A Cat of Tindalos

A Cat of Tindalos

Monday, February 5, 2024

The Ancient Academy adapted for Dungeon World (REVISED)


A classic one-page dungeon by Stuart Robertson

https://drive.google.com/file/d/1A53TffmQi7iw1iT2OEIyr9TjOn5yly7i/view?usp=sharing

Adapted to Dungeon World by Mark Tygart (Cats of Tindalos blog)

The Dungeon World Conversion: 

https://drive.google.com/file/d/1icRFOYH6pqbgtX6cO8VfpRRAoCxRbN9S/view?usp=sharing

Background

A generation ago the evil Fellowship of the Fearsome Frog built a monastery dedicated to

researching a magical means of returning the earth to its primeval swampy state and

eliminating the ecological virus that is humanity. Unfortunately, shortly after being established

the evil brothers mistakenly summoned a mysterious Entity from another galaxy while engaged

in questionable magical research. This Entity resembles a Will-o-Wisp but feeds on violence. It

manipulated the local orc chieftain to sack the monastery during which he was killed in battle

and his tribe essentially destroyed. Several frog cultists have remained in the ruins along with a

group of goblin slave deserters from the now defunct orc tribe (the “Skull Crushers”). These

goblins have sworn allegiance to the cult’s Frog Demon deity and are tolerated by the

remaining cultists. Recently a powerful group of bandits (“The Croaking Mire Gang”) have also

moved into the dungeon and have extorted money from both the cultists and the goblins. The

treacherous goblins recently lured the bandit chieftain and his bodyguards into an ambush and

killed them. The cult would seem to be in a good position to dominate the dungeon, but a

misfired necromantic ritual has just turned their leader into a ghoul who has decided to devour

his followers. To complicate matters further a party of dwarven explorers seeking a magical

relic (the Rune Hammer; lost to their clan a century ago) has recently entered the dungeon. The

real author of most of these events, the Entity, is incredibly pleased, as it plans to have all the

various parties slaughter each other and feed well.


The adventurers, it has decided, will be for dessert.


The monastery is a short distance from the small frontier village of Thorn (Moderate, Steady,

Militia, Resource: Apples). The bandits will not attack near the village as many have family living

there.


The ruins of a monastery sit atop a rocky hill near the nearby Croaking Mire.

Thorn has a single excellent inn (“The Golden Apple”) with standard Dungeon World rulebook

prices featuring multiple regional dishes incorporating the local apples and apple cider. A dwarf

patron will offer to sell an accurate map of the dungeon for 100 coins.


Rumors from The Golden Apple Inn (1d12)

1. Goblins, goblins everywhere in the old monastery ruins!

2. The old monastery worshipped evil.

3. The monastery was sacked by orcs a generation ago.

4. The brothers in the old monastery peacefully worshipped frogs.

5. An ancient dwarven weapon of great power is somewhere in the monastery ruins.

6. The local bandits (“The Croaking Mire Gang”) have been active recently.

7. There are still friendly monks hiding in the ruins of their ancient monastery.

8. An evil greater than anyone understands lurks in the monastery ruins.

9. Beware the giant bugs! Horrible, creeping, crawling...bugs!

10. Dwarves built the monastery for a hefty fee. The brothers were rich.

11. Beware the walking dead!

12. Evil from beyond the stars will devour the souls of those that wander there...


Questions for the Adventurers

What do you hope to find in the monastery ruins?

What have you heard about the beliefs of the Frog Cult that built the monastery?

Have you had any trouble with the local bandits (Croaking Mire Gang)?


General Features

There is a 1 in 4 chance that the party will be ambushed by Boglings from the Croaking Mire

whenever returning to Thorn or arriving at the dungeon. If anyone thinks to impersonate the cult

leader by wearing his green and purple robes the Boglings will obey the party (as if charmed)

inside or outside the dungeon. Boglings will not attack players wearing cultist robes.

Inside the last intact monastery building there is a staircase to the dark dungeon below. The

stonework is excellent and was built by dwarves (Underdark Dwarven Masons’ Guild, Local 65)

as revealed by subtle runes carved into the abstract designs.


Unless otherwise noted rooms are dark and the heavy oak doors are locked. The Entity may

open doors to encourage exploration and combat.


Wandering Monsters

(Check once in every room without a monster present when first entered - 1 in 4 chance if the

door is bashed in but a 1 in 12 chance otherwise.)

1 - d6 Goblins on Patrol

2 - d6 Boglings exploring from the Mire (will not attack cultists, players wearing cultist

robes or goblins)

3 - d4 Bandits with torches returning from the surface.

4 - d4 Cultists with a lantern looking for a sacrifice.

5 - d4 Dwarven explorers seeking the Rune Hammer. (If rolled again a Giant Beetle)

6 - The Entity


Dungeon Room Key

1. Entrance Hall: Dim light filters down from the long staircase.

2. Dingy Hall: Six Goblins patrol this dark and decaying room. One of the goblins has a key to

this room of the dungeon.

3. Eerie Statue: Statue of bipedal frog demon. Clerical spells cast fail here.

4. Abandoned Storage Room: Barrels and boxes with old supplies.

5. Sunken Room: Floor is sunken and filled with dark murky water. Magical Lenses of Darksight

sparkles beneath the water. Four Zombies decay in the pool and will pursue and devour

anyone who attempts to take the crystal lenses.

6. Ruined Laboratory: Overturned furniture and broken glass containers. A green potion of

Bugbear Disguise lying in a corner will change the drinker into a Bugbear in appearance until

camp is made next.

7. Study Room: Old mildewed books of occult lore, and pages of notes on pond ecology. The

Tome of Arcane Knowledge sits on the highest shelf.

8. Collapsed Hallway: Animated Tools work to clear the debris. When completed, this will lead

to another section of the dungeon. The tools will vanish if the adventurers try to interfere with

them in any way only to reappear when the players leave. The tools were created by the Entity

and will permanently vanish if it is slain.

9. Ancient Armory: A few still useful old spears, shields and a couple of suits of chainmail

armor can be found here.

10. Auditorium: An ominously stained curtain hangs in front of a raised stage. Amphibian

masks and bits of costume can be found.

11. Dilapidated Dining Hall: Smashed and overturned tables & benches. The ancient elven

short sword “Goblin Slicer” lies forgotten in the far corner.

12. Grungy Kitchen: Old pots and pans are piled in the corners of the room. Utensils litter the

floor. A few harmless rats scurry about.

13. Ransacked Pantry: The decaying remains of old foodstuffs are piled here. A Cultist with a

lantern (from area 17) is scavenging for food. He has a key to rooms 11 and 13 in this level of

the dungeon.

14. Unholy Temple: This temple to a ranine god now lies in ruin. Two Robber Flies lurk in the

shadows. Clerical spells cast here will fail.

15. Workshop: Piles of wood and old rusted tools clutter the floor. Five Dwarven explorers are

resting here, planning a raid on room 36. They have a complete map of this floor of the

dungeon from their archives (their ancestors were hired to build it) including the secret doors.

16. Ancient Crypt: The door to the crypt shows signs of recent entry. Inside are six Ancient

Skeletons wearing frog demon ceremonial necklaces (100 coins each in value).

17. Cultists Room: A group of five Cultists are arguing about what to do now that their leader

has been "blessed". Door to 18 is barred.

18. Priest's Room: This exquisitely decorated room is now splattered with gore. A Gygax Ghoul

dressed in priests’ robes (green and purple) and jewelry (worth 1,000 coins) is feasting on the

remains of a Cultist. The Rune Hammer and a master key to all the doors on this floor of the

dungeon lies discarded on the floor.

19 + 20. Monks Quarters: Destroyed beds and chairs litter the floor.

21. Abandoned Storage Room: Same as 4.

22. Bandit’s Hideout: Eight Bandits are drinking and discussing their next raid on the caravans

near the Ancient Academy. Burning torches on the walls illuminate this room.

23. Old Buttery: Old wine racks line the walls. Smashed glass litters the floor. A few bottles of

potent wine can still be found.

24. Beekeeper’s Room: Strange glowing “honey mushrooms” fill and illuminate the room. A

Swarm of Killer Bees is somehow using this for food. The mushrooms act as a portion of

healing once per day if eaten.

25. Refuse Room: This room is filled with foul smelling garbage.

26. Crumbling Classroom: This room is filled with rickety desks and chairs. A pile of rotting

apples sits on the edge of the farthest desk.

27. Administrators Office: Crumbling papers on the desk detail life at the monastery. A secret

compartment contains a bag of 500 coins.

28. Rumpus Room: Broken furniture and arrows litter the ground.

29. Administrators Bedroom: Foul smelling and mildewed. Three Giant Centipedes hide

beneath the bed and will attack if disturbed.

30. Collapsed Room: The floor of this room is dangerous to traverse. (Defy Danger +DEX or

take 1d4d damage).

31. Large Cave: The steady drip of water echoes through this area. A golden Ring of

Resurrection lies at the bottom of a clear pool of drinkable water.

32. Dark Cave: This natural cave is filled with stalactites & stalagmite. A Swarm of Bats is

sleeping on the ceiling.

33. Well Room: Water drips from the ceiling down into the well which echoes up. The water is

pure and safe to drink. The Thing in the Well lurks here.

34. Ancient Lounge: This formerly plush room is now filled with dust and thick cobwebs. A

Giant Spider will drop down on intruders.

35. Rusted Room: This room is filled with rusted bits of metal and discarded odds and ends. A

motionless (and long dead) Rust Monster sits in a corner. The hilt of a rusted and useless

sword has a Large Gem (Golden Sapphire worth 1,000 coins) in it.

36. Goblin Barracks: Six Goblins are busy playing some sort of game with strange dice. One of

the goblins has the key to room 39. This room is illuminated by a metal lantern filled with

harmless glowing grubs suspended in a glass vial at the center.

37. Antechamber: Careful inspection of the floor reveals tracks leading between 38 and 36.

38. Ancient Arena: Burning torches on the walls illuminate this room. Arena Floor is 10’ below

hall level. 4 arrow filled bodies of bandits lie in the middle of the room. The corpses have been

stripped of useful items except for a key in the boot of one to Room 22.

39. Prison: The gate is unlocked and leads to an oak door with a barred window. Two

Neanderthals prisoners brood in the darkness. They were enslaved by the deceased bandit

chieftain to act as scouts for his group and imprisoned by the goblins when he was

assassinated by them. They will seek to peaceably flee back to their tribe in the mountains if

freed. They can tell the party in broken Common about the goblin ambush and seeing an “evil

spirit” present (the Entity).


Monsters

ANCIENT SKELETONS 

Horde, Amorphous

Old weapons or skeletal limbs (d6 damage) 6 HP 1 armor

Close

"Beware old bones when you loot graveyards 'n crypts. You will never know when foul

necromancy has infused them with the will to destroy interlopers. They attack relentlessly but

use a Club and they stay Down. I use a fighter, or a cleric. Don't go robbing crypts alone!" -- A

tomb robber making talk at a roadside inn

Instinct: Attack the living with a resemblance of a life once lived

● Assemble forth from various bones!


BANDITS 

Horde, Stealthy, Organized, Intelligent, Hoarder

Bladed weapon (d6 damage) 6 HP 1 armor

Close

The bandit is a human who decided that a regular, legal lifestyle just was not their taste. They

have some form of hierarchy, but whoever is the cruelest will usually end up on top. They

usually utilize swords but can be found with anything from great axes to pikes they stole from

village guards. Just know this; if you see a bandit, pacifism is out of the question.

Instinct: to pillage

● Slash

● Bandits can pretend to be normal travelers when entering a new town.

● Bandits can shout a war cry, alerting all other bandits in the area about a threat.


BAT SWARM

Horde, Tiny

Swarm of Bites (d6-4 damage) 3 HP 0 armor

Hand, Bleeding

Special Qualities: Blindsight, Swarm

Certain species of bats band together for protection. While not actively hunting larger

creatures, they may rabidly swarm those who stumble into their domain.

Instinct: To hunt


BOGLINGS

Group, Organized, Intelligent, Cautious,

Hoarder

Clubs, spears, javelins (d4 damage) 3 HP 0 armor

Close, Far

Special Qualities: Amphibious

The frog-people known as Boglings have been known to make and keep alliances with the

cultists (their creators) and cultists goblin servants. Their chieftains worship a mighty frog

demon.

Instinct: To expand territory

● Attack with grappling tongue


CULTISTS 

Group, Stealthy

Dagger (d4 damage) 4 HP 0 armor

Close

Special Qualities: Fanaticism

Instinct: To serve their dark frog demon

● Worship the Forbidden!


DWARF EXPLORERS 

Group, Small, Intelligent

Axe (d8+2 damage) 6 HP 2 armor

Close

Special Qualities: See in the dark, Locate treasure

A dwarf is a humanoid race, one of the primary races available for player characters. The idea

for the D&D dwarf comes from European mythologies and J. R. R. Tolkien's novel The Lord of

the Rings (1954-1955) and has been used in D&D and its predecessor Chainmail since the early

1970s. Variations from the standard dwarf archetype of a short and stout demihuman are

commonly called sub-races, of which there are more than a dozen across many different rule

sets and campaign settings. These dwarfs are a friendly prospecting party looking for treasure.

Instinct: Help adventurers


GIANT BEETLE

Solitary, Large

Slicer Mandibles (d10+4 damage 4 piercing)16 HP 3 armor

Forceful

Giant slicer beetles are aggressive hunters, who kill their prey by breaking them into smaller

edible parts with their terrifying mandibles.

Instinct: Cripple limbs with its bite


GIANT CENTIPEDES

Group, Devious

Bite (d4 damage) 3 HP 3 armor

Close

Instinct: To eat

● Climb and crawl!


GIANT SPIDER 

Solitary, Devious

Poison Bite (d8 damage) 12 HP

0 armor

Close, Reach

Mutated by strange magics, this spider has grown large as a man. To sustain itself, it has

shifted from making its webs to catch flying creatures, to those who traverse the land. Covering

large areas of land with an almost invisible glue-like substance, anyone who treads it gets

inevitably stuck.

Instinct: To Devour

● Spin Web


GOBLINS 

Horde, Small, Stealthy, Organized

Spear (d4 damage) 3 HP 1 armor

Close

Goblins are small, squat creatures about 3 to 4 feet tall with pointed ears and equally pointy

teeth. They have jet black hair and skin that varies from hues of orange to hues of green. They

have beady black eyes and flat faces. Besides that, goblins are very numerous and varied

creatures. Goblins live in loose clans ruled by a leader they refer to as a Mob Boss. Evil goblin

societies frequently war against their neighbors, if not attempt to annoy them.

Instinct: Collect shiny trinkets and amass wealth due to a vague knowledge that money =

power

● Ambush their enemies from a tactical vantage.

● Use natural poisons on their shoddily made arrows to increase their effectiveness when

fired from shoddily made bows.

● Shrieks for help, calling the Goblin horde to its location.


GYGAX GHOULS 

Horde, Organized, Intelligent, Terrifying

Claw/Claw/Bite (b[2d6+2] damage) 10 HP 2 armor

Close

Special Qualities: Create Spawn, Paralyze Touch

The dead are hungry.

Special quality: Create Spawn-Anyone killed by a ghoul rises from your grave as a mindless

ghoul a day later.

Instinct: To fill the aching, endless void of its hunger

● Paralyze all but Elves with fear on by first touch (Defy Danger vs WIS to avoid)

● Devour the living.

● Spawn ghouls


KILLER BEES SWARM 

Horde, Tiny, Amorphous

Sting (d4 damage) 12 HP 2 armor

Hand

Nothing is worse than seeing a mass of stinging bugs come flying towards you.

Instinct: Protect the Hive


NEANDERTHALS 

Group, Intelligent

Stone Weapon (w[2d10] damage) 6 HP 0 armor

Close, Near

Neanderthals are an extinct species or subspecies of archaic humans who lived in Eurasia until

about 40,000 years ago. They probably went extinct due to competition with or extermination

by immigrating modern humans or due to great climatic change, disease, or a combination of

these factors.

Instinct: Hunt

● Ally with liberators


ROBBER FLIES 

Group, Tiny

Bite (d6-2 damage) 3 HP 0 armor

Hand

Special Qualities: Flight

A robber fly is a 3' long giant fly with black and yellow stripes. From a distance, robber flies

look like giant bees. They are carnivores and may attack adventurers. However, they prefer

giant bees as food, and are immune to their poison.

Instinct: Patient hunter


STAR TREK ENTITY

Solitary, Tiny, Magical, Stealthy, Devious, Intelligent,

Planar, Amorphous

Energy Bolt (d10-2 damage) 12 HP 0 armor

Hand, Ignores Armor

Special Qualities: Transmutes Matter, Non-corporeal, Telepathic, Can Heal and

turn invisible

The Beta XII-A entity was a non-corporeal being composed of pure energy first encountered on

Beta XII-A. The entity appeared as a small, circular pattern of multiple swirling lights in different

colors, although it became red in hue and emitted a high-pitched wail when "feeding". The

entity fed on the emotions of hatred, anger, and primitive predatory instincts exhibited by

humanoids near it. If these emotions were not present, the entity could create conditions to

spawn such feelings. The entity appeared as a small, circular pattern of multiple swirling lights

in different colors, although it became red in hue and emitted a high-pitched wail when

"feeding". The entity fed on the emotions of hatred, anger, and primitive predatory instincts

exhibited by humanoids near it. If these emotions were not present, the entity could create

conditions to spawn such feelings. The entity could control the instantaneous transmutation of

matter, turning everyday objects into weapons and opening doors on a whim. It could pass

through solid objects at will, teleport from one location to the next, and influence the thoughts

of others (control monsters and NPCS and whisper "ideas'' to the players). It could heal a

humanoid's mortal wounds and could even alter a person's (NPCs) memories so that they

remembered fictional family members and events that never existed. The entity appeared

unable to communicate in any fashion understandable to a humanoid. Although its motives and

nature were not wholly known, it lacked the same ethical standards of most humanoids and

largely acted in a malignant fashion. It's only weakness appeared to be exposure to emotions

of humor, good nature, and friendship; it was particularly susceptible to laughter. These

emotions will drive it away from its present location.

Instinct: Feed on harmful emotions


THE THING IN THE WELL

Solitary, Large, Stealthy

Dark Tentacles (w[2d12] damage)

16 HP

1 armor

Reach, Near

"Good morning," the Thing in the Well calls, "And how are we doing this morning Cult

Leader?" -- "Just wonderfully. How have you been keeping things?" -- "Fine, fine. A

little peckish, a bit in the mood for, you know, a nibble, a bite to eat. But don't worry

yourself, perfectly fine." -- "It's quite alright, I was just thinking I should bring some

lunch. How does a ham sound?" -- "You are too kind, just too kind..." -- The Thing in

the Well has lived in the abbey for longer than anyone can remember. It is traditional to

fix regular meals for the Thing, and to present it with a sheep or pig on special

occasions. Years ago a goblin went down the well on a dare. He never returned. The

subject has not been broached in the presence of the Thing.

Instinct: To devour

Politely collect tribute

Purify water

Hide in darkened waters


ZOMBIES 

Group, Organized, Terrifying

Tooth and Nail (d4+2 damage) 6 HP 0 armor

Close, Forceful, Near

Special Qualities: Undead, Slow

A zombie created from either dark magic, a plague, or voodoo. Some seem "fresh" and

resemble its former self, others are missing limbs, some are just decomposed piles of flesh

barely able to move. Some may still have their armor on from their previous life. Regardless

how you find them, they only have one goal...to eat.

Instinct: Feed


Magical Items

The Tome of Arcane Knowledge allows non wizard characters to cast arcane cantrips

while a wizard player will gain the ability to cast clerical rotes.

Lenses of Darksight allow a player to see even in magical darkness.

A green Potion of Bugbear Disguise lying in a corner will change the drinker into a

Bugbear in appearance until camp is made next.

Goblin Slicer is an ancient magical elven short sword that does double damage to

goblinoids. It also glows green when such creatures are nearby.

The Ring of Resurrection ensures that the wearer always succeeds on a Last Breath roll

when worn. It will vanish after a single use.

The Rune Hammer is a magical weapon that may be used as a ranged as well as a

melee weapon. It will always return safely to the hand that cast it. It also does double

damage to corporeal undead.


Appendix N:

Star Trek TOS, Temple of the Frog, The Croaking Fane




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