 armor

Cultist dedicated to the worship of Zargon in the underground city. 

Instinct: Sacrifice Innocents to Zargon
  • Worship Zargon
  • Summon goblin slaves
  • Commune with Zargon

(Source: Classic D&D Module B4:The Lost City)

New Dungeon World Encounter

CynidiceanHorde, Devious, Intelligent
Short Sword (d4 damage)3 HP0 armor

Cynidiceans are a special type of normal humans who live in the underground Lost City. They have pale skin, white hair, large eyes, and infravision. They wear colorful masks, bright clothing, and carry short swords. They spend most of their time living in strange dream worlds.

Instinct: Act in a bizarre fashion
  • Live in a dream world
  • Unpredictable actions
  • Be insane

Example Cynidicean Encounters:

One character in a wolf mask  is encountered. This Cynidicean believes he is a werewolf. When he sees the party, he will drop to all fours, howl, sniff, circle, and generally behave like a wolf. He may try to bite if approached too closely. He thinks he cannot be harmed, and will only be afraid of magic or silver weapons.

Three characters approach the party, dressed in dark robes and devil masks. They carry incense burners. These Cynidiceans think they are powerful clerics.They see the party as demons and will try to drive them off with loud cries and foul-smelling smoke. The leader's name is Brother Theodeus.

One Cynidicean dressed in bright green robes and a bird mask approaches the party
She will walk slowly up to one party member, hand him or her a small pouch, smile, and walk on.
She will not notice any attempt the party makes to talk to her.The pouch contains a strange powder that smells like cloves.The powder has no special properties at all.

This group of five Cynidiceans is dressed in brightly colored robes and masks with human faces. They will think the party is the same band of barbarian raiders who looted the city centuries ago. They will flee in panic as the party approaches.

Six Cynidiceans in striped robes and camel masks zig-zag slowly down the hall in single file. They are trying to avoid the invisible snakes on the floor. They will try to show the party the invisible snakes and warn the party to walk around the snakes. Th ere a re, of course, no snakes.

This party of four w ear insect masks, carry large clay jars, and hum like bees. They will stop and ask the party to drink from the jars. Everyone who does has 1-4 points of damage cured, as these jars contain honey from the lair of killer bees. If the Cynidicens are attack ed, or if someone tries to drink twice the Cynidiceans will smash the jars and attack berserkly.

This party of four wears animal masks: Hawk, Fish, Cat, and Fox (these are also the character's names. They are carrying a stretch er with a gourd on it. These characters are rushing their "sick friend" (the gourd: Dog) to a cleric. If the party has a cleric, the Cynidiceans w ill insist that the cleric cure their friend.

This group of six in bright yellow robes and human masks will stop and stare at the party. They will "recognize" a party member as the King or Queen of Cynidicea. They will follow the character, sing songs of praise, and wait on the character hand and foot. In general, they will smother the character with attention. However, they will not fight for their King or Queen.They are more likely to grab the character and try to rush him or her to safety. Their spokesman is Policrates the Herald.

A group of four Cynidiceans in feathered robes and bird masks approach. On seeing the party, the Cynidiceans will "fly" (run) forward, flapping their arms and squawking. They will invite the party to fly along and will lead them on a merry chase. If the party refuses to join the Cynidiceans, the Cynidiceans will insult the party as poor creatures who cannot fly ("Thou land-bound slugs!"), circle three times, and "fly" away. If attacked, the Cynidiceans will "fly" away.

A group of six Cynidiceans with their bodies painted black and wearing vulture masks walk quietly toward the party. They carry long wooden boards, but seem friendly and normal.They will follow the party, waiting for something to be killed. When it is, they will rush over and start building a coffin to fit the body. When they are done, they will demand a 10 coin payment.They will attack if they are not paid.

These five Cynidiceans think are an adventuring party. They will think the player characters are some kind of monster (GM determine) and act accordingly.

(Source: Classic D&D Module B4:The Lost City)

An Old Friend would like to have your adventuring party for dinner...

ZargonSolitary, Large, Planar
Tentacles (d10 damage)24 HP1 armor
Special Qualities: Regenerates, Horn must be destroyed to kill

Although Zargon is ancient, it is no god. It is a cunning creature that discovered its "godhood" makes it easier to get victims. Zargon was worshipped by primitive peoples in early times, but retreated underground when the primitives were wiped out by the ancestors of the Cynidiceans. Zargon remained in a strange hibernation for many years. By chance, the Cynidiceans built the pyramid on the spot where Zargon's original shrine stood, and the later digging of the Cynidicean slaves awakened the creature. Zargon can regenerate its body as long as its great horn is not destroyed. Regeneration from the bare horn may take a number of years, but otherwise Zargon is likely to be at full strength whenever the party encounters it. Zargon's horn can only be destroyed by being cast into a volcanic fire. Zargon will not regenerate during an encounter (it regrows too slowly for that).

Instinct: Devours sacrifices
  • Rules False Cult
  • Demon of the Ancient World
  • Cunning
  • False Prophet
  • Lairs in Lost Underground City (Cynidicea)
(Source: Classic D&D Module B4:The Lost City)

Monday, May 30, 2016

Dungeon World New Monster: Lovecraft's Wamp

Wamp (Solitary, Large)
Bite (d10 damage 1 piercing) 16 HP

Special Qualities: Silent,Darksight, Immune to disease, Drains Blood
A giant spider with webbed feet and the face of a bat; the eyeless Wamp is a terrible predator that haunts ruined cities.

Survivors of Wamp bite must roll+CON;

10+ indicates the victim is immune to Wamp Fever; now and forever.

7-9 means the player has a mild case of Wamp Fever and must take -1 on all rolls until the group next makes camp. Character is now immune to Wamp Fever.

6 or less and the player falls into a coma until any form of magical healing is given. If untreated an immature wamp will emerge from the character in a few days. (Last Breath roll required; if survived player now immune to Wamp Fever)

Instinct: Drains blood silently

Always Silent

Sunday, May 29, 2016

The More Things Change...

The law locks up the man or woman
Who steals the goose off the common
But leaves the greater villain loose
Who steals the common from the goose.

The law demands that we atone
When we take things we do not own
But leaves the lords and ladies fine
Who takes things that are yours and mine.
The poor and wretched don’t escape
If they conspire the law to break;
This must be so but they endure
Those who conspire to make the law.

The law locks up the man or woman
Who steals the goose from off the common
And geese will still a common lack
Till they go and steal it back.

‘Protest Ballad, Anon. circa 1635’

Friday, May 27, 2016

Wednesday, May 25, 2016

Dungeon World: Hell Train Ticket

Hell Train Ticket

The Hell Train Ticket is a single use ticket that can summon a Hell Train. You can ride it to any location the GM allows in demoniac style. The ticket grants you free passage, but the train will have other passengers.

The player with the ticket must roll +WIS to determine these passengers.

On a +10 they are harmless shades. 

On a 7-9 they are restless spiritless that will curse a party to -1 on all rolls until they next make camp. 

On a 6 or less a Hell Train Imp will select a party member to seduce to the dark side. It will not stop randomly appearing at the worst times unless banished or killed.

Hell Train Imp (Tiny, Stealthy, Magical, Devious, Organized, Intelligent, Planar)
Sting (d6 damage) 5 HP, 2 armor
Special Qualities: Immune to fire & poison; Flight

Born directly from the pits of a Hell Underworld; these imps are among the least of the true devils. These imps delight in any opportunity to travel to the Dungeon World and subtly tempt mortals toward acts of ever-greater depravity.

Imps take the form of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds. 

Instinct: Corrupt mortals

Stealthily influence a target with forbidden knowledge
Tempt with offers of help for evil acts
Summon Hell Train in exchange for evil act
Call upon a greater Devil to defend it
Buy souls

Monster of the Week Mystery Starter: Changeling


Nothing is as it seems...

Tuesday, May 24, 2016


“Come away, O human child!
To the waters and the wild
With a faery, hand in hand,
For the world's more full of weeping than you can understand.” 
― W.B. YeatsThe Collected Poems of W.B. Yeats

“grief is a house
where the chairs
have forgotten how to hold us
the mirrors how to reflect us
the walls how to contain us

grief is a house that disappears
each time someone knocks at the door
or rings the bell
a house that blows into the air
at the slightest gust
that buries itself deep in the ground
while everyone is sleeping

grief is a house where no one can protect you
where the younger sister
will grow older than the older one
where the doors
no longer let you in
or out” 
― Jandy NelsonThe Sky Is Everywhere

Dungeon Starter: Shores of Sorrow


“Every man has his secret sorrows which the world knows not; and often times we call a man cold when he is only sad.” 
― Henry Wadsworth Longfellow

Fantasy Tropes on Parade

Sunday, May 22, 2016

Those who forget history...

We learn from history that self-made despotic rulers follow a standard pattern.
In order to gain power:
They exploit, consciously or unconsciously, a state of popular dissatisfaction with the existing regime or of hostility between different sections of the people.
They attack the existing regime violently and combine their appeal to discontent with unlimited promises (which, if successful, they fulfill only to a limited extent).
They claim that they want absolute power for only a short time (but “find” subsequently that the time to relinquish it never comes).
They excite popular sympathy by presenting the picture of a conspiracy against them and use this as a lever to gain a firmer hold at some crucial stage.
His promises are flat and hollow. Even if he could successfully implement his bullet pointed thin plans they would not accomplish the stated goals, and he knows it. In order to achieve his vision he will need to acquire more power.

Once they have gained power:
They soon begin to rid themselves of their chief helpers, “discovering” that those who brought about the new order have suddenly become traitors to it.
They suppress criticism on one pretext or another and punish anyone who mentions facts which, however true, are unfavorable to their policy.
They enlist religion on their side, if possible, or, if its leaders are not compliant, foster a new kind of religion subservient to their ends.
They spend public money lavishly on material works of a striking kind, in compensation for the freedom of spirit and thought of which they have robbed the public.
They manipulate the currency to make the economic position of the state appear better than it is in reality.
They ultimately make war on some other state as a means of diverting attention from internal conditions and allowing discontent to explode outward.
They use the rallying cry of patriotism as a means of riveting the chains of their personal authority more firmly on the people.
They expand the superstructure of the state while undermining its foundations—by breeding sycophants at the expense of self-respecting collaborators, by appealing to the popular taste for the grandiose and sensational instead of true values, and by fostering a romantic instead of a realistic view, thus ensuring the ultimate collapse, under their successors if not themselves, of what they have created

Saturday, May 21, 2016

Paramount studio lot in Hollywood now has a street named after Leonard Nimoy

“Star Trek” fans will find this logical: the Paramount studio lot in Hollywood now has a street named after Leonard Nimoy.
Zachary Quinto, who will reprise his role as Mr. Spock in the upcoming “Star Trek Beyond” feature, dedicated Leonard Nimoy Way at a “Star Trek” fan event on Friday. The original Vulcan officer on board the Enterprise was of course the late Nimoy, who played the role on the 1960s “Star Trek” TV series and in subsequent features.
“Maybe the most humbling moment of my ‘Trek’ experience,” Quinto wrote in an Instagram post about the event. Fans in attendance gave the split-fingered Vulcan salute made famous by Nimoy. 

Dungeon Starter: Soul-Crushing Pit of Despair


Friday, May 20, 2016

New Dungeon World Monster: Devourer

Devourer (Solitary, Stealthy, Planar)
Sword (d10 damage 1 piercing) 12 HP, 5 armor
Close, Near

The Devourers are a race of rapacious alien merchants whose only purpose is to sell trash and reap huge profits. They set up shop in large urban areas and, using their potent powers of illusion, persuade the populace that they are selling fabulous treasures at bargain rates. The Devourers originate in a parallel universe, but they have spread to numerous other worlds, bankrupting them and ransacking their wealth. In their true form, Devourers resemble large iron statues, something like iron golems. Their illusionary powers allow them to appear as anything and anyone they desire (usually the most inoffensive and naive salesman imaginable, for example). Their illusions cannot be dispelled, they can only be penetrated by magical means.

Instinct: Bankrupt

Sell trash and reap huge profits
Cast Illusions
Makes trash appear valuable

Inspired by Fritz Leiber's classic Lankmar tale "Bazarre of the Bizarre"

Happy 50th Anniversary, "Star Trek"

Sunday, May 8, 2016

Wednesday, May 4, 2016

Dungeon World Creature: Gladiator Lizard

Gladiator Lizard (Solitary, Intelligent, Construct)
Claws (d10 damage 2 piercing) 16 HP, 2 armor
Special Qualities: Magical Creation
This extremely rare creature is only found naturally on the Bleak Shore of Nehwon. Eggs of the gladiator lizard may occasionally be taken from the Bleak Shore and the hatchlings uses as guards or in zoos.Gladiator lizards appear to be of magical or alien origin. They seem never to need food or other nourishment.They are large lizardoids with huge sharp claws instead of hands. Young lizards emerge from their eggs fully grown and the eggs can be enchanted to hatch when disturbed by intruders. Their lifespan seems to be considerable – two decades or more. This is especially useful when they are used as guardians, since they cannot be tamed or otherwise civilized. In such cases, there is always a fail-safe device that can cage or otherwise restrain the gladiator lizards if the owner wishes to visit his valuables.
Instinct: Destroy
Hatch and Attack

Dungeon World Custom Move:Shall We Play a Game?

When you agree to play chess with Death, roll+INT.
On a 10+ you win and your next Last Breath move will be successful. Or a comrade will be returned from his kingdom?
On a 7-9 you play to a draw; gain a +1 on your next Last Breath roll.
On a 6 or less you lose and Death has a small quest in mind to square the books...or your soul would also be valid payment. The "choice" is yours.

Monster-of-the-Week Mystery Ideas

A Romantic Meal
The hunters are called in to handle a hostage situation of an occult nature. Seems a mobster and his second wife are being held hostage by a ghoul (see MotW Rulebook) formerly his first wife. Her demands? That his marriage to the new woman is nullified and her marriage vows be renewed. If her demands are met, she kills the husband and then rushes the hunters, yelling: "I'll be coming back for dinner soon, hubby!"
The New Pet
One of the hunter’s elderly aunts has the player’s over for dinner. She is eager to show off the new “puppy” she acquired in Mexico; which is really a Chupacabra (see MotW Rulebook).
Death Wish meets Captain America?
The hunters are called in to handle a hunt for a “superhero” vigilante known as “Black Flame” who is clearing out the slums in the manner of the Punisher (he kills criminals indiscriminately) but he is always careful to reduce is victims to ash after death. The reason? Black Flame is actually a Classic Vampire (see MotW Rulebook) dedicated to crime fighting. Do the hunters “stake” the city’s violent savior? Or join him as crime fighting thralls?
Uhul Bound
The hunters are called in to investigate a recently deceased occultist’s secret library. In the library the hunters will find Uhul (see MotW Rulebook) bound in a Pentagram inscribed on the floor. Uhul will happily make any deal possible to be released into this world, but then the world is in real trouble. If banished the Demon promises all manner of eventual payback for the hunters and the “Big Magic” ritual is expensive, difficult and may require a number of adventures. Of course leaving Uhul bound in the study isn’t a safe option either…
Knock, Knock
A vrykolakas (see MotW Rulebook) knocks on one of the hunter’s doors, by mistake. However the curse still operates if the hunter opens the door.
Mongolia’s Exports
The hunters decide to visit a pet story just when an order of Mongolian Death Worms (see MotW Rulebook) are delivered by mistake. Question for surviving players: Who is supplying the world with Mongolian Death Worms?

Sunday, May 1, 2016

Caverns of Slime

Found this"dungeon crawl" gem posted for free on the internet. Lots of ideas that could work in Dungeon World...