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.
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
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
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