A Cat of Tindalos

A Cat of Tindalos

Tuesday, December 17, 2019

Awaroth Woods

Into the Awaroth Woods… (1.2a)

A Dungeon World Conversion by Mark Tygart

Of Lorenzo Santini’s Classic Wilderness One Page Adventure

Lured by a scroll where the long dead sorcerer Urgaan boasts about treasures hidden in his tower, the PCs arrive at the outpost near the Awaroth Woods…


“Let fools seek it. They shall win it not. For although my treasure house be empty as air, no deadly creature in rocky lair, no sentinel outside anywhere, no pitfall, poison, trap, or snare, above and below the whole place bare, of demon or devil not a hair, no serpent lethal-fanged yet fair, no skull with mortal eye a-glare, yet have I left a guardian there. Let the wise read this riddle and forbear.”

 ---Urgaan the Builder, Warlock of Qarth



General Notes and Custom Moves

All currency (usually gp) is now Dungeon World coins.
All traps should allow a Defy Danger +DEX to either avoid damage (success) or take half damage (partial success).
GMs may roll on the wandering monster table as a hard move.

Urgaan’s Tower

When Urgaan’s tower is “activate” every player every player must make Defy Danger versus Dex for each “move” they make. I always play the Tower as allowing fleeing adventurers to escape (followed by bellowing laughter).
@A 10+ allows three moves
@7-9 allows a single move
@A fail allows the tower to attack (d10 damage)
The tower’s “mind” may also be opened with a successful Fighter’s “Bend Bars, Lift Gates” move, or a full success Defy Danger+STR roll. A partial success will allow the player two free moves without damage.
1d6 of the gems may Ioun stones, at the GM’s discretion.

Ioun Stones
These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.

Ioun stones have 1 hit point, and an Armor of 5. The powers of each stone vary depending on its color and shape.

The following are examples:
Crimson spindle: grants user Infravision
Brown-green pyramid: allows the user to speak Treant
Crystal disc: generates light as per the clerical rote
Green-black star: immunity to all poisons
Crimson rectangle: immunity to ordinary fire; ½ damage from magical fire                                                 Azure triangle: allows user to breathe underwater

NPCs

Baran the Ranger
Solitary, Stealthy, Intelligent
Crossbow (b[2d10] damage 1 piercing)
16 HP
3 armor
Close, Near, Far
Instinct: To hunt monstrous threats
  • Strike from a hidden location
  • Blend into the environment
  • Slay evildoers


Bregor the Werebear
Solitary, devious, intelligent
huge paws (d8+2 damage)
12 HP
1 armor
Forceful, reach
Special Qualities: Immune to most weapons, vulnerable to silver, lycanthropic curse
Werebears, as the name implies, are a species of people who can turn into bears. It's not exactly a hard concept to grasp, and not entirely without some mythological precedent; the Viking word "Baersark", a root word for "Berserk", literally means "Bear shirt", and Berserkers were often described as wearing bear-skin shirts (a symbol of how powerful they were), or even reputed to transformed into bears on the battlefield - as these same berserkers were also part of the heritage that gave us the more famous werewolf, tying werebears to them is not a major leap.
Instinct: To revenge
  • Hug murders tight and don't let go
  • Befriend the adventurers
  • Change form

Oanga
Solitary, Organized, Intelligent, Hoarder
Elite weapon (b[2d10+4] damage 2 piercing)
16 HP
1 armor
Close, Forceful
The former leader of a mostly deceased bandit gang; the “Awaroth Raiders”... 
Instinct: To destroy and plunder
  • Crush enemies with strength and will

Uskz
Solitary, Tiny, Intelligent
Melee Weapon (b[2d10] damage 3 piercing)
16 HP
2 armor
Hand, Forceful
At the pinnacle of rage, this barbarian's vicious blows allow them to tear armor apart with every blow, shredding their enemy’s guts and limbs.
Instinct: To crush her enemies with rage
  • Get mad


Encounters


bear (Brown)
Large
Claws (d10+4 damage)
6 HP
1 armor
Forceful
Instinct: To survive



 boar (Giant)
Group
Tusks (d8+2 damage)
6 HP
1 armor
Close
Special Qualities: Sharp tusks
Cantankerous and aggressive on good days 
Instinct: Dominate perceived threats
  • Charge and gore


Centaur
Large, Stealthy, Organized, Intelligent, Cautious, Hoarder
Javelin (b[2d6+1] damage)
11 HP
2 armor
Close, Reach, Near
Special Qualities: Speed of Horse
Instinct: To take vengeance on evil forest wreckers and plunders
  • Circle; throw javelins at evildoers
  • Befriend Baran allies
  • Sound the horns when evil approaches


Forester
Group, Intelligent
Bow (d8 damage)
3 HP
1 armor
Close, Near, Far
Foresters work in the wilds and have a sort of innate connection to it, though one not as powerful as that of druids.
Instinct: To protect the wild
  • Work with beasts

Giant Spider (Forest)
Horde, Small, Stealthy, Devious
Bite (d4 damage)
3 HP
3 armor
Close
These giant spiders live swarms of up to half a dozen; an advantage they use to take down larger prey relying upon their stealth and venom. 
Instinct: Consume
  • Ambush prey
  • Trap in webs
  • Inject weakening venom with bite (Defy Danger +CON to avoid; partial counts as a success, full success means player now immune to this type of spider venom.)

Hill Giant
Solitary, Large, Intelligent
Clobber (d10+2 damage)
18 HP
2 armor
Forceful
A solitary hill giant who brews beer and roasts whomever he can catch in the Awaroth Woods.
Instinct: To be left alone
  • Grab and hurl
  • Collects Martha Stewart recipes
  • Be profoundly stupid



Hunter
Group, Intelligent
Bow (d8 damage 2 piercing)
6 HP
1 armor
Close, Near, Far
The hunters are trained rangers, who have learned to turn their skills towards a more predatory focus. As a result, they shoot with the precision of an eagle.
Instinct: To protect the wild
  • Work with beasts


Owlbear
Solitary, Large, Terrifying
Teeth (d10+4 damage 1 piercing)
16 HP
1 armor
Forceful
Special Qualities: It has the calming face of an owl on a monstrous bear
Made by an accident yet it still craves to live, this THING survives purely by bloodlust. In the shadows, people may believe it is just an owl, but once they turn around, they are tackled by the pure fury of the owlbear. The only viable strategy to attack it alone is to not attack it alone. Just RUN. 
Instinct: to eat
  • Devour

Shambling Mound
Solitary, Large, Stealthy
Crushing Growths (d10+2 damage)
16 HP
0 armor
Special Qualities: Absorbs electricity, Camouflage
Shambling mounds are large, mobile plants. They feast upon everything they can get their hands on, including living things which they ambush and smother in their grasp. They become especially active during thunderstorms. 
Instinct: To grow
  • Hide in the undergrowth



Stirge
Horde, Tiny, Stealthy
proboscis (d4-2 damage)
3 HP
0 armor
Hand
Special Qualities: Flight
Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake. 
Instinct: To swarm prey
  • Suck blood
  • Hide in the shadows


Treant
Group, Huge, Magical, Intelligent
Smash (d10+5 damage 2 piercing)
18 HP
1 armor
Reach, Forceful
Treants are ancient beings, long-lives sapient plants. Capable of living for millennia, they take things slowly most of the time, moving at a pace befitting for a tree. But when their bellowed woodland is in danger, these peaceful, lumbering giants lurch into action with unmatched ferocity. 
Instinct: To protect the woods
  • Talk with plants
  • Protect trees
  • Befriend friends of Bregor

Troll
Group, Large, Intelligent
Brutish strike (d8+2 damage 1 piercing)
14 HP
1 armor
Forceful
Trolls are powerful humanoids mostly known for their regenerative powers. All non-fatal injuries seem to fade in due time, with only fire and acid seemingly giving the troll trouble. Furthermore, trolls slowly adapt to their environment, changing to better be able to survive.
Instinct: To indulge itself
  • Regenerate
  • Turns to stone in sunlight
  • Extort bribes

Wolf
Horde, Organized
Bite (d6 damage)
3 HP
1 armor
Close
Instinct: To hunt



Worg
Group, Hoarder, Terrifying
Rusty Battleaxe (b[2d8+2] damage)
6 HP
1 armor
Close
Special Qualities: Fur and a wolf head
The most aggressive of the evil beast-men, worgs gather in howling bands of hunters, scouring the forests where they live for fresh meat, preferably human.
Instinct: To consume
  • Snap and snarl at a source of pain
  • Dominate a weaker ally
  • Feast

Wraith (Forest)
Horde, Devious, Amorphous
Life-draining touch (d4 damage)
12 HP
1 armor
Close, Ignores Armor
Special Qualities:  Only harmed by magic and magic weapons
Forest Wraiths, though undead, are not a single soul. Rather, they are several fragmented of different souls, often due to violent deaths, tragedy and negative feelings, that have coalescence into a new, dreadful being in a corpse of a dark magic user. The wraith has neither understanding nor empathy of mortal life. All it wants to do is add to its collective of fragments by harvesting the souls of living beings. Its touch severely weakens the living, causing the Sick condition. 
Instinct: To steal life

  • Sense the living
  • Moan and rattle chains
  • Guard Tomb

Friday, October 18, 2019

Monday, September 9, 2019

Jesse Ross' Trophy Gold RPG

My friend and artist Jesse Ross  has struck Gold with his new OSR variant game Trophy Gold of the Trophy RPG. 


It has a number of interesting mechanics that could be applied to Dungeon World.

https://www.gauntlet-rpg.com/fear-of-a-black-dragon/trophy-gold-special


Trophy Gold RPG can be found in Codex - Gold, currently available on the $6+ Patreon feed. 


Learn more about the core Trophy game here: https://www.gauntlet-rpg.com/trophy-rpg.html



Saturday, September 7, 2019

Tuesday, August 13, 2019

Goblin Gully Conversion Notes for Dungeon World

A One page adventure classic by Dyson Logos



Converted to Dungeon World by Mark Tygart 1.3b

Background

Everyone in the area knows of the old slave pit in the ravine outside of town. It fell into disuse with the collapse of the Old Empire, and only the occasional group of adolescent would-be adventurers ever goes there anymore. But then Ragnar Bloodaxe's Farm was found ransacked; and the entire Bloodaxe family is now missing. And now someone or something has rebuilt the bridge between the two sides of the old slave pit.

Dungeon World Questions

What relationship does your character have with the Bloodaxe family?

How much of your bar tab is Ingrid Bloodaxe  (Ragnar's niece and owner of the Merry Mermaid Tavern) willing to forgive to learn Ragnar's fate?

What reason does your character have to hate or fear goblins?

Rumors

Roll 1d12 for rumours on the table below. Each adventurer from town knows 1d3 rumours, while visitors can learn 1d2 rumours by asking around.

1-2. (T) The pits have been taken over by goblin raiders.

3. (T) There are secret areas in the old slave pits that have never been explored since they were abandoned.

4-5. (F) The Bloodaxe family had a magic axe among their stolen possessions.

6-7. (F) The slave pits are run by abandoned mutant slaves.

8. (F) There is a secret entrance into pits at the bottom of the ravine.

9. (T) Creepy leftovers of ancient imperial experiments still lurk in the depths of the slave pit.

10-11. (T) The main entrance to the pit is a cave now overgrown by a huge tree.

12. (F) It's not goblins or mutants in the pits, but one of the boys in town who was abandoned there and has gone feral.

1. Entrance – two goblins are up in the tree watching for approaching trouble. The downside is they can't do much about it except attack – their position makes it unlikely that they will be able to get down warning their companions when attacked.


Goblin
Horde, Small, Intelligent, Organized
Spear (d4 damage)
3 HP
1 armor
Close

Instinct: To ambush
  • Charge!
  • Call more goblins
  • Retreat and return with (many) more

2. Empty Antechamber


3. Grand Hall – this 40 foot wide chamber has columns along each wall and is home to 4 goblins. The entrance to area 4 requires climbing through the mouth of a relief carving of a huge demon.


Goblin
Horde, Small, Intelligent, Organized
Spear (d4 damage)
3 HP
1 armor
Close

Instinct: To ambush
  • Charge!
  • Call more goblins
  • Retreat and return with (many) more

4. West Bridge Room 2 goblins with short bows in here fire into any battles in area 3 and otherwise guard the bridge (area 5).

Goblin
Horde, Small, Intelligent, Organized
Short Bow (d4 damage)
3 HP
1 armor
Far

Instinct: To ambush
  • Charge!
  • Call more goblins
  • Retreat and return with (many) more

5. The Bridge – this rope and wood bridge was built by the goblins, but the supports for it are ancient carved stone. While dangerous looking, the bridge is quite sturdy and safe. Moving on the bridge is at quarter speed at best, and can only be done in single file.


6. Gully Floor – looking through the reeds along the stream at the base of the gully will reveal the long-decomposed body of an adolescent male, missing from town for 2 years after being pushed out of area 4 by his friends long before the goblins rebuilt the bridge.


7. Empty Chamber – a goblin in area 8 watches for intruders to spring a surprise attack on them – preferably when they head down to area 11.


8. Boss' Chambers – the goblins climb in and out of this room through a narrow shaft, usually using a rope attached to a ring in the floor. There are 4 goblins here as well as their leader.


Goblin
Horde, Small, Intelligent, Organized
Sword (d6 damage)
3 HP
1 armor
Close

Instinct: To protect the Leader
  • Charge!
  • Call more goblins
  • Retreat and return with (many) more


Goblin leader
Group, Organized, Intelligent
A serrated sword (d8 damage)
12 HP
3 armor
Close, Forceful

This goblin has been around for awhile. It has cobbled together a full suite of armor for itself. The smaller goblins will follow it without question, at least while it can fight. 

Instinct: To kill


The second room is the leader's personal room, and contains much of the clothes of the Bloodaxe family as well as the goblin treasure of 3,000 coins, a clerical scroll of bless that may be read by anyone and a potion of fire resistance.There is also a map to another adventure!

Bless
Level 1 Ongoing
Description: The powers that be smile upon a combatant of your choice. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.

Potion of fire resistance, 0 weight (3 doses)
A gray-green dragon shaped bottle that holds a liquid that appears to be molten magma, but the fluid is cool to the touch. Any one drinking the liquid will be immune to all normal fire and take half damage from magical fire until the player next makes camp.

9. Secret Chamber – the goblins have not discovered this secret room. The secret door is trapped, and drops a heavy rock in the opening a few seconds after being pushed open. Whoever opens the door must DEFY DANGER +DEX or suffer 1d10 damage. The room contains the skeletons of two  mercenary guards equipped with rusted (worthless) chainmail, helmets and each has a magically preserved  enchanted sword that glows with continual light.Both swords will harm creatures that require magical weapons to damage them but otherwise provides no bonus.

10. Secret Storage – this room contains barrels of ancient ruined arrows and there are the remains of bows and swords on the walls. On the back wall of the room is a crystal golem that will attack anyone who disturbs the contents of the room.


Crystal Golem
Solitary, Construct
Smash (d8+2 damage)
10 HP
0 armor
Close, Reach
Special Qualities: Arcane Construct

Many mythologies tell how gods created their beloved children out of clay, stone or other natural resources. Enchanted golems are usually huge, big and with rough features because they represent first essays towards more complicated arcane forms. Like sculptors first design their masterpiece out of clay. Their intelligence is similarly rough which explains their unchanging loyalty to their master.

Instinct: To serve his (long forgotten) master's will
  • Obey
  • Guard
  • Crush
 11. Barracks – another 6 goblins live down at the base of these spiral stairs. The goblins in area 8 will sneak down to attack anyone heading down the stairs. The door to area 12 is barred from this side.

Goblin
Horde, Small, Intelligent, Organized
Spear (d4 damage)
3 HP
1 armor
Close

Instinct: To ambush
  • Charge!
  • Call more goblins
  • Retreat and return with (many) more
 12. The Pit – the bottom of this room is flooded and 50 feet below the entrance. A set of narrow spiral stairs lead down to the alcoves just above the water level. Once the door is open a gurgling, sloshing sound can be heard from below. The pit is home to a putrescent mutant mass of flesh – the last remnant of arcane experiments. It is treated as a pudding but is far more terrifying looking as putrescent appendages grows and is reabsorbed. Players seeing it for the first time must make a DEFY DANGER + WIS roll or flee. If they fail to bolt the door, the creature will be free to prey on the town citizens from a new found sewer home...

Fear Pudding
Solitary, Amorphous
Corrosive touch (d10 damage, ignores armor)
15 HP
1 Armor
Close
Special Qualities: Amorphous, Causes Fear

How do you kill a pile of goo? A great, squishy pile of goo that also happens to want to dissolve you and slurp you up? That is a good question to which I have no answer. Do let us know when you find out. 

Instinct: To dissolve
  • Eat away metal, flesh, or wood
  • Ooze into a troubling place: food, armor, stomach
  • Players seeing it for the first time must make a DEFY DANGER+ WIS roll or flee