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Free-for-All Games

Labyrinths of Kane
An Adventure Sourcebook for the Dungeon World RPG ver. 2.1a

“There is no need to build a labyrinth when the entire universe is one.”

― Jorge Luis Borges

“Show not what has been done, but what can be. How beautiful the world
would be if there were procedures for moving through labyrinths.”

― Umberto Eco

This work is licensed under a Creative Commons Attribution-Share Alike 3.0


Unported License. Module

Mark Tygart
1/28/2015

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Contents
Domain of Kane Map .................................................................................................................................... 6
Campaign Overview ...................................................................................................................................... 7
Overview of the City-State of Kane ............................................................................................................... 8
A Brief History of the City-State ................................................................................................................ 9
Cthulhu Mythos on the Pirate Peninsula .................................................................................................... 11
Dagon (Cthulhu) ...................................................................................................................................... 11
The Mi-Go ............................................................................................................................................... 11
The Way of the Third Eye ........................................................................................................................ 12
The King in Yellow (Hastur) ..................................................................................................................... 14
Yog-Sothoth ............................................................................................................................................ 15
'Umr at-Tawil (also spelled Tawil At-U'mr or Tawil-at’Umr) ............................................................... 15
The Render of Veils or The Parter of Veils (Daoloth) .......................................................................... 16
Hounds of Tindalos ................................................................................................................................. 16
Mythos Inspired ...................................................................................................................................... 17
Crystallizer of Dreams ......................................................................................................................... 17
Cthulhu ................................................................................................................................................ 18
Deep One ............................................................................................................................................ 18
Terror Pudding .................................................................................................................................... 19
Symbol of Koth Door and Koth Silver Keys ......................................................................................... 19
Daemon Deities of the Twilight Realms ...................................................................................................... 20
Bastet ...................................................................................................................................................... 20
Hecate ..................................................................................................................................................... 21
Crom........................................................................................................................................................ 21
Morpheus ................................................................................................................................................ 22
Death....................................................................................................................................................... 22
Crossroads Daemon ................................................................................................................................ 22
Dungeon Starters ........................................................................................................................................ 23
The Sewers of Aquila............................................................................................................................... 23
Agenda ................................................................................................................................................ 23
Questions ............................................................................................................................................ 23
Impressions ......................................................................................................................................... 23

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Goals ................................................................................................................................................... 24
Dungeon Moves .................................................................................................................................. 24
Custom Moves .................................................................................................................................... 25
Things .................................................................................................................................................. 27
Monsters ............................................................................................................................................. 28
Werewolf Hunt........................................................................................................................................ 30
Agenda ................................................................................................................................................ 30
Questions ............................................................................................................................................ 30
Impressions ......................................................................................................................................... 30
Goals ................................................................................................................................................... 31
Dungeon Moves .................................................................................................................................. 31
Custom Moves .................................................................................................................................... 32
Monsters ............................................................................................................................................. 36
The Catacombs of Bone .......................................................................................................................... 39
Agenda ................................................................................................................................................ 39
Questions ............................................................................................................................................ 39
Impressions ......................................................................................................................................... 39
Goals ................................................................................................................................................... 40
Dungeon Moves .................................................................................................................................. 40
Custom Moves .................................................................................................................................... 41
Things .................................................................................................................................................. 44
Monsters ............................................................................................................................................. 46
Mines of Enoch ........................................................................................................................................... 48
Agenda ................................................................................................................................................ 48
Questions ............................................................................................................................................ 48
Impressions ......................................................................................................................................... 48
Goals ................................................................................................................................................... 49
Dungeon Moves .................................................................................................................................. 49
Custom Moves .................................................................................................................................... 50
Things .................................................................................................................................................. 52
Monsters ............................................................................................................................................. 54
Mangrove Jungle Madness ......................................................................................................................... 56

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Agenda ................................................................................................................................................ 56
Questions ............................................................................................................................................ 56
Impressions ......................................................................................................................................... 56
Goals ................................................................................................................................................... 57
Dungeon Moves .................................................................................................................................. 58
Custom Moves .................................................................................................................................... 59
Things .................................................................................................................................................. 61
Monsters ............................................................................................................................................. 63
Cavern of the Blue Dragon .......................................................................................................................... 67
Agenda ................................................................................................................................................ 67
Questions ............................................................................................................................................ 67
Impressions ......................................................................................................................................... 67
Goals ................................................................................................................................................... 68
Dungeon Moves .................................................................................................................................. 69
Custom Moves .................................................................................................................................... 69
Things .................................................................................................................................................. 73
Monsters ............................................................................................................................................. 75
The Aqueducts of Kane ............................................................................................................................... 77
Agenda ................................................................................................................................................ 77
Questions ............................................................................................................................................ 77
Impressions ......................................................................................................................................... 77
Goals ................................................................................................................................................... 78
Dungeon Moves .................................................................................................................................. 78
Things .................................................................................................................................................. 81
Monsters ............................................................................................................................................. 82
The Black Archive ........................................................................................................................................ 85
Agenda ................................................................................................................................................ 85
Questions ............................................................................................................................................ 85
Impressions ......................................................................................................................................... 85
Goals ................................................................................................................................................... 86
Dungeon Moves .................................................................................................................................. 87
Custom Moves .................................................................................................................................... 87

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Things .................................................................................................................................................. 90
Monsters ............................................................................................................................................. 91
Shipwrecked on an Eldritch Isle .................................................................................................................. 93
Agenda ................................................................................................................................................ 93
Questions ............................................................................................................................................ 93
Impressions ......................................................................................................................................... 93
Goals ................................................................................................................................................... 94
Dungeon Moves .................................................................................................................................. 94
Custom Moves .................................................................................................................................... 95
Things .................................................................................................................................................. 99
Monsters ........................................................................................................................................... 100
Playing Dungeon World Dirty.................................................................................................................... 105
Compendium Classes ................................................................................................................................ 108
Alien Altered ......................................................................................................................................... 108
Dragon Cursed ...................................................................................................................................... 110
From the Underworld Returned ........................................................................................................... 111
Ghoul Infected ...................................................................................................................................... 113
Riddle Master ........................................................................................................................................ 114
Terror Pudding Infected ........................................................................................................................ 116
Third Eye Scholar................................................................................................................................... 117
Vampire (Courtesy of Delos) ................................................................................................................. 118
Werewolf (Courtesy of Delos)............................................................................................................... 120
Adventure Generator Tables .................................................................................................................... 122
Inspirations (Appendix N) ......................................................................................................................... 127

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Domain of Kane Map

Monastery of the Third Eye

City of Kane

Monastery of Lost Dreams

Abel

Aquila
Mangrove Jungle

Enoch
Alam

River Nod

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Campaign Overview

Campaign Type: Traditional fantasy combined with sword & sorcery and science fantasy
elements (primarily the Cthulhu Mythos) currently sandbox largely centered on the Domain of
the City-State of Kane.

Campaign Literary Heroes: J.R.R. Tolkien, Fritz Lieber, H.P. Lovecraft, Neil Gaiman, Robert
E. Howard, Rod Serling, Umberto Eco and P.C. Hodgell.

Books to read: The Lord of the Rings Trilogy and The Hobbit, Lieber’s Fahfrd and Gray Mouser
Lankmar novels, Lovecraft’s At the Mountains of Madness, Gaiman’s Stardust, Howard’s Tower
of the Elephant, Eco’s The Name of the Rose and Hodgell’s God Stalk.

Films to see: All of Peter Jackson’s Middle Earth films, Stardust, John Milius’ Conan the
Barbarian, and Val Guest’s The Abominable Snowman, Maleficent, John Carpenter’s The Thing
and The Name of the Rose

Creator GM: Mark Tygart

RPG System: Dungeon World (and House Rules)

Current Dungeon World Modules available: Goblin Gully Adapted, Hecate’s Riddle, Mountain
of the Third Eye, Idol of the Dreaming Spider and Labyrinths of Kane.

Dungeon Starters: Werewolf Hunt, Catacombs of Bone, Sewers of Aquila, Mines of Enoch
Mangrove Jungle Madness, Cavern of the Blue Dragon, Black Archive, Aqueducts of Kane and
Shipwrecked on an Eldritch Isle (collected in Labyrinths of Kane).

World: Ares (Massively transformed Mars of the distant future)

Terraformers: Unknown time travelling aliens (not the Mi-Go) sometimes called the “Elder
Gods”

Moons: Two (The Moon and the Moon’s Companion, often identified with Hecate and
Morpheus)

World Overview: Population centered in city-states clustered around the Polar Ocean.

Religions: Deities exist and grant spells but are not really “gods” but supernatural creatures
that feed on belief, Cthulhu Mythos

Resurrection: Possible for one full year after death

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Overview of the City-State of Kane

Official City-State Name: The Domain of the City-State of Kane

Government Type: Authoritarian (Note: All forms of slavery are highly illegal)

Prosperity: Moderate (Marcher Lord Settlements were largely eliminated by Civil War)

Population: Steady (Depopulation from the Civil War over)

Defenses: Guard (Famous “amazons” of the Ebon Company)

Economic: Market (Infamous Freebooter’s Bazaar)

Religious: Divine (Temple to state cult Bastet plus shrines to Hecate, Crom, Morpheus and the
Way of the Third Eye) Note: Leader of the city is always high priest/priestess of Bastet state cult

Political: City is ruled by a single personage (Syndic-Overlord Ingrid Blood-axe)

Oaths of Fealty from: Monastery of the Third Eye (keep), Oracle of Lost Dreams (village),
Aquila (keep), Alam (village),The Mines of Enoch (dwarf village) and Abel (village). The abbot,
oracle and the baron (Aquila) are considered “marcher lords”. Enoch, Abel, and Alam’s mayors
owe allegiance first to the baron at Aquila.

Additional Economic: Guild (Ebon Company female mercenaries will hire out)

History & Problem Note: City lies on a place of arcane power (Mythos ruins of previous city
underneath produce a Blight of arcane creatures)

Geographic: Located on the tip of the Pirate Peninsula where the River Nod meets Slaver’s
Bay. Peninsula is mountainous (think Greece or Italy) with flora and fauna comparable to that of
Mediterranean region on Earth.

Climate: Mediterranean

Culture: Inspired by Southern European Medieval, Fritz Lieber’s Lankmar

Flag & Coat of Arms: Black cat on an azure field (Slave lord Kane’s was white skull on a
crimson field)

Nickname: City of the Black Cat (Residents consider black cats lucky; it is a serious crime to
kill any cat) or just “the city”.

Additional names: City name also spelled as Kaine, Kain, Cain, and Caine in various eras.

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A Brief History of the City-State

In the histories of the Pirate Peninsula most begin with a single name: Kane. The elf slave lord
located his infamous base of operations on the peninsula’s coast not just because it was
geographically wise but because it was the location of the ruins of an ancient city. A city that
had destroyed itself with misused occult power. Occult power was Kane’s chief, overwhelming
interest. He invested in massive civic improvements for his new city that acted as a cloak for his
secret excavations. Long he had studied the mysteries of the witch goddess Hecate, the subtle
arts of necromancy and the pale promises of the undead. Now he finally stumbled on to real
power, the worst sort of power. The power of the entities and nameless cults referred to as
Cthulhu Mythos.

Naturally it destroyed him. The slave lord had found a new slave buyer among these eldritch
monsters. Kane didn’t ask what happened to the slaves he took to the Mountain of the Third
Eye. He received power beyond his wildest dreams in exchange. It is a kindness that nobody
knows exactly what happened to them.

Kane became increasingly powerful and sadly therefore increasingly arrogant. His arrogance
leads him to a business dispute with his eldritch masters. It was then that he learned about the
true power of those masters. It is perhaps a kindness that nobody knows exactly what
happened to him.

In Kane’s absence his empire collapsed. His freed slaves inherited his beautiful city. A group of
freed slave leaders briefly seized power as a “Committee of Freedom” and then performed a
bloody purge of Kane’s supporters. A former desert nomad and popular slave leader named
Khalid Nejem then managed a bloodless coup and stabilized the situation. Popularly known as
Khalid the Liberator he ruled as an enlightened dictator while democracy was slowly
introduced. On his death his position of Overlord was abolished and power devolved to the
city’s most important elected leader. The Syndic became the city-state’s new commander-in-
chief.

The Syndic at the time was the wealthy head of the city-state’s most successful banking firm:
Horace Corwin. Horace had gone into politics to protect his banking interests. Horace
stabilized the new democracy with mercantile money he also used to make his Blue Party
undefeatable. The Blue Party then transformed the city-state into a de facto one party state.
Little objection was made then when Anna Corwin succeeded her father and continued his
policies of corruption, toleration and quiet neglect of the urban poor. The problem was that times
were less prosperous and the number of urban poor was growing alarmingly. This might have
not have proved fatal to the Corwin regime but Anna was then succeeded by her only known
surviving heir and nephew Renfrew, a “petty baron” or “marcher lord” from the Pirate
Peninsula’s countryside. These “marcher lords” were adventurers granted autonomy and
nobility by the Syndic in exchange for an oath of fealty to the city. They were meant to pacify
the peninsula cheaply and provide the city-state with a useful buffer zone from attack.

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Renfrew was a disaster as Syndic. He openly stole several elections and provoked a revolt
among the marcher barons by attempting to make them swear a personal oath of fealty to
himself.

The rebels called themselves the “Green Party” and demanded a new “people’s charter of
liberties”. They managed to lose nearly every battle devastating the countryside and almost
eliminating the old marcher barons as a class.

Renfrew still managed to lose the civil war. An exclusively female mercenary group he had
hired known as the Ebon Company launched a coup and killed him. Emerging from personal
combat with the now late Syndic the Ebon Company’s captain was hailed as the city’s new
Syndic-Overlord Ingrid Blood-axe.

Ingrid Blood-axe has managed to keep the peace in the city for the past twenty years. She
hopes to pass power on to her only daughter Freya. The Ebon Company has assumed a new
role as the female black clad city guard and Freya is now the captain. The Corwin Bank was
nationalized. All pretence of democracy has ended but the new regime has at least provided
stability and proved competent. As the popular saying goes “both blue and green are now
black.”

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Cthulhu Mythos on the Pirate Peninsula

Dagon (Cthulhu)

On Ares Cthulhu is largely worshipped by the aquatic Deep Ones. He is the only Mythos being
with a cult of any real size, the rest are happily currently the province of deranged fringe
occultists and mad sorcerers. On Ares his human followers always refer to him as “Dagon” and
practice an outwardly respectable cult that makes their religion seem like any other run of the
mill daemon sea god. In practice the inner circle worships this foul extraterrestrial in chilling rites
and follows the dictates of their Deep One masters.

H. P. Lovecraft's initial short story, "The Call of Cthulhu", was published in Weird Tales in 1928
and established the character as a malevolent entity hibernating within an underwater city
called R'lyeh. This city will briefly surface from the ocean’s floor “when the stars are right”.
R'lyeh is characterized by bizarre architecture likened to non-Euclidean geometry. Sailor Gustaf
Johansen describes the accidental discovery of the surfaced city: "a coast-line of mingled mud,
ooze, and weedy Cyclopean masonry which can be nothing less than the tangible substance of
earth's supreme terror—the nightmare corpse-city of R'lyeh...loathsomely redolent of spheres
and dimensions apart from ours". His cultists also asserts the premise that while currently
trapped in R'lyeh, Cthulhu will eventually return, with worshipers often repeating the phrase
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn: "In his house at R'lyeh, dead Cthulhu
waits dreaming".

Cthulhu is also described as undying. Fishermen once rammed a boat into Cthulhu attempting
to kill it only to have it turn into a green mist and reassemble.

H. P. Lovecraft describes the Cthulhu as "A monster of vaguely anthropoid outline, but with an
octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious
claws on hind and four feet, and long, narrow wings behind." Cthulhu has been described as a
mix between a giant human, an octopus, and a dragon, and is depicted as being hundreds of
meters tall, with human-looking arms and legs and a pair of rudimentary wings on its back.

The Mi-Go

The following is what little can be said with some certainty regarding the Mi-Go.

The important thing to remember about the Mi-Go is that they are alien. There is little about
them we can ever understand. The only emotion or drive they seem to share with us is a type of

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scientific curiosity. They enjoy dissecting things and using the various parts in their organic
based technology.

The Mi-Go appears in terms of conventional biology to combine fungal and crustacean features
in their anatomy. They have wings and can fly slowly on Earthlike worlds although this violates
all known laws of physics. Their bodies also appear to be composed of a type of matter
currently unknown to any conventional science. This has led to speculation that they are not
from this dimension and are native to a universe where different laws of physics apply.
Surprisingly they are relatively easy to kill on earth type worlds. A clear sign of the presence of a
Mi-Go base on these worlds is the mysterious appearance of Mi-Go corpses.

Their social structure seems to strongly resemble that of terrestrial insects such as ants or bees.
They appear to possess a hive mind with no individual sense of identity whatsoever. The race
seems to have at least three distinct biological castes: workers, soldiers and scientist-rulers.

Some who have conversed with them claim they experience time in a nonlinear fashion and
understand geometry in non-Euclidean terms.

Because of their worlds sharing Earth’s biology are hostile to both Mi-Go and their technology
they prefer to operate through agents that they either recruit or manufacture. The Grays of
Earth’s UFO folklore appear to be one such race of agents.

There are native to planet or have a base on a planet called Yuggoth. This was incorrectly
identified by the Mi-Go themselves as the dwarf planet Pluto in the Sol star system. The Mi-Go
may or may not have a base on this world.

They actively spread disinformation about their race, goals and creed.

In short like almost all creatures of the Cthulhu Mythos they resemble the poet Lord Byron in
human terms: mad, bad and dangerous to know.

The Way of the Third Eye

The Mi-Go opposes many members of the Cthulhu Mythos who wish to destroy or consume
humanity. The Mi-Go wish to preserve humanity for reasons they will not reveal. Although it is
safe to say this is not kindness since the Mi-Go has no word for that concept. They do
understand and appreciate subtlety in both word and deed. An example of is a Kane slave the
local mountain tribes would name “Gumpo” which means “the Wise One”. The Mi-Go took this
slave and changed him. They made him immortal and powerful in exchange for much of his
humanity. They gave him a mission: to oppose the forces within the Cthulhu Mythos who wish to
destroy humanity on this world. The Monastery of the Third Eye was his first vehicle in his
endless quest to accomplish this goal: he founded a religion.

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The Way of the Third Eye is a pacifist religion strongly reminiscent of Tibetan Buddhism. Some
exceptions to this include the fact that the monks include both sexes in their order and they are
generally non-cloistered like friars in the Western Christian Tradition. Most monks were orphan
children brought to the Monastery from the slums of the coastal cities and trained in the martial
arts, theology and medicine. Upon graduation they are sent back into the world to wander as
physicians and social workers for the poor and needy. The monks take vows of poverty and are
forbidden to marry but are not expected to be celibate. They are taught multiple and effective
methods of birth control. Monks must ask to be relieved of their vows by the Abbot/Abbess if
they leave the order but wish to stay in the religion. This is generally a formality. When the
monks reach middle or old age they may return to the Monastery to teach and/or pursue
scholarly works.

The monks also look for signs of the “demon” Cthulhu Mythos activity and report them back to
the monastery. The order is also strongly opposed to any form of undead. The Abbot then
generally secretly hires adventurers through intermediaries to destroy the Mythos incursion or
undead menace. Killing these beings is not seen as a breach of the sect’s pacifism, which does
allow for self-defense even for its monks.

The Monastery is huge and resembles the Dalai Lama’s palace in Lhasa. Like many monastic
orders the Order is in theory a dictatorship with all power vested in the Abbot or Abbess. This
person is believed to be a reincarnation of the Order’s founder Gumpo. A gifted child from the
orphan recruits is identified by the Order’s Council of Elders (appointed by current the Abbot or
Abbess) as the deceased leader’s new reincarnation. A Regent Abbot/Abbess is then appointed
to rule by the Council of Elders during the reincarnate leader’s minority. The Regent can be
deposed by a majority of the Council of Elders and a new Regent appointed by a simple council
majority vote.

The Order of the Third Eye is powerful, rich and generally devout sect that is mostly a force for
good in this world, but is prone to byzantine power struggles during its “reincarnate” leader’s”
minority. It is also based on a lie; the immortal then called “Gumpo” who founded the religion
has never died and is still actively working against the Mythos on multiple fronts. He has since
founded under a variety of different personas a number of additional religions, secret societies
and even groups of assassins dedicated covertly to the task of combating the Mythos.

The order is considered to be one of the “Five Faiths” or religions which overwhelmingly
dominate the Pirate Peninsula and is the newest member of this group. It is still growing in
popularity largely due to its charitable work. The other four major religions worship the
goddesses Bastet, Hecate and the gods Crom and Morpheus. These “gods” are not very
powerful beings, more like superheroes or demigods of classic mythology. Their power waxes
and wanes according to the number of worshippers they have and none are evil but all have
heretical followers who may be. True “evil” in this world belongs to the followers of the Cthulhu
Mythos; whose false deities bring only death and destruction. All of these gods are opposed to
the Mythos, but all are very limited in power. They were in truth created by human belief and will
cease to exist if their worshippers disappear. The monks suspect this but try to maintain a
friendly relationship with the other religions of the Pirate Peninsula.

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The monks will not climb to the top of the Mountain of the Third Eye on which their monastery
is located. They believe this is taboo for them. The order teaches that the “spiritual entrance” to
the sect’s Purgatory (“the Caverns of Suffering”) is located on the mountain’s peak and is
where the “complete souls” of dead monks are purged of all their sins prior to nirvana upon
death. They will not prevent nonbelievers or even lay members of their religion from climbing the
mountain. The monks believe the adventurers mystical “third eye” has not been opened by the
monk induction ceremony and as a consequence their “living incomplete souls” cannot be
accidently drawn in by and then pollute and even possibly destroy the Caverns of Suffering.
As unbelievers or even lay members of their religion they are instead doomed to an endless
series of rebirths.

Monks are strictly vegetarians, but this is not required for lay members. Both male and female
monks shave their heads and wear yellow robes.

The King in Yellow (Hastur)

The lore of the Unspeakable One on Ares largely revolves around this being’s avatar the King
in Yellow and the play by the same name. Reading the play brings madness, performing it will
transport the actors and audience to the being’s nightmare realm of Carcosca. Hastur is an
extremely powerful and mysterious entity whose exact nature is much debated by Mythos
Scholars. Just speaking his name can be dangerous and the Yellow Sign is a potent arcane
sigil of madness. Scholars speak fearfully of “The Unspeakable Oath” that his followers are
said to pledge to the being and wonder about what such a terrible bargain means.

The King in Yellow might also be human-seeming, clad in tattered yellow or parti-colored rags
and wearing the Pallid Mask. The rags are extensions of the entity’s flesh, while the Mask
covers horrible pseudopods which can attach to a target and drain a victim completely. Above
all, it possesses a loathsome plasticity of shape, able to stretch and change at will

Worshipers often are solitary madmen, artists, and poets, driven mad by reading the haunting
play The King in Yellow, and inspired by its cruel beauty to create art that renders human
experience meaningless. A special symbol, the Yellow Sign, is often stamped on surreptitious
editions of the evil book. The sign is a subliminal focus for madness and evil, helping to warp
the dreams of those who see it.

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Yog-Sothoth

Great globes of light massing towards the opening . . . the breaking apart of the nearest globes,
and the protoplasmic flesh that flowed blackly outward to join together and form that eldritch,
hideous horror from outer space . . . whose mask was a congeries of iridescent globes . . . who
froths as primal slime in nuclear chaos forever beyond the nethermost outposts of space and
time!

—August Derleth, “The Lurker at the Threshold”

Yog-Sothoth dwells in the interstices between the planes which compose the universe. There it
manifests as a conglomeration of iridescent globes which are always shifting, flowing into one
another and breaking. This conglomeration is large in size, but variable, so that at one time it
may appear to be 100 yards across and at another time half a mile or more. Connections
between Yog-Sothoth’s appearance and sightings of so-called flying saucers are obvious.

Yog-Sothoth is preeminently the Mythos deity of sorcerers and wizards.

Yog-Sothoth is an alien being that is coterminous with all time and space yet is supposedly
locked outside of the universe we inhabit. Scholars believe that he is currently appearing on
Ares in the form of two avatars:

'Umr at-Tawil (also spelled Tawil At-U'mr or Tawil-at’Umr)

'Umr at-Tawil (Arabic ‫ )ال طوي ل عمر‬The [Most Ancient and] Prolonged of Life), also spelled Tawil
At-U'mr or Tawil-at'Umr, is considered by most Ares Mythos scholars to be one the least
harmful of the avatars of Yog-Sothoth.

He presides over the timeless halls beyond the Gate of the Silver Key and the strange, near-
omnipotent “Ancient Ones” that dwell there. He is described as the silhouette of a man behind a
strange, shimmering veil. He is one of very few apparently benign Lovecraftian Great Old Ones
who does not cause insanity in those who view him, but death and madness surround him. He
provides polite replies to civil replies on Mythos lore, but such knowledge is both inherently
powerful and dangerous. This form seems to be the least malignant way in which to gain
knowledge about the Mythos but even then there is always a danger that Tawil at’Umr will
remove its veil and cause utter madness and destruction to those dealing with it.

The Gate of the Silver Key exists somewhere in the Twilight Realms and requires a Gate Key
of Koth to access. A Symbol of Koth is inscribed on the Gate of the Silver Key.

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The Render of Veils or The Parter of Veils (Daoloth)

[Daoloth was not] shapeless, but so complex that the eye could recognize no describable
shape. There were hemispheres and shining metal, coupled by long plastic rods. The rods were
of a flat gray color, so that he could not make out which were nearer; they merged into a flat
mass from which protruded individual cylinders. As he looked at it, he had a curious feeling that
eyes gleamed from between these rods; but wherever he glanced at the construction, he saw
only the spaces between them.

—Ramsey Campbell, "The Render of the Veils"

Daoloth is considered by a slim majority of Ares Mythos scholars to be an avatar of Yog-


Sothoth.

Daoloth dwells in dimensions beyond the three we know. His now vanished astrologer-priests
were said to be able to see the past and the future and even how objects extend into and travel
between different dimensions.

Daoloth's indescribable shape causes viewers to go mad at the sight of him; thus, he must be
summoned in pitch-black darkness. If not held within some kind of magical containment, he
continues to expand and expand—perhaps even at an infinite rate. Those enveloped by the god
are transported to utterly bizarre and remote worlds, usually perishing as a result.

Daoloth if summoned properly can grant a single wish but these wishes tend to be interpreted
by the being in such a way as to destroy the user. To Summon Daoloth a Daoloth
Summoning Icon must be obtained from the hidden Temple of Daoloth in the Twilight
Realms by a Crystallizer of Dreams so the necessary item will remain substantial. A sorcerer
cannot wish for more wishes or summon Daoloth again for a year.

One request that can be made to Daoloth, magically contained, is to view things as they really
are, not as our veiled senses perceive them. The sight is more than one can bear.

Hounds of Tindalos

The Hounds of Tindalos dwell in the distant past of the planet, when normal life had not yet
advanced past one-celled organisms. They are said to inhabit the angles of time, while other
beings (such as humankind and all common life) descend from curves. The Hounds are thought
to be immortal and are believed to lust after something in humankind and other normal life, and

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will follow victims through time and space to get it. Their appearance is unknown because no
characters who meet them survive long enough to give a description. It is said that they have
long, hollow tongues or proboscis to drain victims' body-fluids, and that they excrete a strange
blue pus or ichor.

Though the Hounds are sometimes pictured as canine, probably because of the evocative
name, but it is not likely that they appear as such, the academics states that the name "veils
their foulness". Various Mythos scholars suggest that the Hounds are more bat-like in
appearance or may appear even worse. The name Hounds of Tindalos refers more to the
creatures' habits than their appearance.

Because of their relationship with the angles of time, they can materialize through any corner if it
is fairly sharp—120° or less. When a Hound is about to appear, it materializes first as smoke
pouring from the corner, and finally the head emerges followed by the body. It is said that once
a human becomes known to one of these creatures, a Hound of Tindalos will pursue the victim
through anything to reach its quarry. A player generally risks attracting their attention by any
form of lengthy time travel.

Mythos Inspired

Crystallizer of Dreams

A Crystallizer appears as a yellowish egg-shaped rock about a foot in diameter. There are no
distinguishing markings on it nor does it appear sinister. The only warning of its alien nature is
that it periodically emits “a strange intermittent whistling.” A Crystallizer sounds hollow if tapped,
and seems relatively fragile, but weighs about twenty pounds. Such an artifact has the ability to
transport the consciousness of a sleeping person to the Twilight Realms. In this realm a
character may experience or create anything they can imagine as long as the dreamer’s
conscious mind remains in control.

Crystallizer’s most amazing power is that it enables a dreamer to bring back a single item to the
Waking World he or she has dreamt about in the Twilight Realms. When the Crystallizer is
used roll the following:

10 or higher: Item successfully obtained (Exact specifications to be determined by the GM)

7-9: Item obtained; Minions dispatched by Morpheus to retrieve Crystallizer and the item and to
kill player

6 or lower: Item not obtained; Minions dispatched by Morpheus to retrieve Crystallizer and to
kill player

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Cthulhu

Solitary, Huge, Magical, Stealthy, Divine, Intelligent,


Cthulhu Avatar
Hoarder, Planar, Terrifying, Amorphous

Claws and tentacle maw (d12+9


33 HP 5 armor
damage)

Reach, Forceful, Ignores Armor

Special Qualities: Amphibious, winged, will regenerate after being destroyed

“That is not dead which can eternal lie, yet with stranger eons, even death may die” "A monster of
vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly,
rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind." An
ancient and terrible cosmic god, great Cthulhu cares little for humanoid life except as a means to
facilitate his return on earth. Mountainous in size, there is no hope of defeating him (unless, perhaps,
you can drive a boat through his head. Even then, he'll be back.)

Instinct: To bring chaos

Consume humanoids

Corrupt the dreams of mortals.

Warp geometry

Raise R'lyeh when the stars are right

Deep One

Deep One Group, Intelligent

Coral Blades (b[2d8+2] damage) 6 HP 2 armor

Close

Monstrosities from beneath the waves, these creatures live at the bottom of the oceans, praying to dark
sea gods and abducting surface dwellers.

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Instinct: to kidnap and enslave

Attack the surface dwellers

Terror Pudding

TERROR PUDDING, Cthulhu Mythos Monster Solitary, Terrifying, Amorphous


Corrosive touch (d10 damage, ignores armor) 15 HP 1 Armor
Close
Special Qualities: Amorphous, Immune to normal weapons, vulnerable to fire.
Will retreat to heal if damaged by ordinary means and drops to zero HP.
Fire damage to zero HP will destroy it forever.

How do you kill a pile of goo? A pile of goo constantly forming eyes and tentacles? A great, terrifying 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. Players wounded by a Terror pudding may be
eligible for the Terror Pudding Infected Compendium class.

Instinct: To dissolve

Ooze into a troubling place and spread chaos


To escape and destroy mindlessly
Blocked by the Symbol of Koth or a Elder Sign
Fond of forbidden places, nameless underground desert cities and the arctic
Attracts worshipful Cthulhu Mythos Cultists
Can grow into the even more terrifying Greater Terror Pudding
Tastes like chicken
Could be commanded by a magical item known as the shoggoth stone

Symbol of Koth Door and Koth Silver Keys

"It was the sign of Koth, that dreamers see fixed above the
archway of a certain black tower standing alone in
twilight—and Willett did not like what his friend Randolph
Carter had said of its powers."
~H.P. Lovecraft; The Case of Charles Dexter Ward (Ch V,
Sec 4)

The Sign of Koth is a symbol in H. P. Lovecraft's Cthulhu


Mythos. In at least one of the Sign's appearances it is
ascribed effects of its own. Due to these ascribed effects
and the appearance of the sign on doors and doorways in
Lovecraft's original works later uses by other authors, such
as in the Call of Cthulhu role playing game, have

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connected it with doors and their sealing. Here I have used it as an improved version of the old
D&D wizard locked doors. Silver keys aligned with the door will allow passage otherwise the
stone door must generally be physically destroyed, a very difficult task. Cthulhu mythos style
monsters, including the terror pudding, cannot pass a locked Symbol of Koth Door. Both the
keys and the doors have the symbol inscribed on them.

Daemon Deities of the Twilight Realms

On the world of Ares the realms of the gods, incorporeal undead, various spiritual underworlds
and places in other fantasy universes that would be described as the astral and ethereal planes
have all been combined into a single plane of existence that scholars call the “Twilight
Realms”. This realm was apparently created by the Ares Terraformers to provide a protective
shield between the Ares universe and the Cthulhu Mythos. It also provides a buffer between
Ares and whatever finally awaits souls of the dead in the afterlife. The Twilight Realms shares
a quality with H.P. Lovecraft’s Dreamlands in that whatever the waking inhabitants of Ares
imagine or dream comes to exist in the Twilight Realms. These beings are called “daemons”
by scholars as they are certainly created and fed by human belief. This is the origins of the
“gods” of the Pirate Peninsula.

These “gods” are not very powerful beings, more like superheroes or demigods of classic
mythology. Their power waxes and wanes according to the number of worshippers they have
and none are evil but all have heretical followers who may be. True “evil” in this world belongs to
the followers of the Cthulhu Mythos; whose false deities bring only death and destruction.
Hecate is the guardian of the gates of the underworld, Crom is a barbarian warrior god straight
from Robert E. Howard’s Conan books, and Morpheus has become the god of dreams and
prophecy. Bastet has almost no connection with her Egyptian roots, but has become the feline
Athena to Kane’s often renamed pirate city; currently simply spelled Kane again. All of these
gods are opposed to the Mythos, but all are very limited in power. They were in truth created by
human belief and will cease to exist if their worshippers all disappear.

The Way of the Third Eye is considered to be one of the “Five Faiths” or religions which
overwhelmingly dominate the Pirate Peninsula and is the newest member of this group. It is still
growing in popularity largely due to its charitable work despite this religion’s lack of a daemon
deity.

The other four major religions worship the goddesses Bastet, Hecate and the gods Crom and
Morpheus.

Bastet

Bastet is overwhelming the state cult goddess of the city-state. In this she resembles a feline
Athena as she is the patron of cats. In the city-state she is particularly associated with black
kittens. She is a kindly and easy going deity who grants her followers wealth, good fortune,

20 | P a g e
wisdom and pet cats in exchange for good deed and acts of patriotism defending her city. Her
followers largely replaced her sister Hecate’s as the state cult under the Liberator. Her Temple
is located in the city’s center and is the focus of most state functions. She often appears as a
young woman who resembles actress Kat Dennings. Her cult favors a female clergy but the
leader of the city since the Liberator has always been the chief of her official church.

Hecate

Hecate wasn’t originally considered an evil goddess, simply a scary goddess of the underworld.
She is often associated with moon, crossroads and dogs barking. Sometimes she appears a
three faced woman or three women (girl, women, and crone) and will act like the Fates or
Norns. She often holds two torches, a key, a dagger or a serpent or some combination thereof.

Hecate was a liminal goddess or a goddess of gateways. People kept shrines to her a city gates
and in households to keep away evil spirits. She was a sort of female Hermes of the
underworld; a herald and warden of the ghosts, demons and graveyard spirits. A creature of the
threshold, the guardian of doors and portals, and so it is appropriately associated with the
frontier between life and death, and with demons and ghosts which move across the frontier.

As time went on her reputation became darker, the patron goddess of witches and
necromancers. This is true on the Pirate Peninsula largely because her association with the
loathed memory of the slave Lord Kane under which Hecate worship was a state cult (he
concealed his more dangerous Mythos activity). Her worshippers have largely transferred their
affections to the Monastery of the Third Eye in the countryside. In the city-state she still has a
minor state cult in that all of the city’s official grave wardens, undertakers and professional
mourners must all be members of her clergy. A state sponsored minor shrine exists at the city
gates.

Bastet is widely considered to be her younger sister, Morpheus her younger brother and Crom
her father. Whoever was their divine mother happened to be is not mentioned, some speculate
a mysterious minor female deity only known as “a Kennedy”. Some daring theologians propose
that Morpheus may have had a different mother since he often appears as a black man. Others
believe that all of “Crom’s children” all have different mothers. Crom’s sex life is a topic of
much theological debate.

A number of unofficial “witch cults” also worship Hecate. Her most common female form in the
city-state strongly resembles Angelina Jolie. Her cults and clergy are exclusively female.

Crom

Crom is the oldest deity in this pantheon. He like Hecate is a god associated with the
underworld. He is a barbarian war god who grants his followers a place with him in the
underworld palace only if he is impressed with their courage. He is strongly resembles former
California Governor Arnold Schwarzenegger and speaks with a heavy “northern barbarian
accent”. Crom has a small shrine in the city and is popular with the Ebon Guard. He has a

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large following among dwarves by whom he is often depicted and appears as a dwarf. His
clergy is always male; an aspect of the cult the Ebon Guard is lobbying hard to change.

Morpheus

Morpheus is the god of dreams, prophecies, rationality and healing. His current cult resembles
that of the classical Greek god Apollo. His cult center at the Monastery of Lost Dreams
operates almost exactly like that of Apollo’s at Delphi with a female Oracle attended by male
clergy. Morpheus often appears as a black man who strongly resembles Lawrence Fishbourne,
a fact that puzzles many of his priests and monks. His worship is popular among the city-state’s
small urban elven community and the wealthy. Among the elven community he is often depicted
and appears as a black, elven Lawrence Fishbourne. His clergy favors males but his Oracle is
always female.

Death

This mysterious being has no cult and desires none. He doesn’t appear to need either belief or
followers and scholars speculate he was created by the Ares Terraformers or “Elder Gods” to
defend the Twilight Realms and shepard the souls of the dead to their proper places in the
those realms. The followers of the “gods” he takes to their deities’ twilight realm kingdoms or for
the monks of the Third Eye a twilight realm located Cavern of Suffering. He also provides a
peaceful underworld where the unaffiliated souls may rest in a pleasant slumber. He is assisted
in his tasks by daemon spirits called “reapers” who operate much like they do on the television
show Supernatural. What few scholars know is that all these souls vanish somehow from the
Twilight Realms within one year or become some form of undead. Once a soul “vanishes” that
person may not be resurrected.

Death resembles the same character in Fritz Lieber’s classic Lankmar fantasy novels and the
irreplaceable actor Christopher Walken in speech and appearance.

Crossroads Daemon

This mysterious being also has no cult and desires none. He is constantly trading supernatural
gifts or favors in exchange for player souls in the manner of the Crossroad Demons from the
television series Supernatural. Souls collected in this manner reside in this being’s vault in the
Twilight Realms in a state of suspended animation inside “soul gems” and do not vanish after
one year. This being often assumes a human guise that strongly resembles the late President
Richard M. Nixon.

22 | P a g e
Dungeon Starters

Note: Running these in rough order allows for a campaign.

The Sewers of Aquila

Inspiration: Philippe “The Mouse” Gaston‘s escape during the opening of Richard Donner’s film
Ladyhawke and the “Last Gen” videogame Dishonored.

Agenda

• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions

• Why were you arrested and condemned to death by the Baron of Aquila?

• How did you manage to squeeze down the dungeon drain into the sewers below?

• How did you obtain the dagger and torches that you all are currently armed with?

• How do you plan to replay the Baron Aquila for his “hospitality”?

Impressions

• The endless, subterranean passageways filled with rushing water

• The sudden shock of sunlight streaming from a grate above

• The twittering of sewage rats in a corner

• The leering faces of stone gargoyles from above

• The inexplicable sound of a group of voices singing choral music

• The desperate voice of a man pleading for mercy followed by a sudden watery thud

• The busy noise of a team of dwarf engineer clearing a passageway

• Zori, leader of the dwarf engineers, suspicious of convicts but eager to spite the Baron

23 | P a g e
• The sudden drop of a small waterfall

• The stench of (of course!) sewer

• Mutterings of a homicidal hobo as he converses with himself in the dark

• The hoarse shouts of searching Dungeon Guards

• Something floating in the water better not named

• A Dungeon Guard post: a large, dry chamber with a brazier and wooden cots. Safe if you can give the
underpaid guards some sort of bribe.

• The scattered remains of a hobo’s fireplace in a dry alcove

• An unexpected statue of the leering Baron Aquila

• Stairway that only leads up to a collapsed corridor

• Deep carven pictographs on the walls depicting the Baron as a military hero

• Deeply engraved dwarf runes naming the sewer’s designers and builders

• A broken wooden rocking horse floating in the water

Goals

• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

Dungeon Moves

• Change the environment

24 | P a g e
• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

Custom Moves

Exploring the Maze (the Sewers)

Move was developed by Kasper Brohus Allerslev

Note: The party must be properly equipped before it can attempt this move

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Hidden Rebel Safe house

When you find the hidden outline of a concealed door etched into an alcove wall, roll+Wis.

25 | P a g e
On a 10+, choose two. On a 7-9, choose 1:

• Gain nourishing rations

• Obtain useful equipment

• Locate a cache of weapons and armor

• Healing Potion

Forgotten Arcane Library

When you find the hidden outline of a concealed door etched into an alcove wall, roll+Wis.

On a 10+, choose two. On a 7-9, choose 1:

• Useful Magical Scroll (Cure Light Wounds x2)

•Magical Item

• Guardian trap is not present

• Rare arcane tome worth 1,000 coins

Thief’s Cache

When you find the outline of a concealed bundle stuck behind a loose stone in an alcove, roll+Wis. On a
10+, both. On a 7-9, choose 1:

• Gain a set of Thieves’ Tools

• Obtain a Map of the Sewer System

• Purse of coins

Assassin’s Cache

When you find the outline of a concealed bundle stuck behind a loose stone in an alcove, roll+Wis. On a
10+, both. On a 7-9, choose 1:

• Magical item

• Gain a key to the Exit Stairway portcullis controls

• Gain a set of poisoned daggers

Locked Exit Stairway to the Surface

When you find a stairway upwards behind a heavy rusted portcullis, roll+Wis. On a 10+, both. On a 7-9,
choose 1:

26 | P a g e
• Notice the trap on the locked portcullis controls

• Discern the exit’s hidden guardian

Hidden Water Pit Trap

When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 1:

• You avoid falling into the trap and taking damage

• You find a useful item lodged on a sewer ledge.

Hidden Crossbow Trap

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking damage

• You avoid being affected by the quarrel’s paralyzing poison

“Pals”

When you escape the sewers, you may tell GM why you admire a fellow escapee. If you do, write a bond
with the other player and gain 1 XP.

Things

Arcane Map

3 Uses, 0 Weight

A blank map on withered parchment. After a player spends a few minutes concentrating on the item the
map will show a route to his or her greatest desire. Note that the map does not usually show monsters,
traps or hidden doors. After three uses it crumbles.

Brass Key of Opening

0 Weight

Magical key of opening that will transform to open any normal lock.

When used roll:

On a 10+: Success

7-9: The locked item makes a loud noise when opening

6 or below: The key breaks

27 | P a g e
Monsters

AQUILA DWARF ENGINEER Intelligent, Cautious

Pickaxe strike. (b[2d10+2] damage 1 piercing) 16 HP 6 armor

Close, Forceful, Near

A Dwarf hired to work for the Baron Aquila.

Instinct: To defend his comrades.

Attack with pickaxe, if necessary.


Maintain fine stonework
Spite his “horrible boss” the Baron Aquila

AQUILA DUNGEON GUARD Group, Organized, Cautious

Sword (b[2d8] damage) 6 HP 2 armor

Close

A Dungeon guard hired to work for the Baron Aquila.

Instinct: To do as little as possible

Imprison
Call reinforcements
Take a quiet bribe

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MURDEROUS HOBO Solitary, Intelligent, Hoarder

Staff (w[2d8] damage) 12 HP 0 armor

Close, Reach

An insane cannibal hermit who will murder and eat the party because he is bat crap crazy.

Instinct: Consume his fellow man

Talk about how much better the sewer used to smell


Offer to give everyone “sponge baths”
Promise to show the party an exit

Courtesy of the Dungeon Codex:

SEWER CROCODILE Solitary, Large, Stealthy

Bite (d10+4 damage 1 piercing) 16 HP 2 armor

Forceful, Near

Special Qualities: Amphibious

These sewer dwellers float along the murky waters of sewers looking for its next hapless victim be
it Rat, Goblin, Thief or Adventurer. 'Ware the one caught in its steely bite as it dives into the depths
to tear and drown its victims. Instinct: To consume

Roam the murky depths of the sewers


Lunge from the sludge
Tripping tail whip

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Werewolf Hunt

Inspirations: The Wolf man (various films), An American Werewolf in London, Ladyhawke and the French
film Brotherhood of the Wolf.

Agenda
• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions
• How did you first hear about the werewolf haunting the village of Abel?

•Which of you has a special reason to hate this werewolf?

• Why did the Mayor of Abel hire your party to destroy the werewolf?

• What has the mayor threatened will happen to each of you if you don’t destroy the werewolf?

Impressions
• The howl of a wolf in the night

• A full moon rising above dark trees

• The ominous whisper of the wind

• The grisly corpse of the werewolf’s last meal

• The glittering eyes of small creatures in the wood

•The soundlessly flight of an owl and the muffled shriek of its prey

• The warm light falling from the windows of a welcoming inn

• A bubbling creek forms shallow pools and slippery slopes

• A pair of gigantic statues of the Slave Lord Kane buried in moss

• The merry campfire and fiddle music of a brightly ornamented gypsy encampment

• The yellowing eyes of Mama Fortuna the Gypsy Fortune Teller who knows many secrets

• An ancient twisted oak, growing on the edge of a waterfall

30 | P a g e
• A stench of ancient rot

•The angry cries of an angry mob of villagers with pitchforks and torches

• The kindly face of a local cleric and mayor’s brother (secretly the werewolf!)

• A sudden scream in the night, then silence

Goals
• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

Dungeon Moves
• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

31 | P a g e
Custom Moves
Exploring the Maze (the Woods of Nod)

Move was developed by Kasper Brohus Allerslev

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Werewolf Compendium Class (Courtesy of Delos)

Requirements

When your character has been injured by a werewolf via fang or claw, the next time you gain
advancement you may take this one.

Transformation

When you call upon your lupine nature and transform into a blood-thirsty monster, roll +CON. On a hit
you transform into a hybrid of wolf and man (elf, dwarf, and halfling, whatever) and remain in control.
You gain a bite and claw attack (Roll best of 2 of your damage die, Messy, Forceful, and Hand) and gain
armor 2 (doesn’t stack with worn armor). On a 7-9 choose 1. On a miss you still transform but you lose
control over yourself. The GM will tell you what happens.

The transformation is very painful. Take 1d8 damage.

The transformation takes a long time.

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The transformation only works for one scene per 24 hour period and only at night. If you are knocked
unconscious you revert to your usual form.

After you take Transformation the following moves become available to you.

Howl at the Moon

When you are in a wooded area and howl out to your wolf brethren, roll +CON. On a hit you summon 2
wolves to fight at your side. These wolves do not have stats and will only stick around as long as you are
in wolf form. On a 10+ choose 2. On a 7-9 choose 1.

The wolves help keep your opponent open. You gain +1 ongoing to attack as long as one of your
wolves is harrying it.

The wolves help cover your flank. Gain +1 armor as long as one of your wolves stays at your side.

The wolves open up vulnerable spots. You gain +1 damage per wolf that is attacking your target.

Silvered Hide

Your skin has become protected from harm, regardless of what form you are in. You gain +1 Armor, but
silver is now an anathema to you. Weapons imbued with silver are now Armor Piercing when they strike
you.

Mark of the Wild

When transformed you can be completely silent when you want to be. When you do need to Defy
Danger using stealth gain +1 ongoing to the roll.

Bloodlust

When you Hack and Slash while transformed you can treat your roll as one step higher than what it was
(a miss is a 7-9, a 7-9 is a 10+), but you must always choose to deal extra damage and open yourself up
to attack when you gain a 10+.

Claws of Steel

When you attack while transformed your teeth and claws ignore mundane armor. Magic armor can still
stop them.

Scent

When you track someone via smell, roll +WIS. On a hit you know where they went. On a 10+ choose 2.
On a 7-9 choose 1.

The target is close by.

The target thinks it lost you.

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The target is tired from trying to evade you.

Wolf Trap

When you step on a hidden wolf trap, Roll+Dex. On a 10+, gain both; with a roll of 7-9 choose one.

• You avoid the trap and taking the 1d8 of damage

• You find a useful clue in the trap to the werewolf’s identity.

Gypsy Encampment

When you find the hidden enclave of gypsies, roll +Charisma.

On a 10+, the gypsies don’t attack and useful items and/or information are given in exchange for a
promise to attack the werewolf.

On a 7-9: The gypsies don’t attack in exchange for a promise to eliminate the werewolf.

Unexpected Inn

When you find the unexpected inn, roll +Charisma.

On a 10+, the inn patrons provide useful items and/or information in exchange for a promise to attack
the werewolf.

On a 7-9: The inn patrons will coldly ask the party to leave and if insulted may become an angry horde of
villagers and attack.

Less than 6: The inn patrons will attempt to drug the party’s food and drink and dump them in the
woods to appease the werewolf.

Hidden Forest Cache

When you find the outline of a concealed bundle stuck inside a tree stump, roll+Wis. On a 10+, both. On
a 7-9, choose 1:

• A set of 6 silver arrows

•Map of Woods around Abel

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Chapel Perilous in the Forest

When you find the hidden outline of a concealed door etched amid the castle ruins, roll+Wis.

On a 10+, choose two. On a 7-9, choose one.

• You find a useful clue in the trap to the werewolf’s identity.

• The Angry Horde of Villagers does not notice you

• You find a silver dagger

“Mayor’s Friend”

If you able to deliver the werewolf’s head to the mayor, you may tell GM why you admire her. If you do,
write a bond with the mayor and gain 1 XP.

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Monsters

ANGRY HORDE OF VILLAGERS Solitary

A flurry of blows (d8x2 damage) 16 HP 0 armor

Close, Reach, Far

Special Qualities: 3x normal health. Every health lost kills a civilian. -1 dmg for every civilian
lost.

A angry group of civilians. Armed with torches and pitchforks. They seem to wearing a few pieces of
armor.

Instinct: To kill the outsiders

Attack furiously while surrounding the opposition

FOREST OF NOD BEAR Group, Large

Swipe (d8 damage) 7 HP 1 armor

Forceful, Reach

It is very aggressive. The claws are sharp and the strength is enough to tear human flesh to pieces.

Instinct: to attack

Maul and claw

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Horde, Stealthy, Organized, Intelligent,
GYPSY BANDIT
Hoarder

Sword (b[2d4] damage) 3 HP 1 armor

Close, Far

Instinct: Money

Rob and pillage


Pickpocket
Ambush - Summon 2 more bandits once per encounter per group

MAMA FORTUNA Magical, Organized, Intelligent

Balefire Bolt (w[2d8] damage) 6 HP 1 armor

Close, Far

Leader of the local band of gypsy bandits.

Instinct: To prey on traditional society

Lay a curse
Mislead with an illusion
Predict the future

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WEREWOLF Solitary, Intelligent

Bite (d10+2 damage, 1 piercing) 12 HP 1 Armor

Close, Messy

Special Qualities: Only killed by silver, but will retreat for the night if brought to zero hp

“Beautiful, isn’t it? The moon, I mean. She’s watching us, you know? Her pretty silver eyes watch us
while we sleep. Mad, too—like all the most beautiful ones. If she were a woman, I’d bend my knee and
make her my wife on the spot. No, I didn’t ask you here to speak about her, though. The chains? For
your safety, not mine. I’m cursed, you see. You must have suspected. The sorcerer-kings called it
“lycanthropy” in their day—passed on by a bite to make more of our kind. No, I could find no cure.
Please, don’t be scared. You have the arrows I gave you? Silver, yes. Ah, you begin to understand. Don’t
cry, sister. You must do this for me. I cannot bear more blood on my hands. You must end this. For me.”

Instinct: To shed the appearance of civilization

Transform to pass unnoticed as beast or man


Strike from within
Hunt like man and beast

VAMPIRE TREE Large, Solitary

Flock of Leaves (d8+1 damage, 1 piercing) 16 HP 1 armor

Close, Reach

Instinct: To drain blood

Blend into woodlands


Control flying, blood-sucking leaves

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The Catacombs of Bone

Inspirations: Bram Stroker’s Dracula (also the Coppola film version) and Andrew Lloyd Webber’s musical
Phantom of the Opera.

Agenda

• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions

• How did you first hear about the terrible Catacombs of Bone beneath the ruins of Castle Alam?

• What gave the Pale Organist’s his power to draw children into his catacomb lair with his organ music?

• What will happen to each of you if you don’t return with the Sheriff of Alam’s daughter?

Impressions

• The endless, dusty stone corridors lined with racks of broken skulls and yellow bone

• The sudden evil laughter of a malicious child

• The twittering of Corpse Rat Things in a corner

• A bluish candle held by a shadowed figure that melts into the darkness

• An inexplicable eerie mist

• A haunting organ’s song echoes throughout the catacombs

• The corpse rat thing village; little huts of trash and bone. Safe if you can give them something shiny.

• Kuttner, leader of the Lovecraft ghouls, suspicious of adventurers but eager for news

• An unexpected vast empty hall with pillars carved with screaming faces

• The stench of rotting flesh

• Moans of inhuman anguish and the shaking of chains

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• A Vampire Child, scared and separated from its playmates

• A Lovecraft Ghoul raiding party, dragging a large sack behind them better not opened

• The Ghouls’ Lair: a large chamber filled with piles of refuse. Safe if you can give them new riddles for
their endless riddle games.

• The scattered remains of corpses from a ghoulish feast

• A defaced statue of the ancient war god Crom, looking down on you disapprovingly

• Staircase that only leads downwards to a collapsed corridor

• Deep carven pictographs in a chamber’s walls showing Crom welcoming the heroic dead

• A chamber of ancient, broken sepulchers

• A child’s doll lost in the dust

Goals

• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

Dungeon Moves

• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

40 | P a g e
• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

Custom Moves

Exploring the Maze (the Catacombs)

Move was developed by Kasper Brohus Allerslev

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Contracting Vampirism

After being bitten by a vampire child or children during combat fail a defy danger roll or be afflicted by
vampire blood thirst:

You're becoming a Vampire, Bro!

Move was developed by Kevin Kloek

When you see fresh human (elf, dwarf etc.) blood, roll+INT to stay in control.
On a 10+, you keep your cool.

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On a 7-9, you have a strong desire to drink blood, choose two.
- You can settle for animal blood.
- You don't need to drink blood right now.
- You don't get the shakes until you drink blood.

Someone got a vampire bite? How about this cure... (Courtesy of Tony Ferron)

...the temple of the sun has a pool that will take away the curse of vampirism; unfortunately the current
priests have forgotten this and would rather kill those bitten on sight!

...the night hag Nefantee is older than most vampires and knows how to break the curse, for a price (and
it won't be in coins!).

...the wizard Gustaff Faerbaal is a master of transmutation, but what will he do with the curse once he
has extracted it from the character?

...The legendary ring of Count Huut was crafted to allow a vampire to walk in the sun, it won't break the
curse, but it will make life easier. Unfortunately, Count Huut is still wearing it!

...The character’s church has a means to remove the curse, a cavern known as the Trial of Purity. If he
(and his pals) can make it out alive, he'll be free from the bite.

Vampire Compendium Class (Courtesy of Delos at http://ramblingsofjacobanddelos.com/)

Requirement

You must be bitten by a vampire. Until you kill someone by drinking their blood, you are only really
thirsty but are not a true vampire.

Blood Thirst

When you feed on the blood of someone, roll +STR. The victim dies. On a 10+ choose 3. On a 7-9 choose
2. On a miss choose 1 and you draw unwanted attention.

You heal 1d8 HP

You take +1 Forward

Your next attack does the best of two rolls for damage

The victim doesn’t die.

Now that you are a full vampire be sure to wear lots of sun screen. Ask your GM what you can and
cannot do now. (Go out during the day, eat garlic bread, wear color, avoid moving water, etc.)

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Once you gain blood thirst the rest of these moves are open to you.

Children of the Night

When you use your powers to summon a swarm of bats, roll +CHA. On a hit a swarm of large bats
appears and attacks your foes. Choose 1 bonus. On a 10+ choose 2. This move can normally only be
done once per battle.

They distract your foes, gain +1 forward

They attack your foes, deal 1d6 damage

There are even more bats in the area you can call. You may use this move again this battle.

Mist Form

When you take the form of fog or mist, roll +CON. On a hit you can slip through anything that allows air
through it (walls with cracks in it, windows, etc). You cannot exert any force while in mist form and
cannot be harmed by conventional means. Once you arrive at your location you return to your solid
form On a 7-9 choose 1.

A strong breeze forces you someplace near where you wanted to go.

You draw unwanted attention.

Undead Strength

You have the strength of 10 men. You gain the Bend Bars, Lift Gates (from the Fighter playbook) move
and you always treat your BB,LG roll as one step higher than it should be (Miss = 7-9 and a 7-9 = 10)

Unholy Resilience

You are near impossible to put down forever. Work with your GM to decide what the one thing that can
kill you is. When you hit 0 HP you instead fall into torpor and appear to be a normal corpse. You will
awaken a short time later, the GM telling you when, and you must try to drink the blood of the first
person you see. If you are hit by the one thing that can kill you, you automatically die and fail your last
breath roll, regardless of HP.

Quickened Death

You can cover short distances in the blink of an eye. When you move faster than humanly possible, roll
+DEX. On a hit you make it to your intended destination near instantly. On a 7-9 choose 1.

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You lose something important along the way

You draw unwanted attention

You are in a dangerous location

Arcane Runes

When you find arcane runes deeply etched on a catacomb wall, roll+Wis.

On a 10+, both. On a 7-9, choose 1:

• Learn something useful about the catacombs

• Avoid being attacked by wandering monsters

Hidden Pit Trap

When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 1:

• You are able to avoid falling into the trap and taking damage

• You find a useful item at the bottom of the trap

Hidden Dart Trap

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking damage

• You avoid being affected by the dart’s paralyzing poison

Sheriff’s Daughter

When you rescue the sheriff’s daughter, you may tell GM why you admire the Sherriff of Alam. If you do,
write a bond with the Sherriff and gain 1 XP.

Things

Sword of Crom

Close, Two-handed, 2 Weight

A wide, heavy sword engraved with ancient runes. When you Hack and Slash with the sword, on a 10+
the sword will inflict double your rolled damage but this only applies against the undead. The sword
emits a faint flickering reddish glow when the undead are present.

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Lost Child’s Harp

Requires Bard, 1 Weight

A harp made for small, nimble fingers. When you are playing the harp, the vampire children will not
attack the party unless the Pale Organist is present.

Hecate’s Ghostly Dagger

1 Use, 0 Weight

A dagger, silvery and bright, but strangely lighter than one would expect. If you stab yourself and
sacrifice half your hit points you will be immune to attacks from the undead for the rest of this game
session, but during that time your hit points may not be regained. After one use the dagger vanishes.

Wand of Bone

1 Use, 0 Weight

If this wand of bone touches any undead creature in the catacombs then that creature and the wand will
both crumble into dust.

Giant Corpse Mushroom

Meat Ration, 3 Uses, 1 Weight

Foul and distressingly fleshly. When you eat the meat of a Giant Corpse Mushroom, roll+Con.

On a 7-9, you manage to keep it down. Take a +1 when attacking the undead in the catacombs for the
rest of this game session. If used with Hecate’s Ghostly Dagger take a -1 penalty when attacking the
dead in the catacombs for the rest of the session.

On a 10+ you feel a cold tingling run through your body: Take half normal damage from undead attacks
in the catacombs for the rest of this game session. If used with Hecate’s Ghostly Dagger this result is
fatal; take a Last Breath move immediately.

Radiant Gem

0 Weights

This gem glows with a faint light of the color of the gem. It is a simple, but useful, item.

45 | P a g e
Monsters

SKELETON WARRIOR OF CROM Group, Terrifying


Attack with held weapon or skeletal claws
8 HP 4 armor
(d6 damage)

Close

Special Qualities: Its bones are held together by magic, Magic attacks bypass armor, Blunt
weapons bypass armor, Undead

A skeleton made out of bones of the dead and animated by the war god Crom to protect his follower’s
catacombs.

Instinct: To destroy the living

VAMPIRE CHILD Intelligent, Horde, Terrifying


Fangs (d8 damage) 5 HP 0 armor
Close, Forceful

Special Qualities: Undead, Infects with Vampire Thirst

Newly converted child vampires are pitiable and terrifying. They are unpredictable but always lust after
blood.

Instinct: To feast on mortal blood for the first time.

Obey the Pale Organist


Play children’s games

Intelligent ,Horde, Organized,


LOVECRAFT GHOUL

Bite (d6 damage) 5 HP 0 armor


Close
Special Qualities: Loves Riddles, Undead

Surprisingly intelligent and friendly to adventurers when not hungry. This breed of ghoul is notable for
its canine features. Most Lovecraft Ghouls were once human.

46 | P a g e
Instinct: To consume dead flesh

Haunt catacombs
Tell riddles
Gossip with intruders

CORPSE RAT THING Horde, Small


Claws (d4 damage) 3 HP 0 armor
Close

Rats mutated by an evil sorcerer’s experiments, horribly disfigured bipedal mutated rats with human
faces.

Instinct: Protect the Corpse Rat Thing village

Claw and Bite


Gnaw corpses
Collect shiny things

PALE ORGANIST Magical, Devious, Intelligent


Grave bolt (b[2d8] damage) 12 HP 0 armor
Close, Far

Special Qualities: Not Undead

A foul necromancer, but a gifted musician.

Instinct: to seek eternal life by preying on children

Play his marvelous organ in his catacomb lair


Taunt his future child snacks
Drain life from children and create vampire child minions
Accompanied by its child vampire minions

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Mines of Enoch
A Dungeon Starter by Mark Tygart for the Dungeon World RPG ver1.3

Inspirations: Choasium’s Call of Cthulhu Dreamlands supplement, Supernatural television episode


“Wendigo” Star Trek TOS episode Devil in the Dark and The Hobbit (film trilogy and novel).

Agenda
• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions
• How did you first hear about the Myconid Plague infesting the mines of Enoch?

• Why did the Dwarves hire your party to end this fungal menace?

• How much (or what) have they promised to pay you?

• Who has had a strange dream?

Impressions
• The endless, winding mining tunnels

• Abandoned and rusty mining tools

• The distant sound of mechanical drilling

• The sudden burst of pulsating, glowing green mushrooms on a tunnel floor

• A subterranean waterwheel powering some sort of clashing machinery

• The dreadful heat

• Abandoned and rusty mining chart

•An unexpected scrawl on the walls in dwarf blood: Robigus is angry!

• The sound of a chanted word: Robigus! Robigus! Robigus!

•Dull yellow glow of lichen on cavern walls

• An unexpected pool filled with albino and eyeless crayfish

• The woody stench of fungus

• Crudely drawn image on the wall of a man on a mushroom throne

48 | P a g e
•Sudden flight of bats

• Multicolored radiant crystals of tremendous beauty on the tunnel walls

• An immense mine chamber filled with a fungal forest of giant mushrooms. This is the Myconids central
lair.

Goals
• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

Dungeon Moves
• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

49 | P a g e
Custom Moves
Exploring the Maze (the Mines of Enoch)

Move was developed by Kasper Brohus Allerslev

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Myconid Alien Symbols

When you find runes deeply etched on a mine wall, roll+Wis.

On a 10+, both. On a 7-9, choose 1:

• Learn something useful about Robigus

• Avoid being attacked by myconids

Unexpected Pit

When you step on an unexpected pit, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You avoid falling into the trap and taking 1d4 damage

• You find a useful item at the bottom of the trap

50 | P a g e
Falling Rocks

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking 1d6 damage

• You find a useful item in the rubble

Myconid Parasitic Infection

When your character has been injured by a Myconid they must roll versus CON of becoming infected.
Fungus will sprout all over the characters body and in 1d3 weeks he or she will transform into a small
Myconid.

Cleansing the shrine of the wendigo will banish the myconids and cure the character.

Robigus Dream

Each character has a dream of visiting the demigod’s fungal court. Robigus is a handsome, well-
proportioned man seated in a throne of white fungus. He is typically found surrounded by giant fungus,
some of which produce eerie humming through the slow undulation of their caps, while others dance
for their fungal monarch.

When you visit the forgotten demigod in a dream, roll +Charisma.

On a 10+, the fungal demigod will converse with the player promise to banish the myconids and cure the
Myconid infection if his shrine is cleansed.

On a 7-9: The character dreams of a wonderful party at the Lord of Mildew’s hall.

Less than 6: Robigus turns the player into giant dancing mushroom with a wave of his hand for the rest of
the dream.

Upon returning to the Waking World, anyone turned into a mushroom suffers a minor side effect. A few
days later, the investigator’s home is infested with mushrooms in the carpets, mildew in the sinks, etc.
These are all normal species and offer no real harm, but the rampant growth of the fungus should prove
uncomfortable. The mycological assault continues until the investigator has his or her home sprayed
with fungicide by a professional.

Enoch Mine Roper Gems

If the roper is killed have a player roll and on a 6+: 1d4 of gems worth 500 coins each will be found in its
gullet.

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Secret Entrance to the Wendigo Lair/ Defiled Secret Shrine of Robigus

When you find the hidden outline of a concealed door etched amid a cavern wall, roll+Wis.

On a 10+, both are true. On a 7-9, choose one.

•The Wendigo is asleep

• The Wendigo’s location in the shrine is evident

“Robigus Admirer”

If you able converse with the fungus demigod Robligas, you may tell GM why you admire him. If you do,
write a bond with the forgotten demigod and gain 1 XP.

Things
Fungicide Powder and Liquid Vials

1 Weight

These Vials act as holy water does on the undead, but are harmless to humans and demihuman.

Facemask of Fungal Protection

O Weight

This will prevent Myconid Fungal Infection when worn.

Goggles of Dark sight

1 Weight

Allow the character dark sight when worn.

Robigus Amber Mushroom

O Weight

Acts like a Heal spell, but user must save vs. Constitution and fall asleep for 1d4 turns with the Robigus
dream.

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Robigus Stone Idol

1 Weight

If presented like a Holy Symbol to the Myconids roll + Charisma:

10+: All Myconids flee

7-10: Myconids will not attack the bearer of the amulet and flee if attacked by the bearer.

Less than 6: Myconids ignore amulet and attack

53 | P a g e
Monsters

BAT SWARM Horde, Tiny, Stealthy


Bite (d4-2 damage 1 piercing) 3 HP 0 armor
Hand

Instinct: To feed and breed

Swarm
Crawl underneath armor

SMALL MYCONID Group, Small, Parasitic


Fungal Fists (d4 damage) 3 HP 0 armor
Close
Special Qualities: Dark sight, Fungal Existence

Instinct: To use corpses to grow

Shove someone over


Cause a Parasitic Infection

LARGE MYCONID Group, Devious, Cautious


Improvised Weapon (d6 damage) 6 HP 1 armor
Close
Special Qualities: Dark vision, Fungal Existence

Instinct: To use corpses to grow

Pick up something and throw it


Cause a Parasitic Infection

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ROPER Solitary, Large, Stealthy, Intelligent

Bite (d10+1 damage) 16 HP 1 Armor

Close, Reach

Special Qualities: Rock-like Flesh

Evolutionary happenstance has created a clever underground predator. Disguised as a rocky formation—most often
a stalactite or stalagmite—the roper waits for its prey to wander by. When it does, whether it’s a rat, a goblin or a
foolhardy adventurer, a mass of thin, whipping tentacles erupts from the thing’s hide. A hundred lashes in the blink of
an eye and the stunned prey is being dragged into the roper’s mouth. Surprisingly effective for a thing that looks like a
rock. Instinct: To ambush

Ensnare the unsuspecting


Disarm a foe
Chew on someone

WENDINGO Solitary, Intelligent, Hoarder


Claws (d12+4 damage 4 piercing) 20 HP 1 armor
Close, Forceful

The Wendigo was gaunt to the point of emaciation, its desiccated skin pulled tautly over its bones. With its bones
pushing out against its skin, its complexion the ash gray of death, and its eyes pushed back deep into their sockets,
the Wendigo looked like a gaunt skeleton recently disinterred from the grave. What lips it had were tattered and
bloody [....] Unclean and suffering from suppurations of the flesh, the Wendigo gave off a strange and eerie odor of
decay and decomposition, of death and corruption.

Instinct: To devour anything and everything to obtain immortality

Mutilate
Devour
Annoy Robigus

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Mangrove Jungle Madness

Inspiration: Star Trek TOS episode “Arena”, Disneyland’s Jungle Cruise Ride, Will Doyle’s Island of the
Lizard God one sheet dungeon.

Agenda

• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions

• Why have the Mangrove Jungle Lizardmen sacked the Monastery of Lost Dreams, killed the Abbot and
abducted the teenage girl Oracle?

• What secret or lost knowledge does each player hope the Oracle will reveal for him or her?

• What forbidden potion can be manufactured using a rare Mangrove Jungle Jewel caterpillar?

• Who in the party has already enjoyed the “hospitality”? Of the Mangrove Lizardman Chieftain?

Impressions

• The endless, watery maze of the twisted mangrove trees

• A sudden flock of squawking, multicolored parrots streaming above

• The splash of brackish seawater against your party’s canoe(s)

• The voices of women singing seductively over the water

• The face of a stone idol grins at you with vampire teeth from the jungle shore

• The constant beat of jungle drums and chanting in the distance

• The bright green form of an emerald mangrove boa slithering above

• The chattering sound of swamp monkeys above

• Gimmelots, leader of the Mangrove goblin smugglers, eagerly fumbling for outsiders’ coins

• The constant whine of mosquitoes

56 | P a g e
• The slithering form of saltwater crocodiles entering the Mangrove lagoon

• A glimpse of the immensity of the Azure Sea’s horizon opening up suddenly before you

• The sight of shrunken human heads arranged on poles along a shore

• An uprooted mangrove tree floating in the water

• A jungle coast guard post: a dock, a beach fire pit and a few wooden shacks. Safe if you can give the
drunken captain some sort of alcohol.

• The scattered remains of a pirate fire pit along an island shore

• A mangrove jungle smugglers’ ramshackle goblin village built on stilts

• Stone pillars and ruined walls of a forgotten civilization amid the mangrove forest

• The massive form of a single mangrove tree looms suddenly before you

• The creeping form of an exotic Mangrove Jewel Caterpillar on a tree limb above you

Goals

• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

57 | P a g e
Dungeon Moves

• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

58 | P a g e
Custom Moves
Exploring the Maze (Mangrove Jungle)

Move was developed by Kasper Brohus Allerslev

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Hidden Pit Trap

When you step on a hidden pit trap, Roll+Dex. On a 10+ choose 1;

• You are able to avoid falling into the trap taking damage

• You find a useful item at the bottom of the trap

Hidden Dagger Trap

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking damage

• You avoid being affected by the dagger’s hallucination inducing frog venom

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Hidden Goblin Smuggler Village

When you find the hidden enclave of Mangrove smuggler goblins, roll +Charisma.

On a 10+, the smugglers don’t attack and useful items are available for purchase.

On a 7-9: The smugglers don’t attack

Jungle Temple Ruins Treasure Vault

When you find the hidden outline of a concealed door etched amid a jungle ruins wall, roll+Wis.

On a 10+, choose three. On a 7-9, choose two. Less than 6 choose one.

•Treasure chest of ancient coins

• Guardian trap is not present

• Guardian monster is not present

• Magical Item

Pirate’s Chest

When you find the outline of a concealed chest stuck behind a loose pile of stones on a mangrove
lagoon island, roll+Wis. On a 10+, choose three. On a 7-9, choose two. Less than 6 choose one.

• Guardian pirate skeletons do not animate

• Chest is not trapped

• Treasure chest of pirate coins

• Magical Item

Smugglers’ Cache

When you find the outline of a concealed bundle stuck behind a loose stone in an alcove, roll+Wis. On a
10+, both. On a 7-9, choose 1:

• Multiple bottles of rum

• Jungle Treasure Map

Lizardman Arena Challenge of Single Combat

If you challenge the Lizardman Champion to a duel in the Ruined Jungle City Arena roll +Charisma. If
accepted battle is always to the death.

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On a 10+ the Champion accepts

On a 7-9 the Champion accepts but fights with a poisoned weapon

Less than 6: the tribe attacks

If you win a Single Combat with the Lizardman Chieftain Roll +Charisma for your choice of rewards. On
10+ choose three; on a 7-9 choose two and less than 6 choose one

• Oracle

• Jungle Treasure Map

• Sack of looted coins

• Escort out of the jungle

• Jewel Caterpillar

Things
Bag of Runes

1 Weight

A bag with mystical runes engraved on pieces of bone on one side. The owner may cast the runes into
the air three times a game session and ask a yes or no question. The runes will answer yes by all
returning to earth on the rune side and no by all returning to earth on the blank side

Jungle Maps

0 Weight

These show either the location of the Jungle Temple Ruins Treasure, the Pirates’ Chest or the Smugglers’
Cache.

Jewel Caterpillar

0 Weight

Worth at least 1,000 coins to an alchemist

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Melissa Fisher’s Pet Spider

0 Weight

Your adventurer has been given an adorable pet spider. It is very shy. You may show your pet spider to
an outsider once a game session; roll +Charisma. *On a 10+, choose 3. *On a 7-9, choose 1.

-They reluctantly pet it, keeping their eyes on it all the while
-They do anything not to be kept in its presence, but are too polite to show it
-The person faints and you can rob them.
-They start to panic, you get + 1 forward to parley with them through intimidation.
-They respect your love for spiders and tell you a rumor.
-They run scared and drop something.

Obsidian Jungle Sword

Close, Two-handed, 2 Weight

When you Hack and Slash with the sword, on a 10+ the sword will inflict double your rolled damage but
this only applies against lizardmen.

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Monsters

JUNGLE COAST GUARD Group, Organized, Cautious

Sword (b[2d8] damage) 6 HP 2 armor

Close

A guard hired to guard the Mangrove Jungle border for the Syndic-Overlord of the Domain of
Kane. Notoriously corrupt.

Instinct: To do as little as possible

Drink rum
Take bribes
Drink more rum

MANGROVE JUNGLE GIANT CRAB Group

Pincers (d8+2 damage 1 piercing) 6 HP 3 armor

Close, Forceful

A giant crab! Run away!

Instinct: To feed on almost anything alive or dead

Crush prey

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Group, Small, Stealthy, Devious, Intelligent,
MANGROVE JUNGLE GOBLIN SMUGGLER
Hoarder

spear (d6 damage) 6 HP 3 armor

Close, Reach

A tricky little goblin, looking for easy money.

Instinct: to smuggle

Sell contraband goods


Steal something

Group, Stealthy, Intelligent,


MANGROVE JUNGLE LIZARDMAN
Organized

Spear (d8 damage) 6 HP 2 Armor

Close, Reach

Special Qualities: Amphibious

A traveling sorcerer once told me that lizardmen came before we did. That before elves and dwarves
and men built even the first of their wattle huts, a race of proud lizard kings strode the land. That they
lived in palaces of crystal and worshipped their own scaly gods. Maybe that’s true and maybe it isn’t—
now they dwell in places men long forgot or abandoned, crafting tools from volcano-glass and lashing
against the works of the civilized world. Maybe they just want back what they lost.

Instinct: To destroy civilization

Ambush the unsuspecting


Launch an amphibious assault
Kill and crush “squishy” humanoids

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MANGROVE JUNGLE LIZARDMAN CHAMPION Solitary, Divine, Intelligent, Cautious

spear (b[2d12+2] damage 1 piercing) 14 HP 5 armor

Close, Reach, Near

Special Qualities: Amphibious

The lizardman champion is chosen amongst its peoples. Paragons of their ideals and virtues, they fight
for the glory of their gods with uncanny zeal and reptilian agility.

Instinct: To conquer

Battle for its old gods' glory


Kidnap the Oracle of Lost Dreams
Devour tasty Monastery of Lost Dreams Abbot

PIRATE SKELETON Group, Terrifying


Attack with held weapon or skeletal claws
8 HP 4 armor
(d6 damage)

Close

Special Qualities: Its bones are held together by magic, Magic attacks bypass armor, Blunt
weapons bypass armor, Undead

A skeleton made out of bones of the dead and animated by voodoo magic to protect pirate treasure.

Instinct: To destroy the living

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SALT WATER CROCODILE Large, Stealthy

Bite (d10+4 damage 1 piercing) 16 HP 2 armor

Forceful, Near

Special Qualities: Amphibious

These mangrove dwellers float along the murky waters of sewers looking for its next hapless victim be it
Goblin Smuggler, Coastal Guard, Thief or Adventurer. 'Beware for once caught in its steely bite as it
dives into the depths to tear and drown its victims.

Instinct: To consume

Roam the murky depths of the mangrove swamp


Lunge suddenly from a jungle shore
Tripping tail whip

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Cavern of the Blue Dragon

Inspirations: The Hobbit (Tolkien’s novel and Peter Jackson’s film trilogy) and H.G. Wells’ The Time
Machine.

Agenda

• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions

• How did you first hear about the Blue Dragon and the secret entrance to its lair from the Morlocks’
Caverns?

• Why did the Dwarves of the Mines of Enoch hire you to steal the Blue Dragon Crystal?

• Why do the Dwarves want it?

• What will happen to each of you if you don’t obtain the treasure the dwarves promised you for the
crystal?

Impressions

• The endless, winding caverns lined with dripping stalactites and stalagmites

• The distant sound of mechanical pounding

• The sudden burst of pulsating, glowing purple mushrooms on a cavern floor

• A subterranean stream with a cavern waterwheel powering some sort of pumping machinery

• A dreadful feeling of being watched

•An unexpected white marble statue of a sphinx in the center of a cavern

• A sound of distant goblin chants and drumming

•Dull red glow of lichen on cavern walls

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• The underground goblin village; pathetic huts of trash, fungus and bone. A small alcove holds their
scared idol.

• The Morlock Top Chef, leader of the Morlock tribe, hungering for the flesh of adventurers but eager
for news of the surface world

• A cavern with an underground lake filled with splashing, albino and eyeless cavern fish

• The stench of carrion

• Goblin squeals of inhuman anguish

•Sudden flight of tiny bats

• A single goblin, scared and lost

• A Morlock raiding party, dragging a large sack behind them of mostly dead goblins

• The Morlocks’ Lair: a large chamber filled with piles of bones and collections of various types of
machinery.

• The scattered remains of goblin corpses from a Morlock’s feast

• A cavern of multicolored radiant crystals of tremendous beauty

• Deep carven pictographs on a cavern wall showing unspeakable Morlock dining rituals

• An immense chamber filled with a fungal forest of giant mushrooms

Goals

• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

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Dungeon Moves

• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

Custom Moves

Exploring the Maze (the Morlock Caverns)

Move was developed by Kasper Brohus Allerslev

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

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Dragon Cursed CC Class

When you are cursed by a magical dragon crystal and you embrace your fate, the next time you level up
you may choose this move:

Dragon Cursed

You bear the taint of your dragon curse. You will take a -1 to Cha rolls with the superstitious that notice
your curse. You have some small dragon features (dragon eyes, a forked tongue, a small tale, small
useless wings as determined by you and the GM.

You speak the languages the dragons. Any dragon will understand what you say, and you can
understand them. Dragons will not attack you or your party unless you attack them. At the GM’s
discretion dragons and related beings will seek you out, giving you what aid and advice they can.

After death your body will transform into a dragon within 48 hours unless it is burned or ritually
purified. This dragon will have only a dim memory of your existence, and your soul will have fled
elsewhere.

If you are dragon cursed, these count as class moves for you; you can choose from them when you level
up:

Dragon Eyes (Infravision)

You are completely at home in complete darkness and can see underground even at a distance. You take
a +1 on your volley rolls while firing at enemies from complete darkness.

Dragon Regeneration

When you make a move in combat you may choose once to also heal 5 HP as your flesh knits itself
closed. You can heal up to 5 hp per 2 levels, recharging this ability when you make camp. If you’re
dying, you automatically make this move if able.

Dragon Scholarship

When you display your superior knowledge of a dragon related subject when spouting lore, you may
adjust the detail the GM gives you in some way. You may not contradict it.

Fiery Breath

You may breathe fire as per the wizard spell Fireball three times per game session.

Morlock Cavern Runes

When you find runes deeply etched on a cavern wall, roll+Wis.

On a 10+, both. On a 7-9, choose 1:

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• Learn something useful about the caverns

• Avoid being attacked by wandering monsters

Hidden Pit Trap

When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 1:

• You avoid falling into the trap and taking damage

• You find a useful item at the bottom of the trap

Falling Rocks Trap

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking damage

• You find a useful item in the rubble

Forgotten Morlock Treasure Vault

When you find the hidden outline of a concealed door etched amid a cavern wall, roll+Wis.

On a 10+, choose three. On a 7-9, choose two. Less than 6 choose one.

•Stone chest of ancient coins

• Guardian trap is not present

• Guardian monster is not present

• Useful item

Goblin Cache

When you find the outline of a concealed bundle stuck behind a loose stone in an alcove, roll+Wis. On a
10+, both. On a 7-9, choose 1:

• Dried rations of fungus and fish (yucky but nourishing)

• Morlock Repellant Mushrooms

Hidden Goblin Village

When you find the hidden enclave of cavern goblins, roll +Charisma.

On a 10+, the goblins don’t attack and share useful information.

On a 7-9: The goblins don’t attack

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Morlock Feast

When you find the lair of the Morlocks, roll +Charisma.

On a 10+, The Morlocks invite the characters to a feast of roasted goblin flesh and mushroom brandy; it
would be a deadly insult to the tribe to refuse.

On a 7-9: The Morlocks invite the adventurers to a feast but put a sleeping potion in the players’
mushroom brandy so that they can “be the next feast”.

6 or lower: The Top Chef Morlock invites the party “to be the next feast” and the tribe attacks.

Secret Entrance to the Blue Dragon’s Lair

When you find the hidden outline of a concealed door etched amid a cavern wall, roll+Wis.

On a 10+, both are true. On a 7-9, choose one.

•The Blue Dragon is asleep

• The Blue Dragon Crystal’s location in the dragon’s lair is evident

“Dragon Friend”

If you able to avoid conflict and converse with the Blue Dragon, you may tell GM why you admire her. If
you do, write a bond with the Blue Dragon and gain 1 XP.

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Things

Babylon Candle

2 Uses, 1 Weight

The Babylon Candle is a magical artifact used to teleport a person from one location to another.
Players must simply light the candle, hold hands with the other players and think of a destination. The
candle's magic will attempt to teleport those in a flash of light. Each candle has two charges.

The player using the candle must roll:


On a 10+ a perfect teleport (uses one charge)
On a 7-10 teleports to a site near the desired location (use one charge)
Under -6 the candle fizzles and miss-teleports the party to a location of the GM’s choosing (no charge)

The Babylon candle originally appeared in the fantasy novel Stardust by Neil Gaiman. Babylon candles
are also featured in the film adapted from the novel.

Blue Dragon Crystal

1 Weight

This large blue shimmering crystal is cursed to transform its owner into a guardian Blue Dragon.

Cave Fish and Fungus Ration

2 Uses, 1 Weight

Goblin Cyclops Idols

Touch, 1 Weight

The goblins of the Morlock caverns worship these idols, and believe only the blessed can touch them.
They will do much to prevent the idol’s destruction; and they will do much to those who destroy the idol.
When you take up a idol, hold 3. Holds can be spent, one for one, to give orders to the Morlock cavern
goblins. Two idols exist and the goblins greatly the return of the second idol. Both idols are identical: a
small Cyclops in green stone with a shard of amber crystal for an eye.

Morlock Repellant Mushrooms

2 Uses, 0 Weight

These green mushrooms if crushed and rubbed on an adventurer’s body produce a pungent odor that
will force all Morlocks to flee from the adventurer’s presence for one game session.

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Radiant Crystals

0 Weight-2 Weight

These crystals glow with a faint light of the color of the crystal and radiate magic.

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Monsters

Solitary, Large, Stealthy, Magical, Devious,


BLUE DRAGON
Intelligent, Hoarder

Claws (b[2d10+4] damage 3 piercing)


24 HP 5 armor
Fire breath (d12+7 damage)

Forceful

Special Qualities: flying and can breathe fire

All dragons are selfish and egocentric. Some are just nicer than others...as dragons go the blue dragons
are very nice, but will still eat you if you are rude. Or obliterate you with fire if you attack them.

Instinct: to feel superior

Play riddle games


Offer a deal or quest
Breath a terrible weapon of fire
Created by the cursed Blue Dragon Crystals

MORLOCK Horde, Intelligent

Club (w[2d6+2] damage) 5 HP 0 armor

Close

Morlocks are distantly related to their bigger cousins, the Orcs. Much in the way that Orcs were
originally created through a process of distorting and defiling Elves, Morlocks were created from
Humans. These ‘experiments’ failed to deliver desired results, and so ended the short-lived re-creation
episode for the Morlocks. Nevertheless, many fled and hid away from their disowned creator, and
survived through the centuries as horrible, stinking, pitiful creatures, doomed to fear and failure.

Instinct: to be left alone

Skulk in the shadows

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MORLOCK CAVERN GIANT SPIDER Solitary, Devious

Bite (d8 damage 1 piercing) 12 HP 1 armor

Close

When a Morlock Cavern Giant Spider bites you, Roll+Constitution. On a miss, you are paralyzed. On a 7-
9, you're shaky until you can rest and eat a good meal. On a 10+, you're fine!

Instinct: Drain its prey of life

Wrap up its victims in webs to snack on later


Attack with surprise
Avoid all Halflings with glowing elfish daggers

MORLOCK CAVERN GOBLIN Horde, Small, Stealthy, Organized

Spear (d4 damage) 2 HP 1 armor

Close

The Morlock Cavern Goblins are facing dark days, there once mighty tribe humbled and humiliated. Just
last week the previous tribal chieftain was devoured at a Morlock Festival and the necessary second
sacred idol can’t be found to enthrone a new leader.

Instinct: To survive!

Avoid being a Morlock snack


Worship the idol(s)
Call other goblins for aid

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The Aqueducts of Kane

Inspiration: What ever happened to that nice Terror pudding from Goblin Gully Adapted?

Agenda
• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions
• What will the Syndic-Overlord give you for eliminating the Terror Pudding from the city aqueducts?

• How will you be punished if you leave the aqueducts without eliminating the monster?

• What rumors have you heard about the Shoggoth Stone?

• How do you plan to replay the Syndic-Overlord’s Ebon Guard for their “hospitality”?

Impressions
• The endless, subterranean passageways of fine stone filled with rushing water

• The sudden shock of moonlight streaming from a grate above

• The unearthly cries of unholy chanting in the distance: “Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl
fhtagn”

(In his house at R'lyeh, dead Cthulhu waits dreaming.)

• The smiling stone faces of previous Syndics above

• Deeply engraved runes: “That is not dead which can eternal lie,
and with strange aeons even death may die.”

• The angry voice of a woman followed by a sudden watery thud

• The busy noise of a team of female dwarf engineers clearing a passageway

• Cori, leader of the female dwarf engineers, suspicious of adventurers but eager to be rid of the Terror
Pudding

• The sudden drop of a small waterfall

• Mutterings of an insane cultist as he converses with himself in the dark

• The hoarse shouts of searching engineers

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• Something floating in the water better not named

• An Engineer post: a large, dry chamber with a brazier and wooden cots. Safe if you can give the
underpaid female dwarf engineers some sort of bribe.

• The scattered remains of a cultist’s fireplace in a dry alcove

• An unexpected statue of a young Syndic-Overlord Ingrid Blood-axe

• Stairway that only leads up to a collapsed corridor

• Deep carven pictographs on the walls depicting the Syndic-Overlord as a military hero

• The gleaming eyes of the Trash Dragon as it warns you off its horde

• A child’s doll floating in the water

Goals
• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

Dungeon Moves
• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

78 | P a g e
Custom Moves

Exploring the Maze (the Aqueducts)

Move was developed by Kasper Brohus Allerslev

Note: The party must be properly equipped before it can attempt this move

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Deep One Hidden Shrine to Dagon

When you find the hidden enclave of Deep Ones, roll +Charisma.

On a 10+, The Deep Ones don’t attack and useful items and/or information are given in exchange for a
promise to eliminate the Terror Pudding.

On a 7-9: The Deep Ones don’t attack in exchange for eliminating the Terror Pudding

Forsaken Smuggler Safe house

When you find the hidden outline of a concealed door etched into an alcove wall, roll+Wis.

On a 10+, choose two. On a 7-9, choose 1:

• Gain nourishing rations

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• Obtain useful equipment

• Healing Potion

Forgotten Necromancer’s Library

When you find the hidden outline of a concealed door etched into an alcove wall, roll+Wis.

On a 10+, choose two. On a 7-9, choose 1:

•Magical Item

• Guardian trap is not present

• Rare arcane tome worth 1,000 coins

Lost Thief’s Cache

When you find the outline of a concealed bundle stuck behind a loose stone in an alcove, roll+Wis. On a
10+, both. On a 7-9, choose 1:

• Obtain a Map of the Aqueduct

• Purse of 1,000 coins

Abandoned Assassin’s Cache

When you find the outline of a concealed bundle stuck behind a loose stone in an alcove, roll+Wis. On a
10+, both. On a 7-9, choose 1:

• Magical item

• Gain a key to the Exit Stairway portcullis controls

Locked Exit Stairway to the Surface

When you find a stairway upwards behind a heavy rusted portcullis, roll+Wis. On a 10+, both. On a 7-9,
choose 1:

• Notice the trap on the locked portcullis controls

• Discern the exit’s hidden guardian

Hidden Water Pit Trap

When you step on a hidden pit trap, Roll+Dex. On a 10+gain both, 7-9 choose 1:

• You avoid falling into the trap and taking damage

• You find a useful item lodged on a sewer ledge.

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On a 6-, you suffer 1d8 damage.

Hidden Dart Trap (by Andrea Parducci)

When you step on a hidden trap trigger, Roll+Dex. On a 10+, you avoid the dart. On a 6-, you suffer 1d8
damage, and you are paralyzed for an hour by the poison on the dart.

On a 7–9, choose 1:
• the dart barely hits you, half damage and you are simply stunned for a while.

• The dart hits your stuff, you suffer no damage but you have to remove a useful equip.

• The trap mechanism was flawed. No dart is coming for you, however the trap made lot of metallic
sounds... someone have heard it for sure.

• You can avoid the dart at the last second, but your nearest ally now has to roll for the trap (you need
to have his approval to choose this one).

“Comrades-in-Arms”

When you escape the aqueducts, you may tell GM why you admire a fellow adventurer. If you do, write
a bond with the other player and gain 1 XP.

Things
Arcane Map in a Scroll case of Bone

3 Uses, 0 Weights

A blank map on withered parchment. After a player spends a few minutes concentrating on the item the
map will show a route to his or her greatest desire. Note that the map does not usually show monsters,
traps or hidden doors. After three uses it crumbles.

Cloak of Invisibility

6 Uses, 1 Weight

A worn magical cloak that when activated by a magical phrase grants its wearer invisibility as the wizard
spell when activated by the magical word sewn into the interior of the cloak. After six uses it crumbles
into dust.

Shoggoth Stone

Touch, 1 Weight

When an adventurer takes up the stone, hold 3. Holds can be spent, one for one, to give orders to the
Terror Pudding. Each adventurer may only “take up the stone” once.

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Terror Pudding Repellant

2 Uses, 0 Weights

This purple alchemist mixture if rubbed on an adventurer’s body will produce a pungent odor that will
force the Terror Pudding to flee from the adventurer’s presence for one game session.

Monsters
AQUEDUCT WIGHT Horde, Terrifying

Swords and axes (d4 damage) 7 HP 0 armor

Close

Special Qualities: Water heals it, Swollen eyes and bloated, crab-picked flesh

These wights are the vengeful corpses of the drowned. Half-consumed by water, their decay has
reached a kind of stasis and continued exposure to water actually heals any further damage they suffer.

Instinct: To seek vengeance on the living

Seek out and destroy those who would disturb the necromancer’s treasure
Kill the living for the crime of being alive
Return to the water to recover

DEEP ONE Group, Intelligent


Coral Blades (b[2d8+2] damage) 6 HP 2 armor
Close

Monstrosities from beneath the waves, these creatures live at the bottom of the oceans, praying to dark
sea gods and abducting surface dwellers.

Instinct: to kidnap and enslave

Attack the surface dwellers

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FEMALE AQUEDUCT DWARF ENGINEER Intelligent, Cautious

Pickaxe strike. (b[2d10+2] damage 1 piercing) 16 HP 6 armor

Close, Forceful, Near

A Dwarf hired to work for the Syndic-Overlord.

Instinct: To defend her comrades.

Attack with pickaxe, if necessary.


Maintain a fine aqueduct
Avoid the Terror Pudding

INSANE CULTIST Solitary, Intelligent, Hoarder

Staff (w[2d8] damage) 12 HP 0 armor

Close, Reach

An insane terror pudding cultist that will murder and eat the party because he is bat crap crazy.

Instinct: Consume his fellow man or woman.

Talk about how he is becoming a terror pudding


Offer to give everyone “sponge baths”
Promise to show the party an exit
Reveal cryptic secrets “he should not know”

TERROR PUDDING, Cthulhu Mythos Monster Solitary, Terrifying, Amorphous


Corrosive touch (d10 damage, ignores armor) 15 HP 1 Armor
Close
Special Qualities: Amorphous, Immune to normal weapons, vulnerable to fire.
Will retreat to heal if damaged by ordinary means and drops to zero HP.

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Fire damage to zero HP will destroy it forever.

How do you kill a pile of goo? A pile of goo constantly forming eyes and tentacles? A great, terrifying 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. Players wounded by a Terror pudding may be
eligible for the Terror Pudding Infected Compendium class.

Instinct: To dissolve

Ooze into a troubling place and spread chaos


To escape and destroy mindlessly
Blocked by the Symbol of Koth or a Elder Sign
Fond of forbidden places, nameless underground desert cities and the arctic
Attracts worshipful Cthulhu Mythos Cultists
Can grow into the even more terrifying Greater Terror Pudding
Tastes like chicken
Could be commanded by a magical item known as the shoggoth stone

Courtesy of the Dungeon Codex:

Solitary, Huge, Intelligent,


TRASH DRAGON
Hoarder

Accidental trash avalanche


24 HP 3 armor
(w[2d10] damage)

Reach, Near, Far

The Hoarding Dragon also referred to as the Trash Dragon takes it's kin's attraction to great piles of
wealth to unhealthy, obsessive extremes. Where other Dragons will collect hoards of precious metals
and jewels, the Hoarder Dragon is not so discerning. It will collect any rubbish, trash, or miscellany it
finds. A Trash Dragon's hoard is often made up of worthless items and objects that it has picked up and
simply cannot part with. It clings to these things, overstuffing it's lair to the point where it can barely
move without causing avalanches of rubbish. Trash Dragons are seen as pitiable, pathetic creatures, but
despite the trouble they cause; very few will seek out and kill them. While most of their hoard is
worthless junk, there can sometimes be rare magical or valuable items in amongst the dross.

Instinct: To hoard trash and mundane items to excess

When you feel threatened or uneasy, recede into your hoard.


When your hoard is threatened, make weak arguments as to why you need every single item.
When they steal something, chase them, and beg for it back

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The Black Archive

Inspirations: The Name of the Rose (Umberto Eco’s novel and the film) and the Clash of the Titans films
(both versions).

Agenda

• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions

• How did you first hear about the Black Archive and the secret entrance in the ruins of Castle Abel?

•Who built the Black Archive and why was it abandoned?

• Why did the Captain of the Ebon Guard hire you to retrieve the Aquila Dossier?

• Why does she want to destroy the Baron Aquila?

• What will happen to each of you if you don’t obtain the Aquila Dossier as you promised the Ebon
Guard?

Impressions

• The endless, winding stairs leading up and down to a series identical octagon rooms full of books

• The distant sound of whispers

• The sudden glow of a lantern in the distance

• A twittering of a rat thing scrambling in a corner

• A dreadful feeling of being watched

•A cheerful white marble statue of a satyr in the center of a room

• The smell of mildewing parchment

•Dull red glow of lichen on an archive wall

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• The rat thing village; pathetic huts of trash, torn books and bone in an octagon room they have made
their own.

• A statue of the feline goddess Bastet, looking down on you approvingly

• A room with an unexpected gurgling fountain at the center

• Staircase that only leads downwards to a collapsed corridor of rubble and books

• Sudden sound of a pan flute in the distance

•A flight of tiny bats surround you

• A Map of the entire Pirate Peninsula spread out on a table before you

• Beautiful tapestry depicting the Monastery of the Third Eye decorates this chamber.

• The scattered remains of rat thing feast of torn books and insects

• The smell of an odd incense

• Deep carven pictographs on a archive wall showing an academic debate

• An immense octagon chamber filled with a great marble pillars and huge stacks of books

•The Medusa’s Underground Statue Garden: a vast cavern filled with broken pillars, rubble, chasms of
glowing red lava and statutes of her victims.

Goals

• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

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Dungeon Moves

• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

• Present riches at a price

• Present a challenge to one of the characters

Custom Moves

Exploring the Maze (the Black Archive)

Move was developed by Kasper Brohus Allerslev

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

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Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Abel Ruins Hidden Pit Trap

When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 1.

• You avoid falling into the trap and taking damage

• You find a useful item at the bottom of the trap

Hidden Archive Entrance

When you find the hidden outline of a concealed door etched amid the castle ruins, roll+Wis.

On a 10+, choose two. On a 7-9, choose one.

•You notice the pit trap

• The Abel Ruins Hydra does not notice you

Random Tome

When you stop to read a random from the archive, roll+Wis.

On a 10+, both. On a 7-9, choose 1:

• Learn something useful

• Avoid being attacked by wandering monsters

Falling Books and Rubble Trap

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking damage

• You find a useful item in the rubble

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Hidden Crossbow Trap

When you step on a hidden trap trigger, Roll+Dex. On a 10+, gain both. On a 7–9, choose 1:

• You are able to avoid taking damage

• You avoid being affected by the quarrel’s paralyzing poison

Librarian’s Cache

When you find the outline of a concealed bundle stuck behind a bunch of moldering books in an alcove,
roll+Wis. On a 10+, both. On a 7-9, choose 1:

• Valuable Book worth 1,000 coins

•Map to the Medusa’s Statue Garden

Rat Thing Village

When you find the hidden enclave of rat things, roll +Charisma.

On a 10+, the rat things don’t attack and share useful information; if presented with a shiny present.

On a 7-9: The rat things don’t attack if presented with a shiny present

Secret Entrance to the Medusa’s Underground Statute Garden

When you find the hidden outline of a concealed door etched amid an archive wall, roll+Wis.

On a 10+, both are true. On a 7-9, choose one.

•The Harryhausen Medusa is asleep

• The Aquila Dossier’s location in the medusa’s lair is evident

“Guard Captain’s Friend”

If you able to deliver the dossier to the Ebon Guard Captain, you may tell GM why you admire her. If you
do, write a bond with the captain and gain 1 XP.

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Things
Aquila Dossier

O Weight

A document proving in great detail the Baron Aquila’s covert former investment in a variety of highly
illegal (but very profitable) slave trading operations and his campaign of murder and blackmail to cover
it up.

Arcane Goggles of Medusa Petrifaction Avoidance

If worn these will negate the Medusa’s petrifaction attack

Cloak of Invisibility

6 Uses, 1 Weight

A worn magical cloak that when activated by a magical phrase grants its wearer invisibility as the wizard
spell when activated by the magical word sewn into the interior of the cloak. After six uses it crumbles
into dust.

Cerulean Mushroom Incense

3 Uses, 0 Weight

Repels all types of Incorporeal undead from a room for a game session

Gladius of Hydra Slaying

1 Weight

When a player rolls 10+ when fighting a hydra the beast is instantly killed by a blow to its heart.

Rat Thing Pan Pipes

Requires Bard, 1 Weight

When you are playing the pipes, the rat things will not attack the party.

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Monsters
Many Thanks to the Dungeon Codex

ABEL RUINS HYDRA Solitary, Large

Bite (d10+3 damage) 16 HP 2 Armor

Close, Reach

Special Qualities: Many heads, Only killed by a blow to the heart

A bit like a dragon, wingless though it may be. Heads, one in number at birth, spring from a muscled
trunk and weave a sinuous pattern in the air. A hydra is to be feared—a scaled terror of the marsh. The
older ones, though, they have more heads, for every failed attempt to murder it just makes it stronger.
Cut off a head and two more grow in its place. Only a strike, true and strong, to the heart can end a
hydra’s life. Not time or tide or any other thing but this.

Instinct: To grow

Attack many enemies at once


Regenerate a body part (especially a head)

ARCHIVE GHOST Solitary, Devious, Terrifying

Phantom touch (d6 damage) 16 HP 0 Armor

Close, Reach

Special Qualities: Insubstantial

Every culture tells the story the same way. You live, you love or you hate, you win or you lose, you die
somehow you’re not too fond of and here you are, ghostly and full of disappointment and what have
you. Some people take it upon themselves, brave and kindly folks, to seek out the dead and help them
pass to their rightful rest. You can find them, most times, down at the tavern drinking away the terrors
they’ve seen or babbling in the madhouse. Death takes a toll on the living, no matter how you come by
it.

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Instinct: To haunt

Reveal the terrifying nature of death


Haunt a place of importance
Offer information from the other side, at a price

HARRYHAUSEN MEDUSA Solitary, Devious, Intelligent, Hoarder

Claws (d6 damage) 12 HP 0 Armor

Close

Special Qualities: Look turns you to stone; head will retain ability to petrify after being
severed for several weeks

The medusas are children of a serpent-haired mother, birthing them in ancient times to bear her name
across the ages. They dwell near places of civilization—luring folks to their caves with promises of
beauty or riches untold. Fine appreciators of art, the medusa curate strange collections of their victims,
terror or ecstasy frozen forever in stone. It satisfies their vanity to know they were the last thing seen in
so many lives. Arrogant, proud, and spiteful, in their way, they seek what so many do—endless
company.

Instinct: To collect

Turn a body part to stone with a look


Draw someone’s gaze
Show hidden terrible beauty

RAT THING Horde, Small


Claws (d4 damage) 3 HP 0 armor
Close

Rats mutated by an evil sorcerer’s experiments, horribly disfigured bipedal mutated rats with human
faces.

Instinct: Protect the Rat Thing Village

Claw and Bite


Gnaw Books
Collect Shiny things

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Shipwrecked on an Eldritch Isle
A Dungeon Starter by Mark Tygart for the Dungeon World RPG ver1.2a

Inspirations: H.P. Lovecraft’s story and the RPG Call of Cthulhu, Jurassic Park III, and Star Trek’s TOS
episode” The City on the Edge of Forever”

Cthulhu: “You know what killed off the dinosaurs, Whateley? We did. In one barbecue.”
― Neil Gaiman

Agenda
• Make the world fantastic

• Fill the characters’ lives with adventure

• Play to find out what happens

Questions
• Why were you traveling on the doomed ship?

• How did you manage to swim to the island?

• How did you obtain what equipment you have? (GM’s discretion)

• How do you plan to escape?

Impressions
• The island is a horrible slimy and black mountain recently thrust from the sea floor

• Bloated sea creatures gasping and foul amid seaweed

• The slurp of the black seafloor muck as you step on it

• The unearthly cries of unholy chanting in the distance: “Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl
fhtagn”

(In his house at R'lyeh, dead Cthulhu waits dreaming.)

• Cyclopean buildings and towers of black and green stone

• The knowledge you are being watched by alien eyes

• The inexplicable pathetic voice of a child whispering for help

• A sudden wave of nausea

• The glistening eyes of the Leader of the Deep Ones, suspicious of the adventurers but eager to stop
the cultists from disturbing “the master” prematurely

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• The appearance of a small waterfall of seawater amid the gigantic ruins

• The stench of the muck of the deep depths of the sea

• A disturbing, minor earthquake

• Something floating and splashing in a pool of seawater that should not be

• Abandoned Cultist campsite

• The scattered remains of a giant squid

• An unexpected statue of a giant toad

• Stairway that only leads down to a saltwater lake

• Deep carven pictographs on the walls depicting humans being torn apart by tentacles

• Deeply engraved runes: “That is not dead which can eternal lie,
and with strange aeons even death may die.”

Goals
• Establish details, describe

• Use what they give you

• Ask questions

• Leave blanks

• Look for interesting facts

• Help the players understand the moves

• Give each character a chance to shine

• Introduce NPCs

• Fill out your worksheet

Dungeon Moves
• Change the environment

• Point to a looming threat

• Introduce a new faction or type of creature

• Use a threat from an existing faction or type of creature

• Make them backtrack

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• Present riches at a price

• Present a challenge to one of the characters

Custom Moves
Exploring the Maze (the Eldritch Island)

Move was developed by Kasper Brohus Allerslev

Note: The party must be properly equipped before it can attempt this move

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as
the cartographer (the same character can only have one job). If you don’t have enough party members
or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard
roll+WIS and the cartographer roll+INT.

On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot
any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient
path on their between the room the left and the new room the group enters.

On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to
deal with them, no one gets the drop on you but you don’t get the drop on them either, and you find a
new room without getting lost.

Retracing your steps

When you seek your way back to a previously visited room, if you have an efficient path marked on your
map you get there quickly, though you still have to deal with any traps left behind on that route.

If you do not have an efficient path marked on your map, you still take +1 for each time you visited it
when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room
instead of a new one.

Fighting Big Ass Monsters in Dungeon World (Cthulhu)

Move Developed by Delos (http://ramblingsofjacobanddelos.com/about-the-authors/about-delos/)

Seek a Weak Point

When you try to find some way of hurting an unstoppable behemoth roll +WIS or +INT. On a hit you find
one. On a 10+ choose 1. On a 7-9 choose 2.

The weak point is armored (1-3 armor)


The weak point can only be exploited once
The weak point is hard to get to

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On a miss you still find a weak point but something horrible will happen when you try to exploit it. The
GM will hint at what.
Use Siege Weapons

When using catapults, ballista, or some other large siege weapon to stop a giant monster roll with no
modifiers. (Since siege weapons do all the work and are meant to be manned by multiple people, ideally
the best way to use them is to use teamwork and Aid another.) On a hit roll 1d8 damage. On a 10+
choose 2. On a 7-9 choose 1.

The attack bolsters the morale of your party. Everyone gains +1 forward.
The attack hits like a lightning bolt, fast and hard. Roll extra +1d 4 damage.
The monster is severely hampered by the attack and loses one of its monster moves
The monster is injured and unable to use one of its forms of movement (flight, teleportation,
walking, etc)

On a miss, something goes wrong with the siege weapon. Ammo runs out, mechanisms are damaged;
the creature retaliates and breaks it. The GM will tell you what terrible fate has befallen the siege
weapon and made it temporarily unusable. It’s up to the GM if you can fix it during the remainder of the
fight.
Ritual

I’m not going to copy the move from the Wizard playbook, but this would be a very appropriate one to
use against some sort of demi-god level monster coming to squish a town.
Climbing on a Monster

When you try to climb up a moving monster say where you are trying to get to and roll +STR or +DEX. On
a hit you make it to where you wanted. On a 10+ pick 1. On a 7-9 you pick 1 and the GM picks 1. On a
miss you get all 3.

You only make it part of the way there


You lose something on the way (GM will tell you what)
You draw unwanted attention

Feel free to steal or modify these as you see fit. If you have your own moves for dealing with monsters
the size of large buildings.
Flotsam

When you find the hidden outline of a concealed chest beneath the seaweed, roll+Wis.

On a 10+, choose two. On a 7-9, choose 1:

• Gain nourishing rations

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• Obtain useful equipment

• Locate a cache of weapons and armor

• Healing Potion

Jetsam

When you find the hidden outline of a concealed scroll case beneath the seaweed, roll+Wis.

On a 10+, gain both. On a 7-9, GM chooses 1:

• Map to the Fountain of Dagon

• Map to the Primeval Portal

Arcane Runes

When you find arcane runes deeply etched on a building wall, roll+Wis.

On a 10+, both. On a 7-9, choose 1:

• Learn something useful about the island

• Avoid being attacked by wandering monsters

Deep One Surface Enclave

When you find the hidden enclave of Deep Ones, roll +Charisma.

On a 10+, The Deep Ones don’t attack and useful items and/or information are given in exchange for a
promise to attack the cultists.

On a 7-9: The Deep Ones don’t attack in exchange for eliminating the cultists

Less than 6: The Deep Ones attack and seek to consume the party

Pit Trap

A pit simply “appears” beneath a random character, fairly deep but the bottom covered in sea water.

When you step on a hidden pit trap, Roll+Dex. On a 10+, choose 1:

• You avoid falling into the trap and taking damage

• You find a useful item in the pit, but take 1d6 damage

Less than 10+ take 1d6 damage

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The Fountain of Dagon

When the players consume the fountains waters they will gain the quality “Amphibious” for one week.

A family of Pterosaurs has established a nest just above this site and will defend it fiercely. The nest will
have 1d6 eggs.

Primeval Portal

This intelligent artifact strongly resembles the time travel portal from Star Trek’s TOS episode The City
on the Edge of Forever. It is the source of the Pterosaurs.

When you find the Primeval Portal, roll +Charisma.

On a 10+, The Portal will agree to teleport the party to the Blue Monolith and teleport them to safety
once the cult leader has been eliminated.

On a 7-9: The Portal agrees not to attack in exchange for eliminating the cultists. It will agree to teleport
the adventures to the cultists’ location at the Blue Monolith.

Less than 6: The Portal teleports a dinosaur or other primeval monster to drive the players away.

The Blue Monolith

Within a hundred yards, everyone sees it: a tall, perfectly cylindrical pillar of bluish-gray stone angling
into the sky. It is like a pillar. There are no visible openings or windows in the Blue Monolith. Because of
the skewed angles of the surrounding buildings, the investigators cannot tell whether the monolith is
upright or teetering to one side (like the Leaning Tower of Pisa). In fact, the investigators cannot tell if
the horizon is level or if sea and sky still meet. R’lyeh is like a different, more ancient, and much more
malign planet. –Chaosium’s Call of Cthulhu adventure “The Shadows of Yog-Sogoth”

A large number of cultists and their leader gathering at the site performing a ritual to wake Cthulhu from
his tomb on the island’s summit. If the players disturb the ritual roll +Charisma.

On a 10+, the ritual fails and the Cult Leader and his followers will attack. The island will sink in 6 hours.

On a 7-9: The ritual succeeds and an Avatar of Cthulhu appears from his tomb on his summit. He will
make his way from his tomb to the monolith and proceed to devour his worshippers. He will ignore the
party unless disturbed by it, in which case he will devour them. Once all the cultists have been devoured
the island will sink below the waves.

Less than 6: Cthulhu will attempt to devour the adventurers as well! The island will sink once all the
intruders are killed or have left the island.

The cultists’ hired ship is anchored some distance from the island staffed with a mercenary pirate crew.

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“Survivors”

If you escape the island, you may tell GM why you admire a fellow survivor. If you do, write a bond with
the other player and gain 1 XP.

Things
Black Coral Sword of R’lyeh

1 Weight

This sword will inflict double damage to Deep Ones and Cthulhu Cultists of all types.

Eldritch Wand

5 Uses, 0 Weight

If this wand touches any human or demihuman then that person will be reduced to its component salts.
A creature may also be restored from this state with the wand. The wand may be recharged by unholy
rites. Note: Will not work on Cthulhu!

Lens of Leng

0 Weight

A person wearing these can navigate R’lyeh’s maze without difficulty and will automatically detect all
traps, runes and treasure on the island. When in doubt the GM should add +6 to the needed roll.

Pterosaur Eggs

1 Weight

Adventures can use threats to the egg to gain immunity from Pterosaur attacks. Such eggs are worth at
least 500 coins each.

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Monsters

(Many thanks to the Dungeon Codex!)

Solitary, Huge, Magical, Stealthy, Divine, Intelligent, Hoarder, Planar,


CTHULHU AVATAR
Terrifying, Amorphous

Claws and tentacle


33 HP 5 armor
maw (d12+9 damage)

Reach, Forceful, Ignores Armor

Special Qualities: Amphibious, winged, will regenerate after being destroyed

“That is not dead which can eternal lie, yet with stranger eons, even death may die” "A monster of
vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly,
rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind." An
ancient and terrible cosmic god, great Cthulhu cares little for humanoid life except as a means to
facilitate his return on earth. Mountainous in size, there is no hope of defeating him (unless, perhaps,
you can drive a boat through his head. Even then, he'll be back.)

Instinct: To bring chaos

Consume humanoids
Corrupt the dreams of mortals.
Warp geometry
Raise R'lyeh when the stars are right

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CTHULHU CULTIST Horde, Organized, Intelligent

Dagger (d6 damage) 3 HP 0 armor

Close

"Gods? Let me tell you something about your gods, holy man."

Instinct: to perform blasphemous rites unthinkable to civilized society

Sacrifice themselves for the cause


Raise the alarm

CULT LEADER (FORMERLY BARON Solitary, Magical, Stealthy, Divine, Organized,


AQUILA) Intelligent, Cautious, Hoarder, Terrifying

Tentacles (b[2d10+4] damage 2


22 HP 7 armor
piercing)

Close, Reach, Near, Far

Special Qualities: Eldritch and corrupt

Chosen by his cult, he has been twisted into a more powerful being, at the cost of his humanity.

Instinct: Serve Cthulhu

Spread madness
Cause insanity
Call servants

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DEEP ONE Group, Intelligent
Coral Blades (b[2d8+2] damage) 6 HP 2 armor
Close

Monstrosities from beneath the waves, these creatures live at the bottom of the oceans, praying to
dark sea gods and abducting surface dwellers.

Instinct: to kidnap and enslave

Attack the surface dwellers

GIANT CRAB Group

Pincers (d8+2 damage 1 piercing) 6 HP 3 armor

Close, Forceful

A giant crab! Run away!

Instinct: To feed on almost anything alive or dead

Crush prey

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PTEROSAUR Group, Large

Needle-like teeth (d8+2 damage 1 piercing) 7 HP 0 armor

Near

Special Qualities: Flying

Though not dinosaurs proper, pterosaurs are flying reptiles with membranous wings, a furry coat of
pycnofibres, and bright crests upon their heads. They might not be afraid of you because they roll with
bad-ass marine reptiles like ichthyosaurs and plesiosaurs. You might be afraid of them because that
entire wing is just a delivery service for an angry primeval beak. Swoop! Stab! Glide! Bite! Caw! Soar!
Buffet! Roost!

Instinct: To defend its rookery

Swoop down from high above


Screech prehistorically
Snatch away the runt
Soar in wait

T-REX Solitary, Huge


Bite (b[2d10+2] damage) 25 HP 2 armor
Reach, Forceful, Near

Loves to eat lawyers, goats and adventurers... Instinct: Eating a lawyer in one bite?

Hunt everything smaller than him.

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TRICERATOPS Solitary, Small groups, Large
Gore (d12+2 damage) 16 HP 2 armor
Forceful

This beast's armored head has three sharp horns decorating its face and a large round crest angling back
over its neck from its skull.

Instinct: The triceratops is a stubborn and short-tempered herbivore.

Survive
Protect the nest and younglings.

VELOCIRAPTOR Horde, Small, Stealthy, Organized


Pounce, claws (d6 damage 1 piercing) 3 HP 0 armor
Close

This small, sleek dinosaur has vicious, snapping jaws and feet that end in large talons for gutting
prey. Instinct: Protect nest. Hunting

Grouping up on a prey
Pounce
Vicious scream/roar

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Playing Dungeon World Dirty

First and foremost I want to acknowledge John Wick’s authorship of the Dirty Dungeon concept
developed from his original spy Wilderness of Mirrors RPG. John probably explains “Dirty
Dungeons” better than I ever could on YouTube; check it out if it’s still up.

You can currently download Wilderness of Mirrors as a Pay What You Want PDF at
DriveThruRpg.com. His Playing Dirty compendium of role playing advice is also worth checking
out.

Dirty Dungeons

To recap, dirty dungeons has the players create the scenario (we assume their characters
have researched it during their downtime).

House rules for this vary but I suggest the following for an experienced group:

For every minor threat they added +1 to a party pool of one-time bonuses. For every major
threat they got +2. Players can draw up to +2 from the pool for any die roll.

For every ten minutes they spend discussing, however, the GM get to place one major twist -
their information is out of date, dangerously inaccurate in some way, or an unknown threat lurks
within.

Sounds great doesn’t it. It is, but with the following caveat: Dirty dungeons are dirty.

The reality of the process reminds me of a story in which Richard Nixon stood before a picture
of John F. Kennedy during Watergate and lamented to himself, “When people look at you they
see what they want to be . . . when they look at me they see what they are.”

Some RPG systems are unsuited for the mechanics of this technique. A few groups of RPG
players and many more GMs certainly going to dislike “dirty dungeons” as concept in tabletop
role playing. Later many will learn to loathe it as a RPG reality.

Most Dungeon World players I imagine are going to love it, at least in occasional doses.

Here’s the real dirt on Dirty Dungeon Design for Dungeon World: sometimes your “big damn
heroes” are going to need help.

As the boy scouts and Playboy both advise: be prepared.

It’s good to have the physical props that John advises. It’s also obviously better to have an
experienced DW game master rather than a newbie Dungeon World GM.

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I was reading on a blog about a DW session the other day that really frustrated a talented GM.
The party enters a new city and just went wild creating bizarre stores with vendors that were
selling cages of talking mosquitoes. His carefully constructed plot hooks were ignored by the
party which just wanted to assault local politicians and make up funny dialog.

This group may have been obnoxious and unruly, but it’s hard to fault a party creatively that can
invent cages of talking mosquitoes. What the hell would anyone do with a bunch of talking
mosquitoes? This generous GM’s solution was to give the party a “free pass” and make the
whole experience a Star Trek holodeck adventure. As a frustrated screenwriter/novelist I
emphasize with my fellow Trekker colleague’s desire to have the party pick up just one of his
carefully crafted plot hooks. I always feel that way. The secret with a dirty dungeon is that
you’ve got to get the players to provide the structure themselves.

You need be sure the party locks down the dirty dungeon’s basic dungeon design, plot,
monsters, traps and the mission goal for the adventure before starting that part of the session.
Sometimes this requires the GM being something of a “coach” during the research phase.

Research Required

This should be like a writers “pitch session” for a well run television show. The writers know the
rules of the road: an episode of Castle and an episode of Game of Thrones are two very
different things. The GM should play the executive in charge of production. There’s even a neat
role playing game based on this concept that might help: Primetime Adventures. A new version
was just funded on Kickstarter with Wil Wheaton’s help. I can only hope the characters on Big
Bang Theory will be playing it soon: I chuckle just imaging the bat crap crazy TV show that
Sheldon Cooper might design. You should have that same fun with your group. You should still
continue to honor the group’s house rules. Watching a few episodes of the Writer’s Workshop if
you access to that paid cable show might help.

If your group is stuck they may just need a great weird title. Michael Moorcock has always said
half the battle to weird fiction is picking a title that matches two very separate evocative
concepts. I recently tried this by a Dungeon World adventure module entitled the Idol of the
Dreaming Spider. I may write another one soon named The Basket of Talking Mosquitoes. I just
can’t get those loony parasites out of my head.

Writers’ Workshop

A common writing technique is to pick a story the writer likes and twist it into something new.
Stephen King loved Dracula but decided to rewrite it located in New England in Salem’s Lot. I
used Robert E. Howard’s classic Conan story Tower of the Elephant for my own Idol of the
Dreaming Spider’s plot and Val Guest’s old 1957 British monster movie The Abominable
Snowman for some concepts for another Dungeon World adventure I wrote called the Mountain
of the Third Eye.

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For a dirty dungeon it can be helpful to invent an RPG character that the group can interact with
during the “dirty dungeon design” research phase. In Idol of the Dreaming Spider it was the
“Shadow Cat”: a cool professional female intelligence operative pretending to be an “Artful
Dodger “boy thief to protect her identity.

For your dirty dungeon the advisor could be “Stumpy” Jenkins a retired pirate that has had
most his limbs replaced by wood. Or he might be “Lucky Larry” a blundering Indiana Jones
wannabe with a kindly guardian angel named St. Agnes of the Divinely Severe Poverty who
always arranges his improbable survival from the darkest of dungeons. She won’t violate her
principles however and allow him any sort of decent profit from his adventurers. Actually that
does sounds like Spielberg’s Indiana Jones.

Or you could steal the likeable “drunk adventuring Jimmy Stewart” from Harvey along with his
friendly pooka companion as the players’ source of data. Anything that will allow you to both get
your adventurers’ creative juices flowing and insure you some “GM twists” points for fun and
profit later.

For the rest of the experience the basic good sense rules of Gaming Dungeon World should get
you through the major hurdles.

I was taken aback recently when I learned that a GM has recently embarked on an entire Dirty
Dungeon campaign. I hope he writes an article. A full campaign consisting entirely of nothing
but player generated dirty dungeon material would be remarkable. It just proves Hunter S.
Thompson’s point that “when the going gets weird the weird turns pro.”

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Compendium Classes

Alien Altered

If you have a deactivated Tiny Amber Implant from the Mi-Go alien base on the Mountain of
the Third Eye the next time you level up you may choose this move:

Alien Altered

You bear the mark of your time in an alien base with the bizarre Mi-Go technology. Choose a
part of your body that takes on the visible aspects of this bizarre transformation while remaining
fully functional:

Alien Eye: You are completely at home in complete darkness and can see underground even at
a distance. You take a +1 on your volley rolls while firing at enemies from complete darkness.

Fungal Tongue: When you make camp underground, or undertake a perilous journey
underground, you do not need to consume any rations, dining on the bugs, slime and fungi of
the underworld.

Alien Arm: Any weapon you grasp flows into the other world. You may attack undead, non
corporeal or other planar creatures that would normally only be harmed by magic, silver
or fire without penalty or unusual difficulty.

Alien Legs: Your passing leaves no mark or scent as a living person would.

The superstitious often see your mark as a sign of sin. You will take a -1 to Charisma rolls
with the superstitious that see your mark.

If you are Alien Altered, these will count as class moves for you; you can choose from them
when you level up:

Alien Regeneration

When you make a move in combat you may choose once to also heal 5 HP as your flesh knits
itself closed. You can heal up to 5 hp per 2 levels, recharging this ability when you make camp.
If you’re dying, you automatically make this move if able.

Mark of the Mi-Go

The mark of the Mi-Go shows much that may not be concealed, describe it. Cthulhu Mythos
creatures (GM’s discretion) will not harm you unless attacked by you. Mythos creatures
see your Mi-Go mark and know you as their own. At the GM’s discretion these creatures will
seek you out, giving you what aid and advice they can.

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The superstitious will treat you as a leper and shun you. Villagers with pitchforks and torches
are a near certainty. You will take an increased -2 to Cha rolls with the superstitious.
Remember: No one ever expects the Spanish Inquisition!

Alien Disguise

When you have time (a full turn) you can create a disguise that will fool anyone into thinking
you’re another creature of about the same size and shape. Your actions can give you away but
your appearance won’t.

Additional Mi-Go Blessing

Choose another body part for from the Alien Altered list.

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Dragon Cursed

When you are cursed by a magical dragon crystal and you embrace your fate, the next time you
level up you may choose this move:

Dragon Cursed

You bear the taint of your dragon curse. You will take a -1 to Cha rolls with the superstitious
that notice your curse. You have some small dragon features (dragon eyes, a forked tongue,
a small tale, small useless wings as determined by you and the GM.

You speak the languages the dragons. Any dragon will understand what you say, and you
can understand them. Dragons will not attack you or your party unless you attack them. At the
GM’s discretion dragons and related beings will seek you out, giving you what aid and
advice they can.

After death your body will transform into a dragon within 48 hours unless it is burned or
ritually purified. This dragon will have only a dim memory of your existence, and your soul will
have fled elsewhere.

If you are dragon cursed, these count as class moves for you; you can choose from them
when you level up:

Dragon Eyes (Infravision)

You are completely at home in complete darkness and can see underground even at a distance.
You take a +1 on your volley rolls while firing at enemies from complete darkness.

Dragon Regeneration

When you make a move in combat you may choose once to also heal 5 HP as your flesh knits
itself closed. You can heal up to 5 hp per 2 levels, recharging this ability when you make camp.
If you’re dying, you automatically make this move if able.

Dragon Scholarship

When you display your superior knowledge of a dragon related subject when spouting
lore, you may adjust the detail the GM gives you in some way. You may not contradict it.

Fiery Breath

You may breathe fire as per the wizard spell Fireball three times per game session.

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From the Underworld Returned

When you successfully win a Last Breath move the next time you level up you can embrace
your experiences with the witch goddess and choose this move:

From The Underworld Returned

You bear the mark of your time in underworld with the witch goddess Hecate. Choose a part of
your body that takes on the visible aspects of death while remaining fully functional:

Eye: You are completely at home in complete darkness and can see underground even at a
distance. You take a +1 on your volley rolls while firing at enemies from complete darkness.

Tongue: You may cast the cleric spell Speak with the Dead once per game session. This allows
you to awaken the slumbering spirit of a corpse. It will answer any three questions you pose to it
to the best of the knowledge it had in life and the knowledge it gained in death.

Arm: Any weapon you grasp flows into the other world. You may attack undead, non
corporeal or other planar creatures that would normally only be harmed by magic, silver
or fire without penalty or unusual difficulty. This includes the fabled terror pudding.

Legs: Your passing leaves no mark or scent as a living person would.

The superstitious often see your mark as a sign of sin. You will take a -1 to Charisma rolls
with the superstitious that see your mark.

You speak the languages of demons and the undead. Any demon or undead will understand
what you say, and you can understand them.

If you are from the underworld returned, these count as class moves for you; you can choose
from them when you level up:

Hecate Initiate

When you take your Last Breath, Hecate will always offer you a bargain, even on a 6-. If you
don't keep your end of it, you'll still live, but she will claim your soul the next time you are
reduced to 0 HP.

Mark of Hecate

The mark of the underworld shows much that may not be concealed, describe it. The undead
will not harm you unless attacked by you. Dead spirits see your mark and know you as their
own. At the GM’s discretion restless spirits of the dead will seek you out, giving you what
aid and advice they can.

The superstitious will treat you as a leper and shun you. Villagers with pitchforks and torches
are a near certainty. You will take an increased -2 to Cha rolls with the superstitious.
Remember: No one ever expects the Spanish Inquisition!

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Hecate’s Kiss

You may cast the Cure Light Wounds clerical spell three times per game session.

Hecate’s Mixed Blessing

Choose another body part for from the Underworld returned list.

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Ghoul Infected

When you are attacked by a ghoul and some of it poison stays with you, the next time you level
up you may choose this move:

Ghoul Infected

You bear the taint of your ghoulish infection. You will take a -1 to Cha rolls with the
superstitious that notice your curse.

You speak the languages the ghouls. Any ghoul will understand what you say, and you can
understand them. Ghouls will not attack you or your party unless you attack them. At the GM’s
discretion ghouls will seek you out, giving you what aid and advice they can.

After death your body will transform into a ghoul within 48 hours unless it is burned or
ritually purified. This ghoul will have no memory of your existence, and your soul will have
departed elsewhere.

If you are ghoul infected, these count as class moves for you; you can choose from them when
you level up:

Infravision

You are completely at home in complete darkness and can see underground even at a distance.
You take a +1 on your volley rolls while firing at enemies from complete darkness.

Underworld Iron Chef

When you make camp underground, or undertake a perilous journey underground, you do not
need to consume any rations, dining on the bugs, slime and fungi of the underworld.

Ghoulish Regeneration

When you make a move in combat you may choose once to also heal 5 HP as your flesh knits
itself closed. You can heal up to 5 hp per 2 levels, recharging this ability when you make camp.
If you’re dying, you automatically make this move if able.

Non Corporeal Attack

Any weapon you grasp flows into the other world. You may attack undead, non corporeal or
other planar creatures that would normally only be harmed by magic, silver or fire
without penalty or unusual difficulty.

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Riddle Master

When you successfully win a riddle game with a monster the next time you level up you can
embrace your experience and choose this move:

Riddle Master

You speak the languages of creatures that love riddle games. Any dragon, sphinx, lonely
undead lich, Andy Serkis or other riddle game loving creature (GM’s discretion) will understand
what you say, and you can understand them.

You may roll and offer to play a game of riddles with these creatures:

On a 10+ the creature will play the game with and not attack your party unless attacked. It will
offer your party a riddle or useful piece of information.

On a 7+ or less the creature will the play the game and not attack your party unless attacked.

On a 6 or less the creature will attack once the game is concluded.

You may roll anytime when confronted with a riddle:

On a 10+ the GM will give you the answer.

On a 7+ the GM will give you a strong hint.

On a 6 or less the GM will not provide any help.

If you are a Riddle Master, this count as class moves for you; you can choose from them when
you level up:

Riddle Games with Death

When you take your Last Breath, Death will always offer you a bargain, even on a 6-. If you
don't keep your end of it, you'll still live, but she will claim your soul the next time you are
reduced to 0 HP.

Casting the Runes

The Riddle Master has a bag with mystical runes engraved on pieces of bone on one side. The
owner may cast the runes into the air three times a game session and ask a yes or no question.
The runes will answer yes by all returning to earth on the rune side and no by all returning to
earth on the blank side. If lost the Riddle Master may construct a new bag.

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Sly Words

When you mislead or confuse others with technically true words, roll + Charisma:

On a 10+, they make the assumption you were implying.

On a 7-9, they make an assumption, but not exactly the one you were hoping for.

6 or less your efforts fail.

Hedge Magician

Choose one move from the class list of a magic using class. Alternatively, choose one move
from any other class list as if you were one level lower.

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Terror Pudding Infected

When you are engulfed by a terror pudding (lesser or greater), and some of it stays with you,
the next time you level up you may choose this move:

Terror Pudding Infected

You can turn yourself into a small terror pudding. While in this form you can squeeze and slide
like a pudding (fitting through any space a mouse could) and you gain +1 armor, but you take -1
ongoing to Intelligence, Wisdom, and Charisma.

If you have been terror pudding infected these count as class moves for you; you can choose
from them when you level up:

Pudding Disguise

When you have time (a full turn) you can create a disguise that will fool anyone into thinking
you’re another creature of about the same size and shape. Your actions can give you away but
your appearance won’t.

My Little Friend

A piece of the thing that engulfed you is now yours to command. Treat it as your character: you
say what it does and it triggers basic moves as a character would.

Terror pudding characters have +1 STR, +0 DEX, +2 Constitution, and no Intelligence, Wisdom,
or Charisma (they cannot make moves with those stats). They have d4 damage and 4 HP but if
they reach 0 HP they splatter and become inert instead of dying—scoop it together again and
it’ll be fine. They do not gain XP.

Pudding Regeneration

When you make a move in combat you may choose once to also heal 5 HP as your flesh knits
itself closed. You can heal up to 5 hp per 2 levels, recharging this ability when you make camp.
If you’re dying, you automatically make this move if able.

Underworld Iron Chef

When you make camp underground, or undertake a perilous journey underground, you do not
need to consume any rations, dining on the bugs, slime and fungi of the underworld.

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Third Eye Scholar

If you successfully studied in the secret library of the Monastery of the Third Eye next time you
level up you can choose this move:

Third Eye Scholar

When you defy danger and use your experience with the undead or Cthulhu Mythos to your
advantage in a hazardous situation, take +1 bonus.

When you are a Third Eye Scholar, whenever you level you can choose from the following
moves instead of a move from your class.

Arcane Scholarship

When you display your superior knowledge of a subject when spouting lore, you may
adjust the detail the GM gives you in some way. You may not contradict it.

Casting the Runes

The Third Eye Scholar has a bag with mystical runes engraved on pieces of bone on one side.
The owner may cast the runes into the air three times a game session and ask a yes or no
question. The runes will answer yes by all returning to earth on the rune side and no by all
returning to earth on the blank side. If lost the scholar may construct a new bag.

Hands of a Healer

You may cast the Cure Light Wounds clerical spell three times per game session.

Hit the Books

When you research the answer to a question in a library, choose a subject from the list
below. Roll +Intelligence. On a 10+, you can ask the GM one question concerning the subject,
the GM must answer truthfully. On a 7-9, the GM will tell you where you can find the information
at a price.

Research Topics

* Cthulhu Mythos
* The Dead and Undead
* History of the Known World
* A Bestiary of Creatures Unusual
* Magical Healing and the Lifting of Curses
* Lost Civilizations and Forgotten Artifacts
* Major Religions of the Known World

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Vampire (Courtesy of Delos)

Requirement

You must be bitten by a vampire. Until you kill someone by drinking their blood, you are only
really thirsty but are not a true vampire.

Blood Thirst

When you feed on the blood of someone, roll +STR. The victim dies. On a 10+ choose 3. On a
7-9 choose 2. On a miss choose 1 and you draw unwanted attention.

You heal 1d8 HP

You take +1 Forward

Your next attack does the best of two rolls for damage

The victim doesn’t die.

Now that you are a full vampire be sure to wear lots of sun screen. Ask your GM what you can
and cannot do now. (Go out during the day, eat garlic bread, wear color, avoid moving water,
etc.)

Once you gain blood thirst the rest of these moves are open to you.

Children of the Night

When you use your powers to summon a swarm of bats, roll +CHA. On a hit a swarm of large
bats appears and attacks your foes. Choose 1 bonus. On a 10+ choose 2. This move can
normally only be done once per battle.

They distract your foes, gain +1 forward

They attack your foes, deal 1d6 damage

There are even more bats in the area you can call. You may use this move again this
battle.

Mist Form

When you take the form of fog or mist, roll +CON. On a hit you can slip through anything that
allows air through it (walls with cracks in it, windows, etc). You cannot exert any force while in
mist form and cannot be harmed by conventional means. Once you arrive at your location you
return to your solid form. On a 7-9 choose 1.

A strong breeze forces you someplace near where you wanted to go.

You draw unwanted attention.

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Undead Strength

You have the strength of 10 men. You gain the Bend Bars, Lift Gates (from the Fighter
playbook) move and you always treat your BB,LG roll as one step higher than it should be (Miss
= 7-9 and a 7-9 = 10)

Unholy Resilience

You are near impossible to put down forever. Work with your GM to decide what the one thing
that can kill you is. When you hit 0 HP you instead fall into torpor and appear to be a normal
corpse. You will awaken a short time later, the GM telling you when, and you must try to drink
the blood of the first person you see. If you are hit by the one thing that can kill you, you
automatically die and fail your last breath roll, regardless of HP.

Quickened Death

You can cover short distances in the blink of an eye. When you move faster than humanly
possible, roll +DEX. On a hit you make it to your intended destination near instantly. On a 7-9
choose 1.

You lose something important along the way

You draw unwanted attention

You are in a dangerous location

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Werewolf (Courtesy of Delos)

Requirements

When your character has been injured by a werewolf via fang or claw, the next time you gain
advancement you may take this one.

Transformation

When you call upon your lupine nature and transform into a blood-thirsty monster, roll +CON.
On a hit you transform into a hybrid of wolf and man (elf, dwarf, and halfling, whatever) and
remain in control. You gain a bite and claw attack (Roll best of 2 of your damage die, Messy,
Forceful, and Hand) and gain armor 2 (doesn’t stack with worn armor). On a 7-9 choose 1. On a
miss you still transform but you lose control over yourself. The GM will tell you what happens.

The transformation is very painful. Take 1d8 damage.

The transformation takes a long time.

The transformation only works for one scene per 24 hour period and only at night. If you are
knocked unconscious you revert to your usual form.

After you take Transformation the following moves become available to you.

Howl at the Moon

When you are in a wooded area and howl out to your wolf brethren, roll +CON. On a hit you
summon 2 wolves to fight at your side. These wolves do not have stats and will only stick
around as long as you are in wolf form. On a 10+ choose 2. On a 7-9 choose 1.

The wolves help keep your opponent open. You gain +1 ongoing to attack as long as
one of your wolves is harrying it.

The wolves help cover your flank. Gain +1 armor as long as one of your wolves stays at
your side.

The wolves open up vulnerable spots. You gain +1 damage per wolf that is attacking
your target.

Silvered Hide

Your skin has become protected from harm, regardless of what form you are in. You gain +1
Armor, but silver is now an anathema to you. Weapons imbued with silver are now Armor
Piercing when they strike you.

Mark of the Wild

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When transformed you can be completely silent when you want to be. When you do need to
Defy Danger using stealth gain +1 ongoing to the roll.

Bloodlust

When you Hack and Slash while transformed you can treat your roll as one step higher than
what it was (a miss is a 7-9, a 7-9 is a 10+), but you must always choose to deal extra damage
and open yourself up to attack when you gain a 10+.

Claws of Steel

When you attack while transformed your teeth and claws ignore mundane armor. Magic armor
can still stop them.

Scent

When you track someone via smell, roll +WIS. On a hit you know where they went. On a 10+
choose 2. On a 7-9 choose 1.

The target is close by.

The target thinks it lost you.

The target is tired from trying to evade you.

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Adventure Generator Tables

Adventure Patron Table d12

1. Syndic-Overlord Ingrid Blood-Axe (Intermediary: Priestess of Bastet)

2. Captain Freya Blood-Axe of the Ebon Company (Intermediary: Sergeant Paula Jenkins)

3. The Thieves’ Guild Master (or Mistress) Intermediary: Guild Thief

4. Abbot (or Abbess) of the Monastery of the Third Eye and the Intermediary is The Shadow Cat
(Lara Corwin) or a Third Eye Monastery Monk

5. Master (or Mistress) of the Delver’s Guild (Intermediary: Guild Archivist Reginald Caruthers)

6. The Oracle of Lost Dreams (Intermediary: Priest of Morpheus)

7. The Alchemist Guild Master (or Mistress) and the Intermediary is a Guild Alchemist

8. The Assassins’ Guild Master (or Mistress) and the Intermediary is a Guild Assassin

9. Hecate Coven’s Prime Witch (No Intermediary)

10. Berserker Priest of Crom’s Shrine (No Intermediary)

11. Priestess of Hecate’s Shrine (No Intermediary)

12. Baron Aquila (No Intermediary)

Adventure General Location Table d6

1. Location on the Pirate Peninsula

2. Location in the City

3. Location in the City Below

4. Locations in the Underdark

5. Special Locations

6. Mythos Locations

Location on the Pirate Peninsula d6

1. Monastery of The Third Eye (Leader: Abbot or Abbess)

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2. Oracle of Lost Dreams (Leader: Oracle)

3. Aquila Keep (Leader: current Baron Aquila)

4. Mines of Enoch (Leader: Mayor)

5. Abel (Leader: Mayor)

6. Alam (Leader: Mayor)

Pirate Peninsula Missions d6

1. Assassinate Doppelganger Peninsula Leader (Leader Determined by Location, if Patron


Reroll)

2. Obtain Blackmail Papers on Peninsula Leader (Leader Determined by Location, if Patron


Reroll)

3. Rescue Prisoner (Prisoner is an agent of the Patron)

4. Steal Adventurer’s Journal

5. Steal Mythos Tome

6. Steal Arcane Item

Location in the City d6

1. City Temple or Shrine (Roll 6d 1: Bastet, 2. Crom, 3. Morpheus, 4.Hecate, 5. Third Eye
6. Roll Again)

2. Graveyard ( Hecate Coven’s Lair)

3. Alchemists’ Guild

4. Delvers’ Guild

5. Thieves’ Guild

6. Assassins’ Guild

City Missions d6

1. Assassinate Doppelganger City Leader (Leader Determined by City Location, if Patron


Reroll)

2. Obtain Blackmail Papers on City Leader (See above)

3. Rescue Prisoner (Prisoner is an agent of the Patron)

4. Steal Mythos Tome

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5. Steal Adventurer’s Journal

6. Steal Arcane Item

Location in the City Below d6

1. Aqueducts

2. Sewers

3. Forgotten Tomb

4. Lost Temple (Roll 6d 1: Bastet, 2. Crom, 3. Morpheus, 4.Hecate, 5. Third Eye 6. GM’s
Choice)

5. Lost Mythos Temple (Roll Mythos Location and select based on it; if Leng Reroll)

6. GM’s Choice

City below Missions d6

1. Find Lost Explorer (Explorer is an agent of the Patron)

2. Recover Adventurer’s Journal

3. Recover Arcane Item

4. Recover Mythos Tome

5. Assassinate or Capture Outlaw (Roll Outlaw Table)

6. Seal Supernatural Portal to (Roll Twilight Realms Locations)

Locations in the Underdark d6

1. Ancient City Ruins

2. Forgotten Tomb

3. Lost Mythos Temple (Roll Mythos Location and select based on it; if Leng Reroll)

4. Underground Lake

5. Cavern of Glittering Crystals

6. Fungal Forest

Underdark Missions d6

1. Assassinate or Capture Outlaw (Roll Outlaw Table)

2. Recover Corpse for Resurrection (Former Patron Employee)

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3. Recover Mythos Tome

4. Recover Arcane Item

5. Seal Supernatural Portal to (Roll Mythos Location and select based on it)

6. GM’s Choice

Twilight Realms Locations d8

1. Hecate’s Cavern of Serene Watchfulness

2. Death’s Underworld of Restful Oblivion

3. Bastest’s Feline Egyptian Palace of Judgment

4. Crom’s Underworld Hall of the Heroic Dead

5. Morpheus’ Dreamlands

6. Crossroad Daemon’s Soul Vault

7. Third Eye Caverns of Suffering

8. GM’s Choice

Twilight Realms Missions d6

1. Seal Supernatural Portal to this Location

2. Free Trapped Ghost (Ghost was an agent of the Patron in life)

3. Recover Mythos Tome

4. Recover Arcane Item

5. Receive Message from Daemon Lord (Roll Twilight Realms Location for Daemon Lord;
Reroll if Caverns of Suffering)

6. GM’s Choice

Mythos Location d6

1. Halls Beyond the Gate of the Silver Key (Must obtain a Great Key of Koth, Reroll
Location Tables for location)

2. Temple of Daoloth

3. Plateau of Leng

4. Carcosca

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5. Sunken City of R'lyeh

6. GM’s Choice

Mythos Location Missions d6

1. Seal Supernatural Portal to this Location

2. Find Lost Explorer

3. Find Lost Explorer’s Journal

4. Recover Arcane Item

5. Recover Mythos Tome

6. GM’s Choice

Outlaw Table d6

1. Bandit

2. Goblin Alchemist

3. Possessed Warlock

4. Rogue Assassin

5. Necromancer

6. Insane Terror Pudding Cultist

Plot Twists (Roll 1d6 if 1 Twist)

1. Patron is Evil Doppelganger (If Assassination then Victim was Real)

2. Paranoid Patron will attempt to have adventurers killed

3. “False Flag” Patron (Reroll Patron Table)

4. Patron Disappears

5. Intermediary Betrayal

6. The Quest Continues: Roll up new adventure

Note: A Mythos tome is a book that that reveals dangerous Mythos lore and should be designed
by the GM. Examples include the infamous play the King in Yellow. An Arcane Item is a
powerful magical item that should also be designed by the GM. Lost Explorer’s Journals
generally reveal the location of a hidden treasure cache.

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Inspirations (Appendix N)

Howard Phillips Lovecraft— was an American author who achieved posthumous fame through
his influential works of horror fiction. Virtually unknown and only published in pulp magazines
before he died in poverty, he is now regarded as one of the most significant 20th-century
authors in his genre. Lovecraft created the Cthulhu Mythos, a term never used by the author, a
group of alien and/or transdimensonal beings that masqueraded as deities for nefarious
purposes. As such Lovecraft represents a fertile transition from his idol Edgar Allen Poe to the
world of modern and science fiction based horror. The key issue in Lovecraft’s vision is man’s
place in an overwhelmingly hostile and indifferent cosmos beset with incomprehensible beings
that correctly regard us as ants at their picnic.

Lovecraft's writing, particularly the so-called Cthulhu Mythos, has influenced fiction authors
including modern horror and fantasy writers such as Stephen King, Ramsey Campbell, Bentley
Little, Joe R. Lansdale, Alan Moore, Junji Ito, F. Paul Wilson, Brian Lumley, Caitlín R. Kiernan,
William S. Burroughs, and Neil Gaiman, have cited Lovecraft as one of their primary influences.
Beyond direct adaptation, Lovecraft and his stories have had a profound impact on popular
culture. Some influence was direct, as he was a friend, inspiration, and correspondent to many
of his contemporaries, such as August Derleth, Robert E. Howard, Robert Bloch and Fritz
Leiber. Many later figures were influenced by Lovecraft's works, including author and artist Clive
Barker, prolific horror writer Stephen King, comics writers Alan Moore, Neil Gaiman and Mike
Mignola, film directors John Carpenter, Stuart Gordon, Guillermo Del Toro and artist H. R.
Giger.

Call of Cthulhu is a horror fiction role-playing game based on H. P. Lovecraft's story of the same
name and the associated Cthulhu Mythos. The game, often abbreviated as CoC, is published by
Chaosium. The game was first released in 1981, and seven editions have been published to
date. CoC introduced the concept of the Onion Skin: Interlocking layers of information and
nested clues that lead the Player Characters from seemingly minor investigations into a missing
person to discovering mind-numbingly awful, global conspiracies to destroy the world. Unlike its
predecessor games, CoC assumed that most investigators would not survive, alive or sane, and
that the only safe way to deal with the vast majority of nasty things described in the rule books
was to run away.

GMs Seeking to add some elements of this type of game play to the classic might look at the
wonderful works of Kenneth Hite, particularly his current edition of the GURPs Horror
sourcebook which deals directly with adding horror genre elements to a standard fantasy
campaign. Green Ronin’s line of Freeport products were inspirational in ways a standard D&D
game could benefit from a light seasoning of the Mythos. Hite’s key insight for me is well
demonstrated in his excellent Trail of Cthulhu game: always keep the Mythos mysterious, alien
and lethal.

Mark Tygart

2014

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