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A Cat of Tindalos
Saturday, August 31, 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?
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!
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
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