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The Stellarium of Vinteralf Classic Conversion Notes for Dungeon World (1.

5)

(http://www.trilemma.com/blog/adventures/Stellarium%20of%20the%20Vinteralf.pdf)

Conversion by Mark Tygart

Questions

How did you find yourself exiled to this Frozen Wasteland?

Why do you seek in the lost Stellarium of Vinteralf?

What rumours have you heard about its hidden wealth and concealed arcane knowledge of the stars?

Do you fear freezing to death?

Have you ever seen a Vinteralf (seal-man)?

Custom Moves

The Great Stellarium Reflector Beam

To be caught in the beam of the reflector causes horrific burns (2d12 damage; Defy Danger+ DEX for half
damage) and, on a 6 on 1d6, great insight into a grave problem (as per the clerical spell Divination). All
properly conducted astrology done here is as precise and accurate as you could fear. If a “diamond”
from the Altar of Star Kings wall catches the light a portal to another dimension or place will open
briefly.
Monsters

Dragon, Fire Wyrm Jokun Solitary, Huge, Stealthy, Intelligent,


Hoarder
Teeth, Breath, Claws, Tail (d12 damage) 16 HP 3 armor
Reach, Forceful, Near
Special Qualities: Armoured skull, Wings, Lithe body, Flaming breath, Regenerates
wounds not caused by the Starsword unless killed with that item

Jokun is thirty feet long with enormous, powerful wings, a club-like tail, and vicious talons, but she is
slender enough to wriggle through human-sized tunnels: she can force her way through any passageway
wide enough to accept her armored skull. Her iron-hard scales are ice-clear against her mottled white
and blue flesh, and she is practically invisible when motionless against a white background. While she
breaths fire, she prefers to eat her kills frozen, and likes to stash them somewhere cold until they're nice
and crunchy and not so drippy.

Instinct: To ravage

Spew jets of fire


Blend in motionless with ice and snow
Shatter something with her tail

Custom Move: When Jokun breathes her mystic fire at you, ROLL+DEX. On a 10+, you find suitable
cover. On a 7-9, you dodged but choose 2 anyway:
•Your weapon (unless magic) melts on your hand.
•Your armor burns and is now worthless
•Say goodbye to your backpack and all it contained
―On a 6-, you turn to ash (Roll Last Breath to avoid)

Ice Golem Solitary, Huge, Magical, Divine


(b[1d10+7] damage) 15 HP 2 armor
Reach, Forceful
Special Qualities: Immune to Cold, Fire does double
damage

Watch out for this thing may freeze you. It looks like a statue at first as it is alone. But if it comes to life,
prepare for a big chill.

Instinct: To Crush Intruders!

Do not leave the Forge


Guard
Obey Thavir’s deactivation password (Zenopus, the golems’ creator)
Mephit, Steam Horde, Small, Intelligent, Planar

Scalding Claw (d4 damage) 3 HP 0 armor

Close

Special Qualities: Heals in boiling water. Will be friendly to the party and offer good
advice and information

Steam mephits live in areas where the elements of fire and water meet. They draw on the power of
both, striking enemies with scalding sprays. As a species, they tend towards being very brash.

Instinct: To prove themselves

Slime, Blue Horde, Tiny, Stealthy, Devious,


Amorphous
Touch (w[2d4-2] damage 6 HP 1 armor
Hand, Ignores Armor

Blue cold resistant dungeon slime that will turn living matter into more slime!

Instinct: Multiply!

Turn flesh into slime


Drip down
Dissolve something

Thavir, Vinteralf Chieftain Solitary, Intelligent, Hoarder

Ice-vine whips (d10 damage) 12 HP 2 armor

Close

Chieftain of the Vinteralf, he’s got two nasty Ice-vine whips and an attitude to match.

Instinct: To drive adventurers from the divine Stellarium!

•Snare someone with an ice-vine whip


•Use a whip to disarm someone
•Deactivate the ice Golems
Wolf Pack Horde, Small, Organized

Bite and lunge (b[2d4] damage) 3 HP 0 armor

Close, Reach, Near

A small group of wolves hunting for food in the bleak wilderness near the Stellarium. Is the rest of the
pack close by to help? Will they run? Will they let you run?

Instinct: Hunt, scavenge, defend

•Flanks prey
•Targets weakest
•Calls the rest of the pack for support

Group, Stealthy, Magical, Organized, Intelligent, Cautious,


Vinteralf Honor Guard
Hoarder

Assorted hand weapons,


6 HP 3 armor
harpoon (d8 damage)

Close, Reach, Near

Special Qualities: Thick layer of blubber; Immune to normal Cold

Vinteralf are glacier inhabitant humanoids from the far north known for their love of astrology and
honor. They are 6' tall, seal-faced and bull-headed, muscular and wrapped in blubber. Inventive and
determined in battle, these Vinteralf are heavily armed and armoured, and have sworn to serve Prince
Thavir in his quest to reclaim the Stellarium.

Instinct: To protect the prince

•Take a blow for the prince


•Learn from past encounters
•Foresee a threat
•Bark a warning
Items

Starsword Grugnir (1 Weight)


The invisible rays it casts cause blindness after first seeing the naked blade, lasting until the
player or party next make camp (Players may roll Defy Danger+CON to gain immediate
immunity). Those who bear it too long find their minds full of alien dreams and begin to hear
the strange thoughts of the strange creatures. None are impervious. Used against any “natural”
target (men, goblins, owl bears and the like) the Starsword acts as a mere mortal weapon. Its
true purpose is to do harm to those things whose strange natures protect them against
mundane weapons. Used thus, the sword can wound foes otherwise invulnerable to harm. The
wielder will recognize these foes on sight—the Starsword knows its own. It will do double
damage against the Wyrm Jotun and can actually end enchanted deagon’s life. It is an heirloom
of the Vinteralf royal family and Prince Thavir will demand its return. It is always the first item
found on a “find” roll and the second should be a rough map of the complex drawn by the late
halfling.

Dragon Scale (200 Coins)


Strong as steel, clear as ice, they might be ground to make excellent lenses.

Snow Goggles
The polished yellow lenses prevent snow blindness and the blindness effect of the Starsword
Grugnir.

Star Charts (2,000 Coins)


Used for aiding for navigation and divination. Very rare and precious find for scholars.

Graven Silver-inlaid Tusk (300 Coins)


Useful for performing delicate measuring tasks while in astronomy.

Star Map “Diamonds” (1d12) from the Altar of the Star Kings
First, these “blue diamond” stardust crystals are easily—and curiously—absorbed by living flesh. Firm,
deliberate pressure is all that is required to force a handful of crystals beneath the skin. The crystals’
properties immediately take effect. First, the PC’s skin takes on a paler hue, and blue flecks appear
within the PC’s cornea the PC gains 1d6 Luck points.

Luck points may be used to reroll any roll in the game. The cosmetic effects of the stardust magic fade
once the Luck points are used. These bonus luck points can only be earned only once per character with
these crystals.

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