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This document is a supplement for the Dungeon

The copper age of legend… World roleplaying game by Sage LaTorra and
Adam Koebel. These let you play characters from
It used to be better in the shining copper age some of the monstrous races. This version was
of legend but then we were cast down by the finished on 25 July 2012 as a stretch goal for the
sunlovers to this. Now this is what we’ve got: Dungeon World Kickstarter.
you sleep in water and filth; you get some
rotten biscuits to eat if you’re lucky; you only You can use this document to:
get to go outside so the sunlover butchers can 1. Play a character transformed into a
kill you; the only weapon you have is a rusty monstrous race during play, because they
knife; all your so-called allies are all on your are cursed or affected by a spell.
‘list’; and the Chief whips you if you complain. 2. Play a character of a monstrous race in a
normal party. It is usually best to talk this
But you can fight back! Marauding Hordes through with the group to check your
swarm across the ploughed cuts the character will fit in, as the inclusion of even a
earthcutting sunlovers make in their fields and single character from a monstrous race can
change a game completely.
loot and pillage their farms. Lycanthropes
3. Play a whole party of monstrous creatures,
rush in and drag down the forestlurkers before
starting with the included adventure toolkit.
they can sing their cursing songs. The Small &
Sneaky races slip in quietly behind the In this document you’ll find…
goldkissing longbeards and snatch their
purses and slit their throats. The Hungry Dead Simple playbooks to use with the standard
smash in and start to feast on the fatbelly classes to play:
hairytoes before they can swallow their 1. Marauding Horde races like orcs
mouthful and scream. Towering Brutes push 2. Small & Sneaky races like goblins
over the tower and crush the fleeing sunlovers. 3. Towering Brute races like ogres
And through it all the Restless Dead sit up on
the hill laughing without lungs. More complicated playbooks (with more mature
concepts and art) to use with the standard
This is what we’ve got, yes. But what are you classes to play:
going to take and hide for yourself? 4. Lycanthrope races like werewolves
5. Restless Dead races like skeletons
6. Hungry Dead races like vampires
Each of these playbooks include: o Through the use of the Reincarnation or Part of the reason for writing Number Appearing
o Things to replace choices on any of the permanent Polymorph spells a character was to act as inspiration for others to design new
standard class character sheets: name, look, could become any other living race. races. There is good advice on how to make your
bonds and alternative racial moves. o As part of a deal with Death through the Last own race moves in the Dungeon World book,
o Possible true facts or other details about Breath move a character might become a but Adam’s advice on RPGnet is a great
your race to help you define it. Lycanthrope, Restless Dead or Hungry Dead. summary:
o Some relevant Compendium Classes. These
are either: suggestions relevant to the For example, on a 7–9 with the Last Breath move It's really simple to add new races to each class.
particular race but that any race could take; Death will offer you a bargain. If the GM chooses Just think about what makes a class of that race
or classes that have a race as a prerequisite that bargain could be transformation to another different, unique or how they connect to what
and will further define that race. race. For example: that class "means" in your setting and write a
o A Lycanthrope, particularly for characters quick rules-change or neat trick they can do.
A “real monster” section detailing the opponents recently bitten by one of the Lycanthropic
that a party of monstrous characters is likely to races. Don’t feel you have to describe each race in
encounter. o A Restless Dead, particularly for evil perfect detail in the moves, just focus on the one
characters, those who committed or two key things that make that race most
A magic section with two new magic items and unspeakable crimes or those who leave a interesting. I also recommend that you don’t
the Reincarnation Cleric spell. great task unfinished. worry that the ogre can’t carry more than a
o A Hungry Dead, particularly for characters goblin, or should do more damage, unless that is
An adventure toolkit so you can play a party of killed by one of the Hungry Dead races or the cool thing about being an ogre. Rules for
monstrous creatures. This toolkit includes: those who have given in to unnatural lusts. large characters to carry more and small less
o A quick summary with adventure ideas could be made up if you really want. But think
o Sample fronts If you are transformed you are considered to be about whether this rule will make the race more
o A two-part dungeon worksheet to help that new race, gaining all its abilities and fun, and don’t include it if it doesn’t. The fact
design the player’s dungeon home replacing your race move with appropriate race that your race is tall or short and other details of
o Sample maps of a forest dungeon home and move(s) of the new race. their size will naturally come up in the fiction if it
its surroundings to use in one shot is really important.
adventures. Some tips on using other races
If it helps when dealing with smaller or larger
Transforming characters When choosing a set of racial moves to races, think of the weapons as being made for
represent a character with two races use the their size. What a giant calls a dagger, is a sword
A character may be transformed into another rules for the undead race first then the more to an orc and a two handed sword to a goblin.
race in a number of ways: complicated race. So a goblin werespider should You don’t need special rules for this, just cover it
o Through an Animate Dead spell a character use Lycanthrope rules. But if it became a zombie through the fiction.
could become a Zombie (Hungry Dead). use Hungry Dead rules instead.
Thanks Dungeon World: Number
Appearing
Justin Wightbred wants to thanks to these
Text, layout (and one bit of art):
excellent people (and point you to their work):
Justin Wightbred.
o The most excellent artists and collaborators
Colour cover: Mike Wight.
you could hope to work with: Mike, Ed,
Art: Mike Wight, Ed Heil, Michael
Michael, Demolition and Russ.
Maconachie, Demolition and
o These people for ideas, suggestions or
Russ Nicholson.
playtesting: Stras Acimovic, GT, Jim, Radium,
Marshall Miller, rubiconium, Phil (Murgh
Art is Copyright
Bpurn), Keith Stetson, John B, Flashback Jon,
Jeremy and others from the Barf Forth and All the art in this document is
Story Games forums. ©2012 the artist or Justin
o Russ Nicholson (Warlock of Firetop Wightbred, all rights reserved.
Mountain) again for drawing the images that
made me want to play a goblin and zombie. Text is CC BY 3.0
o Bruce Heard (Orcs of Thar) for showing a way The text of this document is
to do this in a traditional system. creative commons by attribution
o David Petersen and Luke Crane (Mouse version 3.0. You can use the text
Guard) for an award winning comic and for other purposes but must
game that drew us to other indie games. attribute the original work to
o Jeff Lower (Giants RPG draft) for the cool Justin Wightbred. Details at:
idea of drawing up a map together at http://creativecommons.
the start of the game. I’m hoping Jeff org/licenses/by/3.0/
will finish his great game one day.
o Sage and Adam (Dungeon World) for Fonts
putting out a cool hack and taking up AR ESSENCE and Ebrima.
the idea of this supplement as a
Kickstarter stretch goal. Some Mature Content
o And mostly Vincent Baker (Apocalypse
World) for writing a game that is The topic covered means some
brilliant to play AND hack. ‘The copper concepts and art in this
age of legend…’ is a spoof of the back document are intended for more
cover of Apocalypse World. mature players. Please check
through it before using.
Racial moves
Bigger, stronger and harder than goblins. Or so Choose a race below and gain this move instead
MARAUDING HORDE you tell us. Are you really part of an ancient race of the race move on your class sheet:
of tribal warriors, or just the cursed mutant
offspring of a sunlover and a slimey goblin? o Bugbear Thief: When you Backstab and
choose to roll+DEX you may also choose to:
The marauding hordes differ greatly. Bugbears strangle them by the throat. When you
are big but sneaky. Hyena-headed gnolls successfully Defy Danger while strangling
rampage through the forests and badlands. someone’s throat, deal class damage to
Hobgoblins are big goblins that give the them.
appearance of civilisation. Lizardmen hunt the
swamps. And orcs live a violent tribal life in the o Gnoll Ranger: You can Hunt and Track using
mountains and dungeons. But all delight in just your excellent sense of smell.
working with their horde to raid sunlovers.
o Hobgoblin Cleric, Fighter or Paladin: You
can grant your shield’s bonus to Armor to
Names:
both yourself and a single ally close to you
Brooza, Chock, Crunch, Fantak, Grik, Hauk,
who doesn’t have a shield.
Hurai, Karun, Kish, Kol, Mord, Nok, Ravnar,
Reaver, Ripper, Smitez, Spit, Spangla, o Lizardman: Your vicious claws and teeth do
Spud, Thonk, Zimmerk. class damage. You can swim well and hold
your breath for long periods.
Look:
Hard eyes, mean eyes, one eye. o Orc Fighter: When you suffer damage (after
Broken body, flabby body, fit body, subtracting Armor) take +1 forward against
muscled body, scarred body. that creature.
Broken nose, crooked nose, flat nose.
Crooked teeth, braids, scars, tribal tattoos. o Troglodyte: Your stench revolts both allies
and enemies. They deal -1 damage while
Alternative bonds: they are close to you.
___________ stole my kill.
___________ is a coward. o Any other Marauding Horde: Name a
I will prove to _________ that I am trustworthy. character who reminds you most of your kin.
___________ has slain my brethren. When you Aid them or they Aid you and roll
a 10+ take +2 instead of +1.
Possible True Facts Compendium Class: Marauder
Those sunlovers don’t know everything. Choose
some true facts about your marauding horde After you wantonly destroy a beautiful symbol of
race that the learned sages don’t know: civilization, you may take this move when you
level up:
o Without outside interference your race will
naturally form progressive governing o The Uplifting Lamentations of
structures, like democracies or republics their Kin: Take +1 forward to
o You will turn cannibalistic when your your next Hack and Slash or Cast a
population becomes too dense Spell after you kill an enemy.
o Your people were here first and land itself
cries for the blood of the invaders Once you’ve taken “The Uplifting
o You hear the voice of the Howler, and have Lamentations of their Kin,” the
succumbed to it following moves count as class moves
o Pain is holy; suffering it or inflicting it makes for you. In addition to your normal list
you holier of moves, you may choose from this
o Your bloody rites keep the Black Earth list when you level up.
Mother appeased and quiet o A Butcher Bathed in Blood:
o Your race live on coals and ash; the coals of When you kill in front of a
burnt buildings are particularly nourishing creature take +1 forward to Parley
o You consume the bones of your felled with them.
heroes, and their strength lives on in you o Blood Rage: When you suffer
o Your horde keeps and breeds a particularly damage (after subtracting Armor)
dangerous type of animal take +2 damage forward against
o The evil spirits that hunt your people revel in that creature.
misery, death, and ruin, so you leave it in o Me Looks Out for Me: You are
your wake to slow them down always ready for those dirty
o All cattle, weapons or land in the world backstabbers. Gain +2
originally belonged to your race: the other additional Armor against
races stole it from you long ago surprise attacks.
o Your race was created from a village of o This is your blade: Choose one weapon.
sunlovers, who tormented and were cursed No-one can ever take that weapon from you.
by a witch into this form.
The small & sneaky races are all contrast. They build the trap spend your hold one for one
SMALL & SNEAKY appear small and weak but often have elaborate
dreams of power. Sure, you’re a vicious bastard
to add these features:
• It does 1d6 damage
when confident, but can you keep it up when • It doesn’t go off unexpectedly
you are frightened? • It is hard to disarm
• It is hard to detect
Names: • It affects more than one creature
Balls, Blackie, Bugs, Catcha, Derk, Diver, Ears, • It drops, pushes or throws a creature.
Fantak, Firelegs, Foorloom, Gertrude, Gibly,
Grimes, Hat, Hot, Lugga, Pain, Rat, Raz, Runna, o Ratkin Ranger: Your vicious bite does class
Shabby, Skoog, Sneck, Spider, Spit, Spud, damage. When you Hack and Slash with your
Squeak, Squagg, Stabby, Tiny, Y’ach, Zero. teeth on a 10+ you also inflict a disease on
them. You can choose a swarm of rats as
Look:
your Animal Companion.
Green eyes, moist eyes, piercing eyes.
Lean body, scrawny body, stooped body. o Any other Small & Sneaky: When you Defy
Beaked nose, hooked nose, running nose. Danger and use your small size to your
Clawed hands, curled hands, long hands. advantage, take +1.
Burns, huge ears, scars, twisted grin.

Alternative Bonds:
___________ beat me.
___________ isn't so big.
_____ is wearing something made from my kin.
___________ frightens me.

Racial moves
Choose a race below and gain the relevant move
instead of the race move on your class sheet:

o Goblin of any class: When you Defy Danger


to try to get away, take +1.

o Kobold Thief: When you have time and


resources and you can build a trap, roll+INT.
On a 10+, hold 4. On a 7-9, hold 2. As you
Possible True Facts Compendium Class: Extortionist Compendium Class: Skirmisher
Those sunlovers don’t know everything. Choose
some true facts about your small & sneaky race After you have successfully blackmailed If your fellow players ask where your character is
that the learned sages don’t know: someone for more than 100 or complain that you have gone off again
coins you may take this three times, you may take this move
o You are not born, you grow from fungus move when you level up: when you level up:
spores instead
o Your young are parasites that gestate in the o Blackmail: When you o Swift Exit: Name your
bowels of giants mention a debt you escape route and roll+DEX. On a
o You come from eggs, just like dragons are owed it gives you 10+ you escape. On a 7–9, you
o You are the immature form of a surprising +1 forward to Parley can choose to escape or stay, but
bigger race with the debtor. The if you escape it costs you: the GM
o You enjoy eating waste and refuse and debt can also count as will tell you what you leave
would happily just co-exist if they let you leverage if you offer to something behind or take
o You have an eons old pact with a powerful waive it. something with you. On a miss,
sorcerer, and are awaiting his return to you’re caught vulnerable.
complete your duty. Once you’ve taken “Blackmail,”
the following moves count as class Once you’ve taken “Swift Exit,” the
moves for you. In addition to your following moves count as class moves for
normal list of moves, you may choose you. In addition to your normal list of
from this list when you level up. moves, you may choose from this list
when you level up.
o A Great Help: When Aiding or
Interfering take +1 on the roll. o Slippery: When you Defy
o Connections: When a “shady” character Danger by moving quickly and
appears in the campaign for the first time, decisively take +1 on the roll.
you can recall them from before and the o Master Skirmisher: When you Hack and
debt they owe you. Slash and roll a 7-9 you may choose to
o Observant: When you Discern Realities you dodge, parry or redirect their attack but do
can always ask the additional question “What no damage of your own.
are they hiding?” o Hard Target: When wearing no Armor and
o Sycophant: When you Defy Danger by carrying less than half your load you
cowering or flattering take +1 on the roll. effectively have Armor 2.
Cutting you down in battle is no easier than Racial moves:
cutting down a towering tree. Some say big and Choose a race below and gain this move instead
stupid. But not to your face of course. of the race move on your class sheet.

Are you big and dumb or a huge philosopher? o Ettin of any class: When your two heads
Or a giant but sneaky thief? loudly and lengthily debate you can get a
second opinion and take +1 to Spout Lore.
While all Towering Brutes are big, they vary
widely. An ettin is a giant with two heads that o Hill Giant of any class: You can carry +6
are prone to arguing the point with each other. additional load. The huge weapons
A troll is green, grey or black and near appropriate to your size are Messy.
impossible to kill unless you’ve fire or acid to
spare. Ogres were once men, but they found o Minotaur of any class: Your horns are
dark gods of their own and grew large and full of potent weapons that do class damage. When
hate. you charge in horns first take +1 forward to
your Hack and Slash.
Names:
Argh, Bash, Biff, Boggz, Brooza, Brudda, o Ogre of any class: When you Defy Danger
Demolition, Edgar, Grind, Hammer, Princess, Raz, by throwing your weight around, take +1.
Smak, Stomp, Titan, Trollbabe, Zannic.
Troll of any class: All Trolls get both of these
Look: racial moves:
Bloodshot eyes, one eye, squinting eyes.
Fat body, muscled body, stooped body. o One Thousand Cuts: Imagine how being
Beaked nose, broken nose, pointy nose. sliced up and reforming again and again
Burns and scars, huge canines, tattoos. would affect your ability. Your highest
starting ability score is 15 (+1). Reduce all
Alternative bonds: higher starting ability scores to 15.
___________ left me alone outside the inn.
o Trollish Regeneration: Unless you are
___________ tricked me.
affected by fire or acid: heal 2 HP whenever
___________ is too little and lazy.
you roll a 10+; and instead of making a Last
___________ uses big words for one so small.
TOWERING BRUTES ________ vastly underestimates my intelligence.
Breath move take a short rest and restore
your HP to 1d6.
Possible True Facts Compendium Class: The Chief
Those sunlovers don’t know everything. Choose
some true facts about your towering brute race After you kill the leader of a monstrous
that the learned sages don’t know: community in single combat and swear to
replace them, you may take this move when you
o Every mountain has a seed, and when the level up:
conditions are right that seed will grow to
form a creature o Hail to the Chief: gain 1d4+2 Warriors in a
o You become aggressive only in numbers, cohort that can be replenished from the
alone your race are artists and philosophers community. When you try to make them
o You were born in the lakes of the North and to do something roll+STR. On a
must return there to bear young 10+ choose 3. On a 7-9
o In the summer you wade for months on the choose 2.
continental shelf to keep from overheating - They do it.
o You are often forgotten when you spend - You don’t have to make an
decades in silent meditation example of one of them.
o You constantly graze and, in time, will clear - They don’t fight back
the forest about it.
o You hibernate in the winter.
Once you’ve taken “Hail to
the Chief,” the following
Boast about your feats of strength:
moves count as class moves for
o You pushed over the tallest tree in you. In addition to your normal
Blackwood Forest list of moves, you may choose from this list
o You wrestled the Stone of Might from the when you level up.
fiery titan that guarded it
o Bring it to me: When your Warriors
o When you sleep, you lift the land to be your
rampage through a community, they bring
blanket
you one non-magical item you want.
o You forded the mighty Aluran without
o It’s good to be the Chief: Take +1 to Parley
wetting your hair
when your Warriors stand menacingly
o You are the youngest and weakest of your
behind you.
siblings, but you can still lift a hut
o Wake me if they attack: Your warriors can
o You pushed the tower onto the sunlovers
Take Watch as though they were you and
o All the inns in Larnetha are named after you.
you regain 1d6 additional HP.
The sorcerer-kings called it “lycanthropy” in their Choose an animal form which you can change
LYCANTHROPE day—a creature that was both man and beast. It to: bear, boar, fox, giant lizard, giant rat, giant
is said to be passed on by a bite, but dark curses snake, giant spider, panther, tiger, or wolf.
and superstitions abound.
All Lycanthropes have these three moves:
Bear, boar, wolf or spider? Lycanthropes come in
a variety curses. But they all have banes that they o Animal form: You can change between your
struggle with. normal and animal forms whenever you like,
unless you are affected by a bane. In animal
Names: form you and your possessions meld into a
Angmar, Biter, Fantak, Firelegs, Gunther, perfect copy of the animal and you have
Hellrunner, Lily, Ravnar, Rex, Ripper, their innate abilities and weaknesses. You still
Samantha, Shabby, Spinner, Stormbite, use your normal stats but some moves may
Stripes, Tawar, Whistle, Windrunner. be harder to trigger—a wolf will find it hard
to open a door for example.
Look:
Red eyes, hungry eyes, piercing eyes. If you are affected by a bane you must
Forest black body, ghostly grey immediately change to your animal form and
body, raging white body, fierce stay in it until the bane no longer affects you.
striped body. A Druid Lycanthrope cannot use Shapeshifter
No tail, bushy tail, scrawny tail, while affected by a bane.
whip tail.
Choose three banes:
Alternative bonds: o The full moon
I will gift _________ with 'the o No moon
change.' o Less than half hit points
I know a secret about o Inebriation
__________. o Anger
___________ knows my banes. o Fear
o Passion
Choose a normal form in which you usually o Close to fire
appear: dwarf, elf, goblin, halfling, o Touch of silver
hobgoblin, human, kobold, ogre, orc, etc. o Touch of cold iron
o Touch of wolfsbane.
o The Moon Gift: When in animal form your How did you become a lycanthrope?
bite does class damage. NPCs you kill with o The child of a lycanthrope
your bite might return as a Lycanthrope not o The curse of a witch
in your control. When a character uses Last o Wounded by a lycanthrope
Breath and rolls a 7-9, you may offer them o Drinking from the footprint of an
your 'gift' of transformation to a Lycanthrope animal
as though you were death itself. o Sleeping with the full moon on
your face
o Wild Scent: In animal form you can use the o The bite of a Worg or other
Ranger move Hunt and Track using your supernatural animal.
keen sense of smell.
Lycanthropes often have a
If your animal form is a giant lizard, snake or few “tells” which stay with
spider, you get this move instead of Wild Scent: them in all their forms.
Choose one or more:
o Poison Bite: Choose a Touch poison. Once o Animal footprints
per day when you are in animal form you can o Animal shadow
inflict that poison on someone you o Cat eyes
successfully bite. o Fur inside
your flesh
When you find out how you can be cured o Hairy arms
chose a method: o Monobrow
o Wolfsbane, picked and prepared under a o Prominent
strict recipe birthmark
o An exorcism, in a certain place using words o Prominent scar
from an ancient tomb o Scaled arms
o Killing the creature that caused it o Slurred or slow
o Agonizingly cutting out the animal parts speech
o Ritualistic piercing with iron nails o Stooped
o It can’t be cured, only endured as long as posture.
you can.
Compendium Class: Greater Lycanthrope

If you are a Lycanthrope and you successfully


o Forceful Will: You gain more
use The Moon Gift to transform a comrade,
control over your changes. Remove one
family member or innocent to a Lycanthrope,
bane.
you may take this move when you level up.

o Lycanthropic Regeneration: When you are o Hybid: You can change into a
in animal form but not affected by any hybrid form which combines the best of
banes: heal 2 HP whenever you roll a 10+ on both normal and animal forms. In
any move; and instead of making a Last hybrid form you can use all animal
Breath move after a short rest restore your moves (including Lycanthropic
HP to 1d6. Regeneration) and also
have hands and access to
Once you’ve taken “Lycanthropic Regeneration,” your possessions.
the following moves count as class moves for
you. In addition to your normal list of moves, o Monkey's Tail:
you may choose from this list when you level up. To take this move you
must have a tail in your
o Additional Form: You gain an additional animal form. When in
animal form you can change. This form can animal form your tail acts like
include swarms of rats, snakes or spiders that an extra hand including to use a
can move through small holes but act as a weapon or shield.
single creature.
o Run with the Pack: If you
o The Embrace: When use the Moon Gift on are not a Ranger, gain an Animal
an NPC, roll+CHA. On a 10+ they return as a Companion of the same type as
faithful Lycanthrope and serve you. On 7-9 your animal form as per the
they return, but they only owe you three Ranger move.
tasks. On a miss the GM can choose whether
they will return or not, but if they do they will
try to destroy you.
The Restless Dead are all skeletons—flesh and What makes you restless?
RESTLESS DEAD skin and hair all rotted away. They can be ages o A desire to revenge for the injustices of life
old and recall a little of their lives. makes you a Draugr
o A desire to commit more crimes, murder or
The Draugr have come back from an ignoble mayhem makes you a Mohrg
death, frozen and twisted and empowered by o A desire for more gold or treasures or a
jealous rage. The Mohrg overflows with twisted, hatred of thieves makes you a Mummy
knotted guts hanging from their bellies or o A desire to return to life makes you a
wrapped, noose-like, about their necks. The Skeleton.
Mummy is often ritually wrapped and prepared
for burial, and if they have sufficient rage, they These two moves apply to all Restless Dead:
may return to drive off the thieves that come
looting their graves. o In Death Sustained: You don’t need to eat
or drink and are not affected by poison. If a
Names: move tells you to mark off a ration just
Alexander, Artaxerxes, Bartholomew, ignore it.
Benson, Boadicea, Bones, Cartimandua,
o Turned from Life: You must Defy Danger to
Chomper, Cingetorix, Fariweather,
enter consecrated ground or resist being
Hematogone, Higgins, Krik, Meryhathor,
pushed back by a strongly presented holy
Sehetepre, Smiley, Sticks, Venifax.
symbol.
Look:
You also get a race move depending on the type
Glowing eyes, gem eyes, a patch, empty eyes.
of Restless Dead you are:
Fire-blackened bones, white bones, mismatched
bones, yellowed bones, bandaged bones. o Draugr: Your chill touch makes frost appear
Loose jaw, snapping jaw, missing teeth. on objects you touch. It does not cause
damage but can temporarily paralyse
Alternative bonds: creatures with fewer HP than twice your level
________ is my distant kin. or characters who fail to Defy Danger.
________ has something I once owned.
________ reminds me of my long dead lover. o Mohrg: When you add the guts of an
________ is the child of one I knew long before. intelligent creature to the collection you
wear take +1 forward.
o Mummy: Take +1 ongoing against thieves You are considered a Restless Dead if you
after you catch them in the act. weren’t before and replace your race move with
an appropriate Restless Dead move.
o Skeleton: When you act as if you were alive,
but the action serves no purpose now you Once you’ve taken “I knew your grandfather,”
are dead (like eating, sleeping or wooing), the following moves count as class moves for
take +1 forward. you. In addition to your normal list of moves,
you may choose from this list when you level up.
When you find out how you can
achieve your final rest choose a o Eye of the Lich: Once per day you can either
method: cause consecrated ground to become normal
o Returning to the grave you were or destroy a holy symbol you can see.
spawned from
o To be treated as truly alive for just o Hand of the Lich: Your touch causes 1d4
one day damage and heals you of the same amount.
o The return of something you owned
o Mummy’s Curse: When you curse a
o Your name cleared
creature, roll+CHA. On a 10+ they slowly
o Your living kin honoured
waste away and become a Restless Dead. On
o The kiss, or death, of your true love.
a 7-9 they can choose one:
o Take -2 ongoing to damage until you
die or lift the curse
Compendium Class: Lich King
o Flee in horror
o Grovel before you in terror
If you wantonly burn a true friend for
You may have a curse on one creature at a
knowledge, magical power or continued life and
time, and can lift it at will.
you are a Restless Dead or Hungry Dead, you
may take this move when you level up: o Phylactery: Choose a small item of
emotional significance to the character.
o I knew your grandfather: Your power over Instead of making a Last Breath move the
death and ancient knowledge gives you a +1 character’s essence will be stored in this
bonus to spout lore if historical fact is phylactery. If the phylactery is not destroyed
relevant to the situation. the character will reform in a dead body
close to the phylactery after a day.
Compendium Class: Death Knight
o Finger of Death: Once per day when you
If you wantonly burn a true friend to increase point at an enemy they immediately take 1d6
your physical might or as part of a treasonous damage which ignores Armor.
plot and you are a Restless Dead or Hungry
Dead, you may take this move when you level o Gaping Holes: Gain +2 Armor against
up: arrows, spears and similar piercing attacks as
they whistle through the holes in your body.
o Nothing left to lose: Take +1 forward when
you Defy Danger to resist fear, love or other o Honor of the Dead: The Turned from Life
emotions being forced on you. move no longer applies to you so you are
not affected by holy symbols or consecrated
You are considered a Restless Dead if you ground.
weren’t before and replace your race move with
an appropriate Restless Dead move. o Spoils of War: When you take the time to
scavenge a battlefield which is littered with
Once you’ve taken “Nothing left to lose,” the bones and replace some of your bones, you
following moves count as class moves for you. In heal yourself of 1d6-1 damage. You cannot
addition to your normal list of moves, you may scavenge from that battlefield again.
choose from this list when you level up.
HUNGRY DEAD Hunger hunger hunger. Desperate clinging void- o Gnawing Hunger: You are sustained by the
stomach emptiness hunger. Sharp talons to rend thing you hunger for rather than normal
flesh and teeth to tear and crack bones. food. One intelligent creature will provide
one ration for you. You can carry this as
The Hungry Dead retain their flesh, but in normal rations – jars of souls or wineskins of
various states of decay. Sometimes you can pass blood – and it perishes like real food. If a
for the living, but eventually your gnawing move says you require rations and you have
unnatural hunger will rise up… none available you may go berserk and feed:
Names: for every easy opportunity you encounter to
Bargle, Brains, Crichton, Crimson, Feastly, obtain the food you hunger for until you
Godfrey, Gregor, Hugh, Julia Ghoulia, have fed, you must Defy Danger to avoid
Knightly, Marrow, Rasputin, Ripper, going into a feeding frenzy and attacking
Sebastian, Snappy, Teeth, Trevor, Vladimir. any intelligent creatures to obtain it.
o Turned from Life: You must Defy Danger to
Look: enter consecrated ground or resist being
Red glowing eyes, piercing eyes. pushed back by a strongly presented holy
Hanging flesh, taut flesh, bloated flesh. symbol.
Claws, broken fingers, black fingers. o The Gift of Hunger: Your gnawing bite does
class damage. NPCs you kill with your bite or
Alternative bonds: hands but don’t consume might return as
___________ looks delicious. Hungry Dead not in your control. When
I know a secret about ___________. character uses Last Breath and rolls a 7-9,
___________ knows too much about me. you may offer them your 'gift' of
___________ has seen me feed. transformation to a Hungry Dead as though
you were death itself.
What do you hunger for from intelligent
creatures? You also gain one of these racial moves:
o If souls you are a Devourer
o If flesh you are a Ghoul o Devourer of any class: Your mere touch
o If blood you are a Vampire Thrall does class damage to an intelligent creature
o If brains you are a Zombie. as you siphon their soul.

o Ghoul of any class: Your poisoned claws


All Hungry Dead have these three moves:
and bite cause class damage. They will also
temporarily paralyse creatures with fewer HP Compendium Class: Lord of Filthy Gluttony
than twice your level or players who fail to
Defy Danger. If you are a Hungry Dead (but not a Vampire
Thrall) and you feast on a loved one or a
o Vampire Thrall of any class: Your hungry comrade, you may take this move when you
bite only causes 1d4 damage, but heals you level up:
of the same amount. Choose two banes from
the Vampire Lord Compendium Class that o Sustaining Gluttony: When you feast on
force you to take damage unless you intelligent creatures hold 1 per creature
successfully Defy Danger. consumed up to 6. Spend your hold 1 for 1
to avoid using rations while travelling.
o Zombie of any class: Your dead flesh acts as
armor. Increase your Armor by 1, but any Once you’ve taken “Sustaining Gluttony,” the
attack that specifically targets your head following moves count as class moves for you. In
ignores all your Armor. addition to your normal list of moves, you may
choose from this list when you level up.
Answer these questions if you’d like:
o The Embrace: When use the Gift of Hunger
How did you become a Hungry Dead? on an NPC, roll+CHA. On a 10+ they return
o An animal jumped over your corpse as a faithful Hungry Dead and serve you. On
o Through an exquisite poison 7-9 they return, but they only owe you three
o Your fresh corpse was raised by a tasks. On a miss the GM can choose whether
necromancer they will return or not, but if they do they will
o By the bite of another Hungry Dead try to destroy you.
o From a fearful plague.
o Ghastly Stench: Your stench revolts both
When you find out how you can achieve your allies and enemies. They deal -1 damage
final rest chose a method: while they are close to you.
o Returning to the grave you were spawned
from o Gluttonous Memories: When you feast on a
o Consuming your nemesis victim and try to access their memories
o Killing the creature that spawned you roll+WIS. On a 10+ the GM will give you
o Spiked by iron rods and left painfully for the good details of their memories. On a 7-9 the
hunger to eat you from the inside GM will give you vague impressions.
o Acceptance by your perfect victim.
Compendium Class: Vampire Lord Once you’ve taken “Vampiric Regeneration,” the
following moves count as class moves for you. In
If you are a Vampire Thrall and you help addition to your normal list of moves, you may
destroy a powerful vampire, you may choose from this list when you level up.
take this move when you level up:
o Beast form: Choose a form: rat, bat, wolf,
o Vampiric Regeneration: Unless you snake, drifting mist, or flying head. You may
are affected by one of your three banes: take on this physical form and transform
heal 2 HP whenever you roll a 10+ on any back at will. In this form you and your
move; and instead of making a Last Breath possessions meld into a perfect version of
move take a short rest and restore your HP the form and you have its innate abilities and
to 1d6. weaknesses. You still use your normal stats
but some moves may be harder to trigger—a
You are still considered a Hungry Dead and keep wolf will find it hard to open a door for
your Vampire Thrall and Hungry Dead moves. example. You can take this move multiple
times and choose a different form each time.
In addition choose one more bane, so
you have three in total, from this list: o The Embrace: When use the Gift of Hunger
o partially covered in water on an NPC, roll+CHA. On a 10+ they return
o a holy symbol presented as a faithful Vampire Thrall and serve you. On
strongly 7-9 they return, but they only owe you only
o seeing your reflection three tasks. On a miss the GM can choose
o in direct sunlight whether they will return or not, but if they do
o in the presence of garlic they will try to destroy you.
o on consecrated ground
o a stake in the heart o Physical Manipulation: When you Parley
o a cut on the neck with someone take +1 on the roll if get
o close to cold iron physically close to them.
If you are affected by a bane you must Defy
o close to silver Danger or take damage and its ongoing
o in a dwelling uninvited. o Powerful Bite: Your bite now causes and
presence prevents you from regenerating. The
heals you of your Class damage instead of
damage from failing to Defy Danger is usually
1d4.
1d6 and ignores Armor.
Forestlurking Deathsinger (Elf Warrior Mage)
Party, Intelligent, Stealthy

THE REAL MONSTERS Bow and blade (d8)+2


Close, Far
10 HP 2 Armor

Special Qualities: Quick magic, surprise attack


They lurk in the sinister forests, live forever and
These “real monsters” are intended as prey on all forms of monsters for sport. Instinct:
opponents for a party of monstrous characters. Everything here belongs to me
They reinforce that the world is a tougher place  Wait until the perfect moment to strike
for monsters, so they may be less suited to a  Sing the plants and beasts to fury
regular Dungeon World campaign. Additional
opponents from the Dungeon World book such Heretic Sunloving Butcher (Human Cleric)
as soldiers are compatible with, but not as tough Party, Intelligent, Magical
these creatures. Smashing mace (d8)+2 10 HP 3 Armor
Close, Divine
In this section, Party means a group made up of Special Qualities: Turn undead and heal allies
the various Butchers of about the same number The heretic butcher brings heretic faith to the
as the players. dungeon, along with healing and the unfair
ability to force back the dead. Instinct: Cleanse
Butchers  Dispense true wisdom
 Conveniently look the other way
Armored Sunloving Butcher (Human Fighter)
Party, Intelligent, Terrifying
Fireballing Sunloving Butcher (Human Mage) Longbeard Berserker (Dwarf Warrior)
Eviscerating Blade (d10)+4 12 HP 3 Armor
Party, Intelligent, Magical, Cautious Party, Intelligent, Terrifying
Close, Forceful, Messy
Fire spells (d10)+4 6 HP 1 Armor Many axes (d10)+2 12 HP 4 Armor
Special Qualities: Kill seven in one blow
Near, Far Close, Forceful, Messy
The armored sunloving butcher says: “never turn
Special Qualities: Magical fire and protection Special Qualities: Killing rage
your back on a goblin” and “kill every single last
There has to be a better way to learn magic than Longbeards have a pathological hatred for
one, no exceptions.” Legends about the great
traipsing around a dangerous dungeon. But until humanoid monsters, particularly goblins. Instinct:
armored butchers of the past that wiped out
the fireballing butcher finds it this is their lot. Drink, steal and kill
whole tribes are told in chilling detail by
Instinct: Stay back and rain fire  Smash in and grab the gold
monstrous shamans. Instinct: Seek and destroy
 Ignore any distraction to gain power  Dig a tunnel around it
 Charge ahead aggressively
 Call to summon healing  Scream to summon help
Earthcutters

Bull / Ram Solitary Vicious Dog


Horns (d10) 9 HP 1 Armor Group
Close, Forceful Bite (d8) 6 HP 0 Armor
Special Qualities: Charge, butt and toss Small, Close
Cows and sheep are great looting rewards for Special Qualities: Bite and hold
monsters. But beware not to take a bull or ram Earthcutters often keep vicious dogs to protect
by mistake. Instinct: Protect the cows / ewes them and their animals. Instinct: Protect and
 Keep a watchful eye obey my earthcutter
 Decline forcefully to be moved  Guard this thing
 Chase and hunt it down it if it moves
Cat Solitary, Tiny, Stealthy, Terrifying
Claw-Bite-Rake (d6) 9 HP 0 Armor
Hand
Special Qualities: Strike without warning
Monsters never, ever underestimate cats. A cat
can easily kill a goblin. (A quick look at rules for
popular fantasy roleplaying games will confirm
this.) Instinct: Everything here belongs to me
 Wait until the perfect moment to strike
 Strut of victory

Frontier Sunloving Earthcutter (Human Farmer)


Murderous Sunloving Butcher (Human Thief)
Group, Intelligent
Pitchfork (d8) 6 HP 0 Armor
Party, Intelligent, Stealthy
Quick knife (d8)+2 8 HP 1 Armor
Reach
Special Qualities: Keep it at bay
Close
Special Qualities: Sneak and backstab It’s a tough life scratching a living on the edge of
civilisation, but someone’s got to do it.
Lots of loot to be had in a dungeon. And why
should they share? Instinct: Lurk and strike
Instinct: Protect family and farm
 Be outwardly stoic despite calamity
 Wait until the perfect moment to strike
 Demand protection from authority
 Sneak off and grab the loot
Foul Banner of the Rat’s …Backend Reincarnation Spell (Cleric, Level 3)
MAGIC ITEMS
Are we the baddies? … I really can't think of Tell the GM you would like to reincarnate a
anything worse, as a symbol, than a skull. corpse whose soul has not yet fully departed this
What about a... rat's anus. world. When determining their new form the
The Ancient Book of Carnage Amongst player of the character to be reincarnated should
the Sunlovers Yes, and if we were fighting an army
roll (just roll, +nothing—you are in the hands of
matching under the banner of a rat's
This weighty tome was written by fate). On a 10+ swap your race to another option
anus I'd probably be a lot less
the crude hand of the orc warlord, on your class playbook. On a 7-9 randomly
worried...
expert slayer, torturer and cannibal choose a race from the Small & Sneaky,
- That Mitchell and Webb Look
Hegor the Glutton on parchment Marauding Horde, Towering Brute or
made from the flesh of his many and Lycanthrope racial playbooks.
Its history is hidden in mystery and horror.
varied victims. It recounts his exploits No one has lived to tell accurately of its It is said that a jester god developed this spell
in massacring creatures of all kinds whereabouts or origins, just that it is a for their amusement at watching mortals
during an expedition of discovery, cruelly sewn banner with the likeness of the randomly inflicted. A righteous god may not
torture, murder, destruction and filthy back half of a rat sketched rudely across its face. even grant it. Yet, this is surely the easiest path
gluttony 300 years before today.
to bring back a loved one… as something.
It is said that when an army displays this banner
A character may consult this tome and proudly and marches solely in its disgusting
study the methods and techniques of shadow they have nothing to fear from evil
slaying a single type of monster, like armies. Nothing will induce an army of evil
goblins or sunlovers. As long as the hit creatures to attack unless they are trapped or
points of each of the creatures attacked is cornered by the bearers of this banner and
less than the character’s level, when the forced into a fight.
character successfully attacks with sword
or spell they roll to discover not how If an army of evil marched under this banner
much damage is dealt, but how many of they could unite evil forces across the world. But
the creatures are killed. where would they find it? And who could stop
them?
Once a single type of monster is studied
the tome disappears and discretely and If an army of good could be somehow induced
finds its way to a new owner. Too much to march under it they could push back all evil
carnage is not palatable even for the filthy before them. But how to induce good folk to
followers of Hegor the Glutton. march under something so foul?
The GM should reinforce the horrors of the life be doing? Ah... ducking out this way to get

ADVENTURE TOOLKIT of monsters. At the start the player characters


are struggling to survive, not competent
help."

adventurers like in regular Dungeon World. Or even to this:


Make their life tough initially so all they care o “The Chief has been eaten by The Dragon
This adventure toolkit is designed to help you about is fighting for their share of food and and we are now its slaves. Go quietly and
run a series of adventures with players using shelter. Also use the alternative terms “sunlover” find a good place to hide our treasure, but
characters from the monstrous races. and so on to demonise normal humans and don’t tell ANYONE.”
other races in the character’s eyes.
Phase 1: The first adventures 1d20 Loot ideas:
The GM should use the Dungeon Worksheet to One way to achieve this is to have them initially 1. Bandage (keep using it again and again
work with the players to develop a dungeon for sent on small scale missions by their local and then hand it down to your kin)
them to inhabit together. If the groups in the authority figure. These missions could include: 2. Beer keg
dungeon do not get along, the players should be o “The vermin in the muck-pile are stealing 3. Pot lid that could be a shield
the exception. Use the one of the two Campaign whelps. Go and get rid of them.” 4. Chicken
Fronts to start giving the characters challenges. o “One of the slaves has escaped. Go find 5. Coins x 1d20
them.” 6. Cow or horse
o "Go to the sunlover farm and steal two sheep 7. “Mystery meat”
for the feast." 8. Miniature weapons (the sword, trident
o "Chief Balag is stealing from me. Go and and shovel called “cutlery”) x 1d20
rough up one of his Bodyguards." 9. Pig
o "Blood Shaman Rolig has cursed me with the 10. Axe
bludy fluxx. Travel to the human village to 11. Spear or sword
bring back mead for the cure." 12. Sack of potatoes
o “The Shaman needs a special type of 13. Slave
excrement for our stinky stones.” 14. Bucket
o "We are at war with the kobolds / orcs / 15. Pepper
faeries, and you need to scout the edge of 16. Rotten biscuits
the forest." 17. Sheep
18. Turned Fruit
And ultimately it will undoubtedly come to this: 19. Wine bottle
o “Your stupid raid has stirred up the 20. Player’s choice from the above
sunlovers. Join the glorious assault on the
armored butchers in the tunnels. What will I
Phase 3: Visions of The Fall
A possible ultimate goal is that the characters
should be starting to engage in the reasons why
the monstrous races fell from grace with the
other races. This knowledge should tie into their
battles with the sunlovers or trying to take over
the tribe. The nature of “The Fall” of their races,
like the Maelstrom in Apocalypse World, should
emerge during the game and vary depending
on the player characters and their actions.

Some examples of what The Fall could be


and how it might interact with the
players:
o Some members of your races
summoned a daemon in times past
and after the other races banished him
in a lengthy war your races were cast
out as evil. The Lord Necromancer is
trying to summon it again.
o The other races blamed your races for

Phase 2: Longer Term something they didn’t do. There is


Later on they may want to go on normal proof, but it is hard to get to and
dungeon crawling adventures. But their who would believe them?
o The monstrous races were firm allies
monstrous status should make these more
interesting social experiences than normal to the other races, but one race
adventurers would encounter. They might also (longbeards or forestlurkers perhaps)
want to start taking over and running their own grew jealous and poisoned the
tribes, communities or even dungeons as part of relationship. This race is still working
these adventures. its evil against yours.
o The other races are invaders into the
Alternatively they may want to launch a monstrous races native lands, and
significant raid on the sunlovers or take over a spread propaganda about the monstrous
forestlurker forest. races until it came true.
Description and cast
CAMPAIGN FRONT:
The clash of civilisation and monstrous
NOT ENOUGH FOR ALL communities can only bring pain: for the
monsters. In a region on the edge of civilisation
Dangers
the dungeon sits at an important location for the
Forestlurkers communities.
Impulse: to stir up trouble to keep the monsters
from the forest Elinhol, the forestlurker’s evil king has hatched a
Grim Portents: plan to have the multiplying monsters kill each
o A body is found with an arrow of a rival tribe
other.
in it
o A senior warrior for a rival tribe moves
Grim, an agitated local sunlover earthcutter is
furtively around the forestlurker forest worried about some of his flock going missing.
Watches might work, but maybe he needs to get
o Forestlurkers steal a weight of gold from the
sunlovers and push blame on the monsters the steading to hire butchers…
o Forestlurkers bribe humanoids to cause
problems between the tribes Longbeard King Jarten has discovered a rich vein
o Forestlurkers force a tribe to attack another
of ore running beneath the dungeon. He must
Impending Doom: Mutual destruction of the have it so starts a secret tunnel for invasion.
tribes Sunlovers Custom moves
Longbeards Impulse: to drive the monsters from the area
Impulse: to drive the monsters from above rich Grim Portents: When you raid the sunlovers the leader of the
o More earthcutters (farmers) move into the raid must roll+DEX. On a 10+ the raid cannot be
mineral deposits by stealth and death
Grim Portents: area and clear land pinned directly on the monsters. On a 7-9
o Earthcutters organise watches against choose either to abandon the raid or risk the
o A longbeard is seen in the distance
examining rocks monsters sunlovers getting agitated and moving to the
o Earthcutters lobby the lord and soldiers are next grim portent.
o Longbeards move into the neighbouring
caverns sent to protect the farms
o Butchers (adventurers) are hired to deal with Stakes
o Noises are heard deep underground
o Cracks appear in the stone
the monsters once and for all
o Butchers destroy a neighbouring tribe Who will control the dungeon?
o The longbeards burst out
Impending Doom: Eviction or destruction Impending Doom: Eviction or destruction How will the factions plans intersect?
Rival Tribes Description and cast
CAMPAIGN FRONT: Impulse: to control land and take slaves
Grim Portents: Even without the sunlovers to interfere, the
THE HORROR OF o Enemy scouts are sighted horrors of life after The Fall are very real.
THE FALL o A patrol goes missing
o A testing raid In the north Gret the goblin fevers and sneezes
Dangers o An aggressive raid on his comrades. The goblin flu is upon us.
o Invasion
A Plague on all your Dungeons Impending Doom: Enslavement or destruction In the west The Dragon wakes from a century of
Impulse: to infect and spread slumber. Now is the time to stretch and see the
Grim Portents: world. And take such tributes as it deserves.
o A surprise visitor from the north, who hurries
south as soon as they can The gnolls are massing again in the forest under
o A lone sneeze in the night Stripes the Slayer. And the glades echo with the
o Grim doesn’t wake up in the morning whoops and snarls of war.
o The tribe falls to coughing
o The Chief dies screaming Custom moves
Impending Doom: The tribes fall to sickness and
death When you catch the Goblin Flu, roll+CON. On a
10+ you’re fine after a day, no problem. On a 7-9
The Dragon take -1 ongoing until you find a cure. On a miss
Impulse: to gather wealth make a bargain with Death as if you rolled a 7-9
Grim Portents: on Last Breath.
o Tales of the Dragon from old are retold by
the shamans Stakes
o A distant sighting, or was it a bird?
o A close sighting of the dragon blocking the Can the dungeon survive the horrors of another
sun year?
o Refugees from other tribes Who will step forward to lead the dungeon in
o The Dragon arrives, eats the Chief and these difficult times?
demands tribute
Impending Doom: Poverty and famine or
destruction
2. Draw a quick internal map of the dungeon 3. Draw a quick map of dungeon surrounds
DUNGEON WORKSHEET
One player at a time, choose (or roll 1d20) one One player at a time, choose (or roll 1d20) one
This worksheet is intended to help you design a of these and draw it on until there are 6 to 10: of these and draw it on until there are 6 to 10:
dungeon for the player’s characters to inhabit. 1. A stream running through the dungeon. 1. A scary forest that is probably full of
Work through it as a group in the first session 2. A special area of strange fungi. forestlurkers.
before you make your characters. 3. An area to spy from secretly. 2. A longbeard mountain hold.
4. A pond with blind white fish. 3. A rival Small & Sneaky tribe.
1. Choose general type of dungeon 5. A garbage dump full of vermin. 4. A rival Marauding Horde or Towering
6. An ancient crypt. Brute tribe.
As a group choose one (or roll 1d8) for the type 7. A crossroad or intersection. 5. A rival Restless Dead or Hungry Dead
of dungeon: 8. Stairs, tunnels, paths or bridges. group.
1. A natural cave. 9. A secret way. 6. The quiet farm where a murderous
2. An abandoned mine. 10. Numerous hidden traps. sunloving butcher has retired.
3. An ancient tunnel complex. 11. A trap in a well-travelled area. 7. A sunlover castle.
4. An above-ground ruin such as a castle, 12. A colony of rats, bats or stirges who stir 8. A training academy for butchers.
temple or windmill. when new creatures pass through. 9. A lake with tasty fish.
5. A pleasant village near a stream. For now. 13. The lair of a ferocious monster. 10. Earthcutter farms.
6. A twisted forest with many hidden 14. A cramped living area with a tribe of 11. A sunlover inn.
glades. mostly Small & Sneaky. 12. A sunlover village or town.
7. Sewers under a 15. A normal area with a tribe of mostly 13. A hairytoe community.
city. Marauding Horde. 14. A well-travelled road.
8. What we can 16. An open area with a tribe of mostly 15. A twisty path.
carry as we Towering Brutes. 16. An ancient and deserted road.
try to 17. A crypt with a group of mostly Restless 17. An ancient battlefield.
make it Dead. 18. An isolated wizard’s tower.
to ______. 18. A meat store with a group of mostly 19. A road travelled by juicy caravans.
The ____ Hungry Dead. 20. A hanging tree with free mystery meat.
ruined our last 19. A more refined area with evil sunlovers,
cave. (”Dear GM, like bandits or assassins. Add in additional trails, paths or roads need to
Please screw with 20. A weird space, like a portal, talking wall, connect these areas. If there are less than three
us. Signed, The summoning circle or living statue. details on the map from choices 1 to 8 in the list
Players.”) above the GM should feel free to add a few
Fill in any additional crossroads, intersections, more to spice up the situation.
stairs, tunnels, paths or bridges as needed.
4. Choose the politics
A local Shaman is _________ a _________. They are:
As a group choose one (or roll 1d6) of these to 1. Ancient and wise.
describe the relations between most of the 2. Ancient and incompetent.
groups in the dungeon: 3. Young and ambitious.
1. Collectively the slaves of a necromancer
or other evil humanoid. A warrior is _________ a _________. They are:
2. Ruled with an iron fist by a Chief. 1. The sworn enemy of _______________.
3. An uneasy peace based on the balance of 2. Hiding a terrible secret.
power. 3. A dirty thief.
4. A loose collective with regular markets 4. Ambitious.
and council meetings.
5. A democratically elected government A brute is _________ a _________. They are:
with one vote per head. 1. The sworn enemy of _______________.
6. Inhabitants are separated by magic or 2. Hiding a terrible secret.
barriers, apart from a few anomalies. 3. A brutal bully.
4. Always hungry. So very hungry.
5. Detail some members of the dungeon 5. Not as dumb as they look.
6. Ambitious.
Add colour to your home by detailing some of
the creatures that live with you. The first blank is A whelp or slave is _________ a _________. They
for a name and the second is for a type of belong to _________. They are:
creature. 1. Always trying to escape.
2. Always getting lost.
Some of the details, like which player they are 3. Hiding their discovery of a strange
the sworn enemy of or who they belong to, can artefact.
be done after character creation. 4. The hardest worker, but also most likely
to lead any revolts.
A Chief is __________ a __________. They are: 5. Able to find “mushrooms”.
1. Indecisive. 6. Hiding their importance.
2. Weak.
3. Greedy.
4. Ambitious.
SAMPLE DUNGEON MAP
A sample of an internal dungeon map of the
(twisted forest) dungeon created as a group
which can be used for a one-shot adventure.
SAMPLE SURROUNDS MAP
A sample of the external map of the lands
surrounding the dungeon created as a group
which can be used for a one-shot adventure.

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