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Agenda

● Make the world fantastic.


The King’s March Custom Moves
When you fly into a feral rage, add the messy weapon
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P tag to your attacks and roll+WIS. ✴On a 10+, hold 4
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. Rage. ✴On a 7-9 hold 2 Rage. ✴On a 6- hold 2 Rage, but
Dungeon ❖ World
take +1d6 damage forward. Spend Rage 1-for-1 to pick 1.
Questions Goals While you hold Rage, your attacks are messy.
● How many weeks since you entered the fjords - Take +2 STR on a roll.
● Establish details, describe.
through Arlo Pass? - Halve the damage you take from one attack.
● Use what they give you.
● How many battle-ready men has the King brought - Ignore fear, fatigue or the mental effects of a spell.
● Ask questions.
with him? See the “Kafka” item for one way to trigger this move.
● Leave blanks.
● Who or what did you lose when the camp was first
● Look for interesting facts. When you hear the legends of the wildfolk, ask
ambushed by the wildfolk?
● Help the players understand the moves. another player a question about the fjords’ history, if
● What savage tales do the soldiers tell of the fjords? they answer take +1 forward to Parley with the wildfolk.
● Give each character a chance to shine.
● Why did the King come to the fjords, and why did he
● Introduce NPCs. When you gamble fairly with the King’s men,
ask you along personally?
● Fill out your worksheet. roll+nothing. ✴On a 7+ you win 3d10 coins. ✴On a 10+
● What cover story did the King tell the court and
pick 1. ✴On a 6- you lose coin or worse.
soldiers? Dungeon Moves - You win an interesting item.
● Now that the wildfolk are upon you again, who
● Change the environment. - You learn useful information.
amongst you was on watch when the attack began?
● Point to a looming threat. - You win a favour to be collected at a later date.
Impressions ● Introduce a new faction or type of creature. When you cheat at gambling with the King’s men,
● Use a threat from an existing faction or type of roll+CHA instead. Effects are as above, but on a 7-9 the
● A string of smoke rising from the valley below.
creature. men are suspicious, and on a miss you are caught.
● A stone monolith on the side of the road, painted
● Make them backtrack.
with strange symbols. When you return to camp after performing a deed
● Present riches at a price.
● A ruined fort, long abandoned by civilized men. that no one can know of, roll+WIS, DEX or CHA. On a
● Present a challenge to one of the characters.
● A blood stained altar. 10+, nobody takes note of your absence, on a 7-9 pick 1.
● A long road winding between the mountains and - Your rivals learn some partial truth of your activities.
ridges of the fjords. artwork by onlychasing-safety on deviantart - You must wait into the night before returning, -1
● A long neglected watchtower. ongoing until you next Make Camp.
● A hunched ghoul still wearing the faded blue tabard When you bleed under a ghoul's talons for the first
of a long dead king. time, take damage as normal, and pick 1.
● Two knights locked in a bloody duel. - Take a debility of your choice.
● A rare group of shepherds, armed with spears. - The scent of blood attracts attention.
● A torn and moldy banner of a black horse on a - You are dazed with a momentary vision. The GM will
yellow field. give you an impression of the ghoul’s previous life,
● A frustrated man cultivating his turnip field. and make another move.
● A steep path zig-zagging up to the next cliff.
When you circle your opponent in a duel to first
● The King’s supply train trailing through the valley. blood, roll+WIS. ✴On a 7+ you gain the initiative, take
● A crazed man runs screaming towards you, arms +1 forward. ✴On a 10+ you notice a weakness in your
flailing wildly. opponents stance, describe it. ✴On a 6- your opponent
● Galahad stares you down from across the field. makes the first move and gains the upper hand.
Things Places Redcap solitary, small, magical, intelligent, 16 HP, 1 AR
Pikestaff (d10), close, reach, messy
The Ettin Drum Jichu’s Burrows Appears as a small old man. If the blood that stains it’s
A massive brass gong raised between two huge oak Smoothed circular tunnels that run throughout the hat dries out, it dies. Instinct: Dye it’s hat in fresh blood.
trees. The drum stands solitary atop a steep hill. It takes mountain depths. Where do they lead? - Run unnaturally fast.
tremendous strength to ring it, but when done the
Standing Stones - Out maneuver them with speed and pike.
sound echoes off the cliff faces, resonating throughout
A plateau stands above the Harrowed Bay. Atop lay a - Rip with sharp teeth.
the fjords. This gong has importance to the local hill
dozen tall iron obelisks. The monuments bear strange
giants. Court Wizard solitary, magical, intelligent
pictographs; directions for some unknown ritual.
Knacks: Political leverage, Hidden knowledge
Vial of Moonwater applied, 0 weight
The Iron Curtain The King’s wizard and magical advisor. Instinct: Gain
Collected from the shores of the fjords at midnight on a
A massive chain curtain blocks the entrance to a fjord influence in the court.
blue moon, and preserved in a specially prepared vial.
that goes further inland. At each side of the curtain rests - Surreptitiously enlist the party’s aid.
When poured over any surface arcane symbols appear.
a stone keep, where the curtain can be raised / lowered. - Solve problems through arcane magics.
The knowledgeable may then read the cryptic past of
whatever the surface belongs to. Tomb of the Last Lord Mercenary group, organized, 6 HP, 1 AR
The names of this land’s one-time rulers have been lost Axe, Sword, Club (d8), close
Kafka applied, 4 uses, 1 weight
to time. Learned men believe that this tomb enshrines “We’re paid to kill, not to die.” Instinct: Leave with as
A magical blue warpaint used by the wildfolk, when
the last being to rule the fjords. much wealth as they can carry.
applied to the face the subject can enter into a feral
rage. See Custom Moves. Fomóraiġ Isle - Use trickery to gain an advantage.
A mysterious forested island at the center of one of the - Offer a deal or exchange of service, no questions
Dragon’s Blood applied, dangerous asked.
fjords. The King’s men say that those who venture there
Those who drink of a dragon’s still searing hot blood are - Retreat and survive.
are taken to the fae lands, never to return.
known to temporarily gain great wisdom and strength,
to be healed of wounds or even blindness, and gain Monsters Cavalier solitary, intelligent, 10 HP, 3 AR, Sword (d8), close
knowledge previously known only to dragons. Others Knacks: Noble blood
learn the Language of the Birds, allowing them to
Wildfolk horde, intelligent, 5 HP, Axe (d6), close Martial nobles of the king’s court. Instinct: Gain prestige.
communicate with animals. Wild eyed men of the fjords, feared for their relentless - Challenge them to a duel.
endurance and savagery. Instinct: Terrorize and pillage. - Defend with shield and parry.
Banner of the Lost Kings 2 weight - Ambush civilized folk.
The azure banner of the long dead kings of the fjords. - Enter into a feral rage. Fallen Knight solitary, intelligent, 10 HP, 3 AR
The men say that the local tribes were once united - Endure pain. Sword (d8+2), close
under this flag, in a time now forgotten by most. Traitor the king, traitor to the light. High nobility cast to
Wildfolk Seer group, magical, intelligent, 5 HP deepest depravity. Instinct: Bring ruin.
The Tome of Faustus 3 weight
Primal blast (d8), close - far, ignores armour - Call on darkness, for it whispers back.
A thick book bound in leather, sealed with an iron bar Leaders of the wildfolk. Instinct: Lead the wildfolk to - Fight without honour or respect.
and lock. The collected works of a long-vanished grand dominion over the fjords.
wizard. The writings are deranged and difficult to - Summon the wildfolk. Jichu solitary, huge, terrifying, intelligent, cautious, 20 HP,
comprehend, but may hold a clue to his fate. 1 AR, Snap (d8+3), reach, forceful, ignores armour
- Call on savage or elemental magics.
The Morning Blade 2 weight Special quality: amphibious
Goatman group, organized, planar, 8 HP A great serpent that swims in the bays, and slides
A long silver sword with a polished hilt and the phrase
Javelin (d8+2), close, reach, near through tunnels in the mountains. Instinct: To dive.
“Hope comes with each dawn” engraved along the blade.
A twisted creature with the head and legs of a goat, and - Swallow them, trap them in its jaw.
When wielded at night take +1 to Defend. During the day
the torso of a man. Instinct: Guard long dead secrets. - Escape through the burrows.
deal +2 damage. At dawn, the blade always catches the
- Leap long distances, climb treacherous cliffs - Sweep the land and sea with its tail.
light of the rising sun, reflecting it at your enemies. Take
- Keep them at bay
+1 when you take advantage of this.
Agenda
● Make the world fantastic.
Dragon of the West Custom Moves
When you ascend to the next floor of the Dragon’s
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P tower, roll 1d8 then count from the top of the list and
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. cross off the result. You find...
Dungeon ❖ World
- An exquisite indoor garden. An old blind man tends
Questions Goals the plants, oblivious to the tower’s ruin.
● Who or what is “The Dragon”? And when was the last - The kitchen, old dishes and stained ceramics piled
● Establish details, describe.
time they are said to have left the tower? high, something’s moving under there.
● Use what they give you.
● Now that you stand before the Grand Gate, what - A grand ballroom - a thief caught in a trap, about to
● Ask questions.
gifts have you brought to ensure your safe passage? saw off a leg.
● Leave blanks.
● What is the greatest obstacle you fear in ascending - A band of scavengers trying to plunder the
● Look for interesting facts.
the Dragon’s tower, and how do you hope to unattended riches of the tower.
● Help the players understand the moves.
overcome it?
● Give each character a chance to shine. - This floor is overgrown with vines and fauna. A
● What rumours have you heard of the Dragon’s perilous climb leads to the next floor.
● Introduce NPCs.
astounding feats?
● Fill out your worksheet. - A steaming bathhouse, fed by a natural spring. The
● Which one of you has business with the Dragon?
humid air fills your nostrils with the smell of iron.
What is it? Dungeon Moves
- A study and library filled with books. An especially
● Which one of you has been here before in better
● Change the environment. large codex lies open on the central table.
times? Why did you come back then?
● Point to a looming threat. - An exposed staircase winding its way around the
Impressions ● Introduce a new faction or type of creature. tower’s exterior. You hear a shriek from further up
● Use a threat from an existing faction or type of the tower, as the wind buffets against your balance.
● Beautiful vaulted ceilings, marred only by a hole to
creature. - You are overwhelmed by a feeling of muffled stillness
the floor above.
● Make them backtrack. as you enter the gilded lair of the guardian beast
● A vial of shimmering sky-blue liquid.
● Present riches at a price. - An elaborate gallery of stone statues. Some cracked,
● Bright orange monkeys screeching in the rafters of a
● Present a challenge to one of the characters. others seem to come to life at the edge of your vision.
tall vaulted room.
● A sickly servant slips into a secret passage. - A tall well-lit chamber containing a huge bronze gong.
Scarlet banners hang from the balconies above.
● A room shrouded with silk curtains.
● A cold draft whistling through empty passages. artwork by mleth on deviantart - The owl roost. Sharp eyes stare from open cages.
● A lustrous mosaic spread across the ceiling of a - The final floor, and the Dragon’s abode.
broad chamber. When you gaze upon a depiction of one of the
● A dying man pinned by a vicious trap. Dragon’s exploits, ask another player what legendary
● The smell of jasmine flowers filling the room. story of the Dragon is shown here. If they answer, they
● Huge red doors filled with intricate carvings. mark XP.
● An unexpected scribe copying a historic text. When you clear or create rubble, roll+CON. ✴On a 7+
● The wind whistles a familiar tune through the you succeed but choose one. ✴On a 7-9 the GM
broken wall. chooses another.
● A bright gold and red tapestry, depicting a solemn - You hurt yourself, take 1d4 damage.
figure overlooking vast expanses. - It takes more time than you’d like.
● Jets of flame singe your hair as they bursts forth in - The noise draws attention, run!
front of you. A brief warmth in the windy tower. - An unexpected part of the nearby structure collapses.
Things Principles for Traps Monsters
Use traps sparingly and in a clear pattern. As players
Chatter Skull 3 weight Stone Soldier group, construct, 10 HP, 2 AR
traverse the dungeon they will learn when to be wary of
This skull has seen things, and places. When you enter a Spear (d8), reach
the signs, and feel rewarded when they recognize a
room, it will immediately tell you all about any traps and Warriors of stone. Frozen guardians of the tower’s
likely trap without searching.
secret passages present. This would be a great deal if treasures. Instinct: Kill those not of the Dragon’s blood.
the skull would ever shut up about the rest of the ● Overcoming traps is the story - not falling for them. - Shrug off magical and elemental attacks.
minutiae of the room. Makes stealth very difficult. ● When a trap is triggered unexpectedly, make a soft - Surround them.
Well of Silence 1 weight move. Don’t deal damage; change the situation.
Guardian Beast solitary, large, planar, 14 HP, 2 AR
An urn. When opened a deep blue mist pours forth ● Traps should follow from the fiction. Who placed it?
Claws (w[2d12]+3), close, reach, forceful
filling the surrounding space. Those caught in the mist ● Teach them to recognize traps.
A massive otherworldly lion-like creature. Indebted to
hear the words of others as incomprehensible whispers. Consider reading “Traps Suck” by the Angry GM. the Dragon. Instinct: Guard the way forward.
All other sounds are muted outright. - Ask questions to delay them.
Obstacles
Celestial Tea 4 uses, 20 coins, 1 weight Pitfall, rapidly flowing water, bear trap, falling gates. - Pin them to the ground.
A sharp and bitter tea that grows in the region around When? To change the environment, to make them - Use otherworldly knowledge or power.
the tower. When consumed in a moment of peace it backtrack. Tower Owl solitary, small, 3 HP, Talons (d6), close
clears the mind, and soothes the senses. Remove the Instinct: Alert the tower’s defences.
effects of one mental debility, or negative mental magic. Death Traps
- Watch them ominously.
Falling debris, poisoned spear/darts, snakes, water-filled
Map of The Way 0 weight - Call other monsters.
room, whirling blades, noxious gas.
Some say it is a map to enlightenment, or to contact
When? To present riches at a price, to strain their Gnome Scavenger group, small, 8 HP, 2 AR
one’s ancestors in the afterlife. Rumours say that it leads
resources, to keep them moving. Pickaxe (d8), close
to the treasure of long dead philosophers. Which is true?
Clues: Blood stains, broken objects/bones, eerie silence. The greedy have been trying for years to find a way
You decide.
around the Grand Gate to the supposed treasures of the
Alarm / Capture Traps
Places tower. Instinct: Tunnel around obstacles
Falling net, bells on a tripwire, shallow pitfall, precarious - Pin them down with a pick or rocks.
Kyneton objects and a sleeping creature, collapsing passageway. - Burst through a wall.
A small town a few kilometers from the tower where the When? To create a looming threat, to introduce a faction - Argue about the correct route.
weary rest their hearts and feet as they pass by. or creature. - Retreat into the tunnels.
The Grand Gate Clues: a foul smell (a creature or rotting body), a visible
trigger (a tripwire or loose tile), scraped walls or floor. Tamarin horde, small, 10 HP, 2 AR, Stone (d6), hand, near
A sentient gate that demands gifts in exchange for
Puffy orange monkeys. Instinct: Guard their territory.
passage. Magical Traps - Harass them from afar. Screech and stone.
Garden of Serenity Jet of fire, illusions, cursed objects, mental influence. - Swing and hang from the ceiling.
An eerily calm room, spaced with ornate marble baths When? To present a challenge to one of the characters. - Steal from them.
and fountains, one wall is an open balcony looking out Clues: Tingling senses, magical insight, a strange light.
over sharp limestone mountains and into the valley. Phoenix solitary, large, magical, wings, 10 HP
Townsfolk Fire & Talons (d10), close, reach, ignores armour
The Dragon’s Library At first appearing as a magnificent bird with plumage
A huge library spanning three levels of the tower. They Haward, mayor of Kyneton. Eager to send trouble away.
that shimmers in the light, and glows warmly in the dark.
say this library contains maps of every land and city in Thomlin, the surly porter, cynical about your chances.
When threatened they burst with pulsating flames. If
the world, and books for each map. At the height of its Roulf, weary adventurer who once failed the ascent.
killed, they will be reborn within 24 hours.
grandeur, scholars from across the land would petition Joane, a local smith, dreaming of the tower’s glory days.
- Burst into flames / Engulf the area in fire.
the Dragon to study in this library. The Dragon’s child Aelild, a travelling merchant, eager to earn his fortune.
- Dive from above.
could often be found in the upper levels of the library. Marger Cery, a wise woman and healer. An outsider.
Agenda
● Make the world fantastic.
Persepolis Influence
In Persepolis success and failure depend on who you
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P know and who knows you. Use these tags to define the
For Sage LaTorra and Adam Koebel’s reputations of NPCs and PCs alike.
● Play to find out what happens.
Dungeon ❖ World
Titled: Your social stature demands that others show
Questions Goals deference in public.
● When you entered the city, what did you see that Wealthy: Money is no obstacle, others know that you
● Establish details, describe.
caught your attention? can reward them handsomely. +1 to Parley, when your
● Use what they give you.
● Which one of you has an influential relative in the leverage is coin.
● Ask questions.
city? Who are they? Favoured: You hold the favour of the Grand Duchess -
● Leave blanks.
● What is your relationship with the Marquis Guitelle? for a time at least. This can be used as leverage.
● Look for interesting facts.
Where do you plan to meet him? Heir: You stand to inherit a much greater wealth or title,
● Help the players understand the moves.
● What rumours have you heard about the great city when the time comes.
● Give each character a chance to shine.
of Persepolis? Connected: You know who's who in town, and who to
● Introduce NPCs.
● You stand before the Castellan of Persepolis. Who ask for favours. +1 to Recruit.
● Fill out your worksheet.
amongst you has been charged with conspiracy Informed: You have contacts that keep you informed,
against the Grand Duchess, and what is your Dungeon Moves +1 to Spout Lore about current affairs.
defence? What service do you offer for leniency? Feared: Your prowess or cruelty precede you. +1 to
● Change the environment.
Parley, when your leverage is violence.
Impressions ● Point to a looming threat.
● Introduce a new faction or type of creature. Known: Even the poorest of common folk have heard
● Members of the Castellan’s guard in polished your name. This tag counts for 2 REP.
● Use a threat from an existing faction or type of
breastplates emblazoned with a red sun. Clerical: You speak with the authority of the church.
creature.
● An imposing statue looms over you.
● Make them backtrack. Your REP is equal to the number of influence tags you
● A grand parade, celebrating the anniversary of the
● Present riches at a price. have. Within Persepolis you may use REP instead of CHA.
Duchess’ reign. Rose petals drift through the air.
● Present a challenge to one of the characters. Mark your tags and REP on your character sheet.
● Seamstresses sewing on a street corner.
● Sprawling cityscape that goes for miles to the artwork by gillesbeloeil on artstation Custom Moves
horizon. When you invoke the insignia of your benefactor to
● A foreign delegation kneels before the Duchess. influence others, roll+CHA. On a 10+, those nearby
● A lush inner city garden. react to you as if you had your lord’s influence tags. On a
● A fishmonger calls out his wares, perfumed by the 7-9, only the easily influenced are affected. On a miss,
stench of fresh fish. someone takes issue with you or your lord.
● Brother Garth oversees a gathering of the faithful.
When you petition the Grand Duchess, roll+REP. ✴On
● The small hall of the Opium Merchant’s Guild. a 10+, your goals align with the court’s, the Duchess
● The execution of Jorge La Faye. provides you with full support. ✴On a 7-9, she offers
● A gondola driver ferries goods down the canal. only token support, unless you provide her with service.
● A defeated general rides through the street flanked ✴On a miss, she demands a significant service first.
by his lieutenants.
When you deal with the criminal or unscrupulous,
● An unusually cold and quiet street stretches ahead. roll+REP. ✴On a 10+, they hold up their end of the
● A gaggle of court dandies speak in hushed tones bargain. ✴On a 7-9, they take more than they said they
while looking over at your party. would. ✴On a 6- they betray your agreement.
Custom Moves Things Captain Goodwin Covele
(1) Informed
When you dance with the influential, roll+CHA. ✴On a Littelwort applied, dangerous Knacks: Loyal followers
7+, choose one. ✴On a 7-9 an unsavoury character When administered daily for a full week, the victim will A military man, with an eye on the court. Instinct: Protect
notices your association or causes you trouble. fall into a deep sickness from which there is no natural his cohort.
- You learn what you must do to gain their support in recovery. The victim will die by the end of the month. - Gather information before acting.
the court.
People - Break his promises for personal gain.
- You gain leverage over a notable person of your
choice. Describe what blackmail you have learned. Magistrate Hugh Pentecost Sadlier Giles Scamander
- You impress the crowd. Take +1 ongoing until the end (4) Known, Connected, Favoured (1) Connected
of the evening. Knacks: Political leverage Knacks: A strange artifact
- Ask the GM a question about current affairs in court. Foremost magistrate in the city. Instinct: Enforce the law, A collector of curios, who runs an auction house.
and powers of the nobles. Instinct: Collect anything rare.
Places - Lay down the law. - Barter information for their artifacts.
Marshall Hall, Bastogne Square, Westbank Manor, Harwalt - Hire them to retrieve a treasure.
Sir F. Bernes Donavin
Heights, East Thatcher Gardens, Daylesford Abbey,
(1) Heir Sir Roache Glavin
Deadman’s Gate, Marlford Plaza, The Locks
Knacks: Friends amongst knights (1) Feared
Potts’ Alley Heir to the Donavin family. His obsession with chivalry is Knacks: A one-of-a-kind sword.
Built in the shadows of the city walls, a gathering place his strength and weakness. Instinct: Impress those A common criminal who coaxed his way into a
for the city's wealthy and criminal alike. All under the around him. knighthood. Instinct: Gain influence in the court.
watchful eye of Clyde Potts. - Refuse unchivalrous behaviour. - Gain physical power over them.
South Eyres Tower - Take up another’s cause as his own. - Torture them psychologically.
The unbreakable, unmarked stone prison raised straight Lady Almira Featherstone Khalaf Daw
from the earth by court magicians. Any unfortunate soul (2) Titled, Informed Knacks: A safe place, a hidden path.
to catch the Grand Duchess in a bad mood will find Knacks: Political leverage, Hidden knowledge A strange man of foreign origin. Instinct: Sow discord.
themselves here. A wealthy landowner, and player in the political game. - Help them, but for his own benefit.
The Grand Bank Instinct: Gain power in the court
- Enlist their aid, for a dubious task.
Monsters
A powerful bank headquartered in an old castle near the
centre of the city. The most well guarded bank in - Utilize court gossip for leverage. Shadow solitary, planar, amorphous, 10 HP
Persepolis, with its own legion of soldiers. Rumours tell Shadow blade (d10), close, reach
Brother Tim Rothery
that a great beast has been held prisoner in the vaults Contracted shadows, they move on the boundary
(3) Clerical, Feared, Wealthy
since it was captured by the previous Grand Duke. between light and darkness. Most often used for
Knacks: Political leverage, Hidden knowledge
assassination, the price is steep and immaterial. Instinct:
Bastogne Square An iron-fisted cleric, operating far above his station.
Complete their contract.
The site of public executions, royal decrees, grand Instinct: Control the laypeople
- Come on them by surprise.
parades, gatherings of the faithful, military drills, royal - Rally the faithful.
- Kill without hesitation.
succession, public deals, and more. When something Lord Curtis De Clare II - Retreat into shadow.
important happens, it happens in Bastogne Square.
(2) Titled, Wealthy
Hinterland Mercenary group, 6 HP, 2 AR
The Canals Knacks: Comprehensive local knowledge
“Of course, I am Her Magnificence’s humble servant.“ Axe and hook (d8)
Near the harbour, artificial canals are built into a
Instinct: Become the next Grand Duke. Unruly warriors from the forests outside the city look to
network through the trade district. Goods are ferried by
- Consolidate power. make a fortune as bodyguards in Persepolis’ tumultuous
gondola to their respective warehouses.
political landscape. Instinct: Gain coin.
- Call on a favour.
- Disarm or grapple them with hook.
Agenda
● Make the world fantastic.
The Greatwood Custom Moves
When you free a slave from the Mermen’s hidden
● Fill the characters’ lives with adventure. An Adventure Starter by Devindra P grottos. Roll 1d4 as you bring their face close to the
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. light, you are faced with…
Dungeon ❖ World
- An emaciated tree orc, indebted for its freedom.
Questions Goals - A famed smith, with knowledge of what you seek.
● Whose fault is it that you are lost? - An adventurer like yourself, filled with regret.
● Establish details, describe.
● What dark tale have you heard of this place? - A hook-nosed goblin, far from its native lands.
● Use what they give you.
● What treasure lies hidden in the woods? When you consume Horo’s Leaf, roll+CON. ✴On
● Ask questions.
● How have you avoided detection by the Tree Orc a 10+, choose one. ✴On a 7-9 choose two. On a miss, all
● Leave blanks.
patrols so far? effects apply. All debilities are removed when you next
● Look for interesting facts.
● Why did you enter the Greatwood in the first place? consume the leaf, if not cured by other means.
● Help the players understand the moves.
What is the plan now that you’re lost? - You fall unconscious.
● Give each character a chance to shine.
● How long have Tree Orcs and the Dia fought? - Take a debility of your choice.
● Introduce NPCs.
● What god(s) do the Tree Orcs worship? - You are plagued by minor hallucinations, and restless
● Fill out your worksheet.
Impressions Dungeon Moves
sleep. You are unable to Make Camp, unless you
consume the leaf again. This lasts until the GM says
● Light dabbling through the canopy, hundreds of otherwise.
● Change the environment.
meters above.
● Point to a looming threat. When you kneel in reverence at the totem of one of
● The corpse of a dissected tree orc.
● Introduce a new faction or type of creature. the forest’s gods, roll+WIS. ✴On a 7+, choose one.
● A band of dwarven hunters, transporting a chained
● Use a threat from an existing faction or type of ✴On a 7-9, the totem exacts a sacrifice in exchange.
prisoner.
creature. Regardless, the totem falls silent for a time afterwards.
● A massive tree with a hollowed out entrance.
● Make them backtrack. - Knowledge of the surrounding area.
● An unseen hole underfoot.
● Present riches at a price. - A gift from the totem.
● Massive trees towering towards the sky.
● Present a challenge to one of the characters. - You are marked with the gods’ favour.
● A lost soldier stumbling through the underbrush,
lantern held aloft. artwork by oliverryanart on deviantart When you breathe in the infectious dian spores,
● Ancient stones rise from deep beneath the earth roll+CON. ✴On a 10+ you are unaffected. ✴On a 7-9
hold 1. On a miss hold 3. Whenever you are commanded
● The remnants of a large stone watchtower,
by a Dia, spend 1 hold and choose 1. When you run out
overgrown by vines and underbrush.
of hold you shake off the effects of the spores.
● A procession of orcs carrying torches.
- Perform the action faithfully, and mark XP.
● A miniature ashen tree, ice cold to the touch.
- Twist their words, and perform the action thusly
● The king’s carriage bumping along an overgrown
- Refuse, and take one debility of your choice. If you
road, laden with taxes, and under heavy load
already have all debilities, take -1 ongoing until the
● A deep calm river blocks the path ahead.
next time you Make Camp.
● The mad hermit, Renloko.
● A forgotten well that descends deep into the earth When you cling to the back of a vicious beast,
below. Vines ring the tunnel down. roll+DEX or CHA. ✴On a 12+ you control the beast until
● A stampede of shagboer, hundreds of metres wide, you dismount. ✴On a 10+, hold 4. ✴On a 7-9 hold 2.
sweeping through the underbrush. Whenever you command the beast to change direction,
stop, or attack a target; spend 1 hold. When you run out
● Massive roots form an artificial underground.
of hold you are thrown from it’s back.
Things Monsters Dia group, intelligent, amorphous, cautious, 9 HP, 2 AR
Vines (d10), reach, brachiator
Blackhaw Resin 50 coins, 1 weight Greatwood Boar horde, 6 HP, 1 AR, Tusk (d4), messy Naive and curious beings made of wood, fungus and
A powerful explosive extracted from the crooked A beast seemingly more hair than hide. Sharp tusks that vines. Over time they have adapted themselves to mimic
Blackhaw trees. Often used by the Tree Orcs. reach out between fur. Instinct: To protect the herd. the appearance of humanoids. Instinct: Satisfy curiosity.
Magic Seed 1 use - Disembowel them. - Swing from trees with vines.
When planted and watered the seed will immediately - Catch their weapons in tangled fur. - Whip them with thorned vines.
grow into a massive vine stretching up towards the - Stampede. - Marvel at or fear magic/technology.
forest canopy. Jokult Beast group, large, 10 HP, 1 AR, Horns (d6) - Reveal a hidden adaptation.
Onyx Thorn 1 weight A powerful bovine beast of burden, kept by the tree Leshy solitary, magical, 14 HP, Thorned claws (d10), close
A polished black dagger made of pure onyx. The blade is orcs. Only chiefs and the chosen may ride these sacred Not all Dia mimic humanoids, some guard the forest
too blunt to be used as a weapon, but no man may lie beasts. Instinct: To eat and wander. with untapped rage. Instinct: Drive them out.
with this blade at their throat. - Charge them with lowered horns. - Call on beasts of the wild.
- Fly into a rage, and buck them. - Become one with the wood and underbrush.
Horo’s Leaf 20 coins, 4 uses, 1 wt, dangerous, applied
A hallucinogenic plant. See Custom Moves. Shrike horde, tiny, hoarder, wings, 3 HP - Tie them to the ground, with roots from below.
Talons (d4-2), close, 1 piercing Tree Orc group, organized, intelligent, 6 HP, 1 AR
Places Small flamboyant colourful birds, with a dangerous
Axe, nets, bolas (d8), close, stealthy
Kura’s Den streak. They are notorious thieves, often stealing
Green-skinned denizens of the forest. Instinct: Kill
The lair of the mysterious Kura. The entrance is guarded valuables from those in the forest below. Instinct: To
outsiders.
by two massive stone lions rampant. steal something valuable.
- Separate prey.
- Block their line of sight with a great flock.
The Canopy - Trick opponents with mimicry.
If you can master the treacherous climb, you might Great Ape group, 6 HP, Fists (d8), close, forceful - Trap prey with nets and bolas.
catch a glimpse of the forest’s edge. Large black furred apes who nest in the upper reaches
Tree Orc Hunter group, organized, intelligent, 6 HP
of the forest. Instinct: To retreat to the canopy.
Lake Wo Jiru Bow (d8), close, near, 1 piercing
- Swing to branches, out of reach
The lake’s still waters stretch a dozen kilometers across. Scouts and hunters of the green-skinned tribes. Instinct:
- Harass them with rocks from afar.
The subject of many legends. A forgotten race of seafolk To hunt.
- Blend into the shadows of the canopy.
dwell in its darkest depths. - Ambush from trees or ridges.
Caladrian solitary, large, 16 HP, Talons (d12+1) - Retreat to gather reinforcements.
The Vault of Kolvomest
A great bird with snow-white plumage that nests in the - Light arrows with fire.
Kolvomest was here before the orcs, before spirits,
Greatwood’s largest tree. Sometimes seen from the
before totems, before the trees themselves. Few Tree Orc Chief solitary, intelligent, divine, 12 HP, 1 AR
clearing of Lake Wo Jiru. It is said to have the power to
remember who is the true lord of these lands. Those Pike (d10+2), close, stealthy
cure any man of sickness. Instinct: Protect its nest.
that do look for their chance to leave. The tomb lies Knack: Divine blessing
- Carry and drop them up in the canopy.
deep below, snared in a tangle of ancient roots. The divinely selected leaders of the Tree Orc tribes.
- Create an irresistible wind with its wings.
Instinct: To establish a dynasty.
The Hollow Tree
The Destroyer solitary, large, planar, amorphous, - Procure obedience through divine visions.
One of the oldest trees in The Greatwood - the interior
magical, 19 HP, 2 AR, Fire (d12+1), reach, ignores armour - Name a champion to fight them.
charred and hollowed by lightning strikes. At this most
The legends of the forest’s denizens tell of a stag of pure
sacred site of the tree orc tribes, new chiefs are blessed Merman horde, intelligent, 3 HP, 1 AR
fire. Plants die, and trees turn to embers wherever it
marked with the blackened soot from the interior of the Trident (d4), reach, amphibious
strides. Instinct: Burn the forest.
tree. Holy festivals, righteous debate, and new births are Instinct: To enslave.
- Breathe a jet of raw fire.
all marked here. - Drag them into the depths.
- Sunder the earth beneath them.
- Ambush them from the waters.
- Ignore obstacles and threats.
Agenda
● Make the world fantastic.
The Great Voyage Custom Moves
When you emerge from a cloud bank, roll+WIS. ✴On a
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P 10+, choose one. ✴On a 7-9 choose two.
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. - You were thrown off course, on an uncertain wind.
Dungeon ❖ World
- The ship is damaged (-1 ongoing as per below).
Questions Goals - Non-edible supplies were lost overboard.
● Now that your voyage has begun, what is your - Everyone marks a ration, as it is spoiled.
● Establish details, describe.
destination? When you undertake a perilous journey aboard a
● Use what they give you.
● What will happen if you don’t arrive quickly despite skyship, assign characters to the roles: navigator
● Ask questions.
the great distance? (trailblazer), lookout (scout), quartermaster, and
● Leave blanks.
● How did the stowaway convince you not to throw deckhand. ✴On a 10+, the deckhand keeps the ship in
● Look for interesting facts.
them overboard? perfect repair. ✴On a 7-9 the ship is damaged, take -1
● Help the players understand the moves.
● What is your first stopover on the journey? ongoing to all future perilous journeys (all roles), and
● Give each character a chance to shine.
● Who or what do you fear will put a hitch in the moves that use the ship or a part of it, until it is
● Introduce NPCs.
voyage? repaired. ✴On a Miss, you face a more immediate crisis.
● Fill out your worksheet.
● What have you been asked to deliver along the way? Other roles behave as described by the core Dungeon
Dungeon Moves World rules.
Impressions
When you swing on the rigging toward some scurvy
● Change the environment.
● A band of raiders in a cloud skiff skimming towards bastard, roll+DEX. ✴On a 10+, one of you is knocked
● Point to a looming threat.
a skyship. Barred steel glints from the deck. over when you land (your choice). ✴On a 7-9, both of
● Introduce a new faction or type of creature.
● The foul stench of rotted food, and damp wood you are knocked over when you land. ✴On a Miss, you
● Use a threat from an existing faction or type of
● A small dinghy carrying a lone peddler. didn’t land.
creature.
● A cloud bank rolls in, enveloping ship and crew alike. When you sing the shanties of cloud sea with a group
● Make them backtrack.
● Two crewmen hurling insults across the deck. of your fellows as you work aboard a skyship, ask a
● Present riches at a price.
● All hands on deck! player what tale the shanty sings of. If he answers, he
● Present a challenge to one of the characters.
● A herd of sky whales swim alongside the skyship. marks XP.
● A derelict ship swaying in the wind. When you read the stars for omens of the future
● A stormy cloudbank rolling towards the ship. while having the appropriate knowledge and tools,
● The mess, crowded and noisy. roll+INT. ✴On a 10+, choose an item or person, the GM
● Treacherous murmurs amongst the crew. will tell you something of the role they could play in your
● A foul-mouthed prisoner, chained up below decks. future success. ✴On a 7-9 the GM warns you of an
● A chain ladder that descends to the belly of the ship, impending danger. ✴On a 6- the GM tells you of terrible
below the clouds. misfortune which will soon come to pass.
● A falling star lights up the night sky, as it streaks When you gather the crew with proof of their
towards the cloud sea. grievances, and mutiny on your tongue, roll+CHA.
● The thunder of cannon fire. ✴On a 10+, all but the most honest men are with you,
● The sailing flag of the feared Night’s Gale. and others will hold their tongue. ✴On a 7-9 the
● A long drop with nothing but clouds below. majority of the crew are with you, but some men must
● A beautiful blue glow emanating from just below the be restrained, or require assurances. ✴On a Miss the
cloud surface- the winged mantas migrating at night captain is warned! Abandon ship or face the
● More clouds... consequences.
Things Port Roberts Notable Sailors
One of several ports on the cloud sea. The lower docks
Astrolab 4 coins, 1 weight are harshly patrolled where bribes or jail time grease the
Captain Sarah Thatcher
A complex disc of brass and clockwork used by sailors to wheels of commerce. Knacks: An eye for detail, delusions of grandeur
navigate by the stars. When using an astrolab you can Instinct: To restore the family name.
always tell what direction you are travelling at night, and Providence Little Crow. Master of the Eastward Sail. Captain of a
take +1 as a navigator when you undertake a perilous A safe haven for pirates and criminal scum. Services and Hundred Hulls. The Red Coat Captain.
journey. repairs without questions. Eager sailors to crew even the
most dubious of voyages.
Ruddy Jack
Sky Map 15 coins, 0 weight Knacks: A treasure map.
A complex map that shows the movement patterns of Monsters Instinct: To be remembered on the Cloud Sea.
the major steadings, as well as navigational information. Scourge of Black Rock. Butcher of Herald Tower. Mad
Sky whale solitary, huge, ancient, 16 HP, Slam (d12)
Essential to knowing where you need to go. Take +1 as a Jack. The Bringer of Silence.
Massive flying whales that swim along the surface of the
navigator when you undertake a perilous journey.
clouded skies. Instinct: Migrate along a particular path. Captain Basil Pond
Spyglass 5 coins, 1 weight - Slam with its tail, sending the clouds in all directions. Knacks: Money, money, money. Magnificent beard.
Two pieces of glass and a collapsing tube. When you Instinct: To cure the illness.
Harpy group, 6 HP, Talons (d6), 1 PR, close
discern realities using a spyglass, add “What secrets Drunken Bill. Noble of the Cloud Sea. The Grand
does the horizon hold,” to your available options. Take Special Quality: Wings
Merchant. Oiled Fingers.
+1 as a lookout when you undertake a perilous journey. Winged harpies. Instinct: Protect the nest.
- Stun them with a cacophony of screeching. Mary Scott
Cloud Skiff 180 coins, 15 load - Claw with talons. Knacks: Unique perspective, Lying.
A small skyship that skims the top of the clouds. It can fit Instinct: To not screw it all up.
three or four passengers plus it’s load. A favourite Barnacle Crab horde, small, 3HP, Claws (d6), hand Cutthroat. The Shame of Red Rum Way. Dead Woman.
among pirates. Large crab-like creatures that cling to the underbelly of The Lowly Hermit. The Flower of Tor.
sky whales. Beware a close encounter with the beasts
Fallen Star 1 weight lest you gain some stowaways. Daniel Turner
A small otherworldly orb of unknown origin or purpose. - Spoil their stores. Knacks: A catchy tune, Unpredictable.
When the star is kept on your person, the bearer - Hide in crevices. Instinct: To find lands only told of in legend.
becomes immune to the direct effects of magic. The star - Claw at their ankles. Sweet Bird. The People’s Pirate. The Tempered Bull.
may also be consumed for a single wish, in which case it Cloud Cartographer.
vanishes in a bright flood of starlight. Sailor group, intelligent, 6HP, Cutlass (d8), close
Garrick Prout
Swarthy and crass. The kind who’ll crack a rib as quickly
Flying Fish ration Knacks: Magical awareness, Luck.
as a joke. Instinct: Survive on the treacherous seas.
Small fish that hop and skip in the cloud sea, fluttering Instinct: To be praised.
- Swing on rigging.
their wings as they glide by in vast schools. Sailor of the Narrow Strait. Unassailable. Trout Prout.
- Gain a vantage point, by climbing with sword-in-teeth.
Keeper of the sea’s secrets.
Places Skycult Slaver group, intelligent, organized, 6HP, 1AR
Commodore Nicks
Maelstrom Dirk (d8-2), close
Knacks: A book in a strange language, A powerful ship.
An impenetrable storm that has raged as long as There are those that believe the skies demand blood,
Instinct: To rid the cloud sea of piracy.
scholars can remember. Sailors say it hides a great city, and that only sacrifice can quell the greatest storms.
The Bloody Tyrant. Dog of War. Old Steel Toe.
others say it is the abode of the God of the Cloud Sea. There are those that believe in the ancient god who
dictates life and death on the seas. There are those who Eva Grim
The Jagged Pillar
believe others can die in their place. Instinct: Please the Knacks: Lying, An innate spell.
A colossal stone pillar that rises up from below the cloud unquenchable force of the skies’ winds and gales. Instinct: To do what must be done.
sea. Many adventurers have sought to scale down its - Push them to the deck’s edge. Skull & Bones.
sides. None have returned.
- Take them alive, bound in chains.
Agenda
● Make the world fantastic.
Bastion Custom Moves
When you wander the lower streets of the Bastion,
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P roll 1d12, then cross off the result. You find...
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. - The Jackal's Claw - brawlers spill out into the street.
Dungeon ❖ World
- A gang of hoodlums block the narrow street ahead.
Questions Goals - The sealed gates to the Tower of Stars. A flustered
● Which is the tallest tower in the Bastion? scholar trying to gain entry.
● Establish details, describe.
● When will you get your opportunity to leave the - A black market dealer down a narrow stairwell.
● Use what they give you.
Bastion? And why can you not afford to miss it? - A deep well descending to the city’s reservoir.
● Ask questions.
● What sordid affair has Bookmaster Karth dragged - Several wary scholars, escorted by a Lanternman.
● Leave blanks.
you into? What did he offer you in exchange? - A representative of the Miner’s Union preaching to a
● Look for interesting facts.
● Who did you promise to take with you when you huddled mass of labourers and their families.
● Help the players understand the moves.
leave? - An abandoned foundry, its forges quiet, all but the
● Give each character a chance to shine.
● Who owns the Silendoscope? dim lamp and hushed whispers of a workers’ council.
● Introducing NPCs.
- Labourers huddled about a fire, sharing useful gossip.
Impressions ● Fill out your worksheet.
- A slippery slope, and a near fatal drop off the edge of
● Towers standing on a large rock surrounded by a Dungeon Moves the Bastion.
sea of clouds. - A workhouse, clanging with the labours of the poor.
● Change the environment.
● Dim street lights through the thick lower cloud. - A burly out-of-work dockhand approaches you,
● Point to a looming threat.
● A toothless old man roams the street bartering tall seeking work as hired muscle.
● Introduce a new faction or type of creature.
tales for coin. When you debate knowledge or politics with the
● Use a threat from an existing faction or type of
● A troop of Automatons searching a home or learned, roll+INT. ✴On a 7+, they are convinced of your
creature.
business for contraband. argument and suitably impressed, take +1 forward to
● Make them backtrack.
● A house dug into the earth of the island. Parley with them. ✴On a 10+, you also learn something
● Present riches at a price.
● A drunk wandering through the lower streets. useful about the Bastion and it’s ways. The GM will tell
● Present a challenge to one of the characters.
● A new tower, actively being constructed. you what.
● The glow of tavern light, diffused through the fog. artwork by sylvain_aublin on artstation
When you tinker with the inner workings of an
● A spiral staircase lit by stained glass windows. Automaton, roll+INT. ✴On a 10+, you are able to rewire
● An aristocraft escorted through the lower streets by it to focus on a single target of your choosing, either to
a troop of Automatons. defend or destroy. ✴On a 7-9 you are only able to
● Thick fog fills your lungs and blocks your view in all disable it. ✴On a Miss it goes haywire - it’s coming at
directions. you now and it’s coming fast.

What is the Bastion? When you incite the common folk to form a mob and
riot, roll+CHA. ✴On a 10+ the mob follows your
A small land mass, suspended in a sea of clouds. A large directions. ✴On a 7-9 they riot following the words of
town is built upon the floating land, divided between the your speech, but are not led by you.
towers at the crown of the Bastion, and the lower
streets which are immersed in the clouds. Every time a
new tower is built, the weight sinks the town deeper into
the clouds, removing the lower class further and further
from sunlight.
Things Places Monsters
Silendoscope Tower of Ships Lanternman solitary, intelligent, 12 HP, 2 AR
When activated, the silendoscope whirs to life, dials spin, The dock for sky ships. Crawling with swarthy dockhands Sword (d10), close
and lenses click into alignment. Its functions are many, loading the various trade ships that pass through port. A bulky soldier wearing thick armour and carrying a
and few are sure of its original purpose. lantern on a pole. A closed visor hides their face.
Tower of Songs
Arclight Lamp 1 weight, 150 coins Instinct: Protect the towers and the learned.
Bells toll from the upper chambers of this tower.
- Illuminate the area.
A lamp of strange construction. Electricity arcs between
The Garden of Orion - Block blows and movement with armour.
two suspended stones within an enclosed chamber.
A lush plaza suspended between three towers. The
Tower Permit 200 coins Automaton group, construct, 12 HP, 2 AR
learned gather here to debate and to mark the lunar
An official document permitting the bearer to enter one phases. Invitations are highly prized. Tools (d8), reach, messy
of the Bastion’s towers. Metallic constructs, used to keep order on the Bastion
Hollow Mines and perform basic tasks. Instinct: Follow it’s
Astronomer’s Cap 5 coins, 1 weight The hollowed out interior of the island. Stripped of raw programming.
A conical blue hat with silver moons and stars adorning material, it shelters the poorest of the Bastion’s - Reveal a hidden function.
the outside. Worn by the learned men of the Bastion. denizens. - Seize weapons or tools.
Trained Pigeon 10 coins, 1 load, 1 feed The Smelts Goblin Raiders horde, small, intelligent, 3 HP
A trained bird that can carry small loads from one place A complex series of tunnels and chambers in the upper Cutlass (d6), hand, near
to another. levels of the hollowed mines. Refining metals from the Stinking goblins. Instinct: Pillage the Bastion.
Astralite Nugget at least 600 coins mines below, and more recently turned to repurposing - Slaughter anyone in sight.
scrap from the town above. - Covet and argue over loot.
A rarity once found throughout the hollow mines. A
small nugget of astralite ore shines like starlight, eternal Jara’s Taphouse - Call for more goblins.
and irrepressible. Highly prized by Bastion scholars. If you are looking for someone, this is the place to go. Gremlin solitary, small, hoarder, 12 HP, Claws (d10), close
Coat of Many Colours clumsy Featuring such characters as: Smiling Farley, Eldon Lake,
A small tricky creature, who loves to ruin your day.
Zivoi, Master Kingsley, Old Man Vencek, Stewart Booker.
A long flowing multi-coloured robe that gives the feeling Instinct: Destroy machinery.
of shifting patterns as you walk. The wearer may step The Office of Provost Turgenev - Rip out components.
into the dreams of any sleeping person in eyesight. The marbled office of that stern academic master. - Run into shadows and ducts.
Glider 200 coins, worn, 3 load + 1 person The Barrovian Society Captain Muska solitary, 12 HP, Sabre (d10), 1 piercing
A one-man glider that collapses into a long rod about An association of fellows who take an interest in local Ambitious and vindictive sky ship captain.
the length of a staff. When opened, thick paper wings affairs. More influential through the station of their Instinct: Assert his rank over them.
are pulled tight on either side, and the glider can be held individual members than the club may at first appear. - Command others to attack them.
over one’s back. It takes some practice, and first time - Reveal a hidden plan.
The Barrow
users should Defy Danger to use it effectively.
A large floating rock is connected to the south side of The Under Creature solitary, huge, planar, 10 HP, 2 AR
Wayfinding Staff two-handed, 2 weight the bastion by a thick iron chain. Within this rock are the Trample (d10), reach, forceful, terrifying
When loaded with a small nugget of astralite, and held Barrow prisons. Some of the last veins of astralite ore sit Large and shaggy, a beast that lives clinging to the
upright when both sun and moon are visible, it focuses within the bowels of the Barrow - if you could only underside of the Bastion. It eschews natural light and
light into a tight beam pointing towards the object one escape with a nugget or two. remains below, at least as long as the lower streets see
most desires. some sunlight. Mothers whisper tales of it to the
Yelka Grandship
Passage on a sky ship 100-Charisma coin per person The impressive three-stack warship of Commodore misbehaving children. Instinct: Devour the living.
Yuri’s delegation. Rumour says it will dock at the Tower - Use otherworldly power.
Bribe for a tower guard 100-Charisma coin per guard - Retreat into the fog.
of Ships in 3 days time, with a regal guest from abroad.
- Smother light.
Agenda
● Make the world fantastic.
Dunes of Marakech Custom Moves
When you first cross the great sandstone gates of
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P
Dar-Abat, roll 1d4. Whomever answers the question
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. marks XP.
Dungeon ❖ World
- You are arrested by order of the high priests. Why
Questions Goals have you been arrested?
● What rumour did you hear from a friend in Dar-Abat - You soon learn that your man in Dar-Abat has been
● Establish details, describe.
that prompted you to make this journey? killed. What crucial piece of information did you expect
● Use what they give you.
● How many weeks have you been travelling with the to learn from him?
● Ask questions.
merchant caravan? What service did you offer in - You are drawn immediately into a bloody skirmish
● Leave blanks.
exchange for passage? between the Hands of Ghat and the Elven Merchant’s
● Look for interesting facts.
● What goods have you brought you to sell in the Guild. What has set them off this time, and how do you
● Help the players understand the moves.
desert markets? hope to avoid further involvement?
● Give each character a chance to shine.
● Who sponsored your trip? What kind of return are - A great sandstorm sweeps over the city walls and into
● Introduce NPCs.
they expecting on their investment? the streets. Buildings are shuttered but you must find
● Fill out your worksheet.
● There is a traitor in the caravan. Who do they work shelter soon. What terrible and unnatural crime has
for and what great danger are you now facing Dungeon Moves brought about the endless storms?
because of them?
● Change the environment. When you brace the tumultuous sandstorms without
Impressions ● Point to a looming threat. shelter, roll+CON. ✴On a 10+ choose 1. ✴On a 7-9
● Introduce a new faction or type of creature. choose 2.
● Crimson skies stretch over cold sands as the sun - The coarse sand has filled your food and water. Mark
● Use a threat from an existing faction or type of
rises from the horizon. off half your rations.
creature.
● You kneel, your mouth parched as your only hope of - The biting winds and sand cut and tear at your skin
● Make them backtrack.
survival rides away toward the horizon. and clothing. Take the Weak and Confused debilities.
● Present riches at a price.
● The crack of a whip on a camel train. - You are blinded and choked by the blasting sands.
● Present a challenge to one of the characters.
● A mirage showing more than simple optical illusions. Take 2d8 damage, ignoring armor.
An echo of the past, or sign of the future. artwork by sparth on artstation
- The sun is high overhead, your mounts and guides
● The low buildings of Dar-Habib, sheltered from the have scattered, and you have lost track of the path
storms below a small stone hill range. forward. You are lost without shelter in sight.
● The hot sun, high overhead.
● An imagined oasis that disappears as you approach. When you travel on horseback with the desert tribes,
roll +WIS. ✴On a 10+ choose 2. ✴On a 7-9 choose 1:
● A bustling market fills the air with the scent of spices
- You do not offend your guides.
and fresh fruit. The chatter of haggling fills your ears
- Everyone consumes 1 less ration during the trip.
● Children run between alleys through the city streets.
- You learn something useful about the people or
● The cracked face of a Bedouin elder across the
places of the desert. The GM will tell you what.
campfire, as you take shelter for the night.
- You receive a useful gift from your guides.
● An iron banner - an eagle with the sun in its talons.
● The wealthy merchant, Aziz, braces his plump belly When you Parley with a Djinn, roll+INT instead of CHA.
with a bejewelled hand, giving forth a deep laugh. You may use a promised wish as leverage. ✴On a failure
● Sand everywhere - in all your belongings. your wish is granted in a way that you do not want.
● A busy street, with hardly room to walk.
The Four Powers Halphaz’ Ring 3 uses, worn People
When worn and rubbed - by intention or accident - the
The Winds of Ka’met, which stir the sandstorms and
Djinn, Halphaz, is summoned offering to fulfill your
Solomon
rainstorms alike. All change comes from the winds, lest The itinerant philosopher-king of the deserts. He travels
heart’s desire. But at what cost? You may Parley with the
the world sink into stagnation. Complimentary to the alone across the windswept dunes, never ceasing in his
Djinn for a boon, but regardless of the outcome take a
Protection of Uruk. journey - as he is always followed by an evil even his
debility of the GM’s choosing.
The Stones of Uruk that mankind shaped to make the power cannot overcome. They say he knows every
Weighted Arrows +1 piercing, 3 ammo, 5 coin, 2 weight
temples and walls that protect man from uncontrolled crevice of the shifting desert. Many stories are told of
change. Complimentary to the Change of Ka’met. Barbed Arrows +1 damage, 3 ammo, 10 coin, 1 weight him, who appears as a simple wanderer. “No stranger
The Fires of Ghat that burn within each man, giving his A typical oasis toll 20-Charisma coin per person should ever be turned away as he may be Solomon.”
beginning, his passion, but also his ultimate end.
Places Monsters
Complimentary to the Birth of Parsis.
The Westerly Passage Afarit solitary, intelligent, planar, 12 HP
The Waters of Parsis that flow back from the next
world to this one. The source of all life in these barrens. A narrow path through sheer sandstone cliffs. Sought by Fists (d10), Close
Complimentary to the Completion of Ghat. many magi and philosophers. The passage to the lands Powerful demons formed of smoke and fire, who inhabit
of Parsis in the west. desolate places such as ruins and temples. Instinct:
When one of the four powers manifests itself by your Return to the underworld.
actions. If you roll, ✴On a 7-9 a complication relating to Mount Ararat - Disappear into the cracks or shadows.
the complimentary power is manifested. The sacred mountain is visible from all corners of the - Block their sight and choke them with smoke.
world. Rising in the distance as if appearing from the - Boast of its strength and power.
Things sky. Travellers who rest at the foot of the mountain for a
fortnight will soon find what they seek. Golem solitary, construct, 12 HP, 2 AR
Kava’s Dagger hand, 1 weight
Tools (d8), Reach, messy
Those who are put to death with this blade will find their The Temple of Uruk A construct of clay. Made by the wise Magi, but
way to the afterlife guided by Kava himself. Those who The city of Dar-Khanah lies in the shadow of this ancient forbidden by the high priests. Instinct: Follow
wield it will find their way back from death under his temple. Sealed since the first stones were raised and instructions, when appropriately given.
protection. +1 when you take your Last Breath. guarded by the temple’s white robed priests - who have - Overpower them with strength and endurance.
Deadly Scorpion applied, dangerous, 1 dose, 20 coins never themselves entered.
Sorcerer solitary, magical, 12 HP
A living poison. A scorpion trapped in a corked bottle. A Oases
Martial skill and strange magics (b[d10]), Close, Near, Far
few moments after being released it will seek out the The oases scattered throughout the desert are never Covered in tattoos, that both map and channel the
closest living being. The target is crippled with pain for unclaimed. Be prepared to seek permission and pay a planar magics. Instinct: Learn forbidden magics.
several hours. toll for their use - in coin or blood. - Challenge them to single combat.
Camel’s Milk touch, dangerous, 1 dose, 10 coins The River Delta - Turn their magic against them.
A simple salve of poppy and mylt, used to euthanize A dried out river cutting through sandstone canyons.
Mamluk group, 6 HP, 1 AR
camels. The target is blinded for several hours. Sheltered from the storms, and now the course of all
Spear, dagger, and shield (d8), Hand, Reach
Ionian Fire reach, dangerous, 1 use, 20 coins trade in the desert. Market towns line the cliffs along the
Deadly warrior slaves. Instinct: Follow orders unto death
An oxen horn filled with a strange resin. When lit from length of the rivers. Trade along this corridor is strictly
- Use a formation to eliminate their advantage.
the base of the horn the resin will spew forward in an controlled by the Merchant’s Guild.
Bedouin Warrior horde, intelligent, 3 HP
arc. This fire cannot be extinguished by water, although The Pillars of Dar-Ulfat
it can be smothered. Scimitar (d6), hand
A set of ruins where it is said Soloman the Wise defeated
Nomadic warriors, born in the saddle and intending to
Damask Steel +1 piercing, +20 coins the great demon Rakis. The battle lasted for a week, and
stay there. Instinct: Protect their way of life.
Weapons made with this steel are as per the core rules, levelled the city of Dar-Ulfat leaving only a small circle of
- Use its horse to create an advantage.
with the above additions. pillars.
- Encircle them to prevent retreat.
Agenda
● Make the world fantastic.
Effendi’s Tomb Custom Moves
When you read a map to navigate the twisting
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P
passages of the tomb, roll+WIS. ✴On a 9-, choose 1.
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. ✴On a 6-, the GM also chooses 1.
Dungeon ❖ World
- You stumble in a room filled with danger, the way
Questions Goals back is shut.
● Which one of you has an ancestral connection to the - You lose time & resources. Everyone marks a ration.
● Establish details, describe.
tomb? What role did your ancestors play? - The tomb’s denizens are alerted to your presence.
● Use what they give you.
● What geological feature hides the passage to
● Ask questions. When you first drink the waters of a subterranean
Effendi’s Tomb? What price did you pay for this
● Leave blanks. pool, roll+WIS. ✴On a 7+, choose 1. ✴On a 7-9, take a
information?
● Look for interesting facts. debility.
● When you met with the Imperial Satrap, did he - A glimpse of things to come, +1 forward to act on it.
● Help the players understand the moves.
encourage or forbid your venture? Why? - +1 forward
● Give each character a chance to shine.
● Your rival has already set out for the tomb. Who are - Heal a debility or 1d6
● Introduce NPCs.
they, and how did they delay you?
● Fill out your worksheet. When you explore the passages of Effendi’s Tomb, roll
Impressions Dungeon Moves 1d12, then cross off the result. You find...
- A low-ceilinged domed chamber, with ancient
● Twin moons become visible as the clouds part.
● Change the environment. pictographs painted all over the walls and ceiling.
● A dry and hot wind blows sand through the camp.
● Point to a looming threat. - An ascending spiral staircase, with a narrow stream of
● A lone boy leads a lightly laden pack animal up
● Introduce a new faction or type of creature. water falling through the centre of the spiral.
towards a hidden path in the upper canyon.
● Use a threat from an existing faction or type of - An antechamber. The walls are lined with alcoves
● A shadow darts between the rocky outcrop above.
creature. containing the mummified bodies of monks, each
● A rank of cavalrymen line up on the ridge, sun
● Make them backtrack. sitting in meditation. Their bodies have decayed, but
glinting off iron spears and bronze shields.
● Present riches at a price. their minds remain.
● Wind whistles through a small passage above you.
● Present a challenge to one of the characters. - An arched stone doorway, sealed shut with magical
● A wild horse chews at a rare tuft of grass.
carved runes covering the entire door.
● A solitary sentinel sits on a nearby rock. Stone-faced
with little to say and nothing obvious to guard. - A long narrow passage. Scrapes cross along the floors
and holes line the walls indicate hidden traps.
● A small copse of stunted cedar trees sheltered
against the wind by a rocky outcropping. - A wide and still subterranean lake. You struggle to see
the other side in the darkness. A lantern-lit boat
● A lone predator gnaws on a human carcass, for the
moment unaware of your presence. ominously rocks several metres from the shore.
- The nest of an unknown creature. Rough-hewn
● A local tries to bargain for one of your items in a
language you don’t understand. tunnels lead off away from the tomb’s main passages.
- A monk seated in contemplative meditation, their
● The hot sun beats down on your backs.
face as hard as stone.
● A burning metal snake totem unearthed in the sand.
- A ravine separating you from a cache of artefacts.
● A small shack shelters a group of local goatherds.
They watch intently as your group passes. - A chamber of pure darkness, which oppresses and
smothers all light sources that enter within.
● A snaking path leads down to the canyon floor.
- A row of clay golems embedded in alcoves along the
● A studious tax collector passes through a village,
guarded by a hardened and well-armed retinue. passage, caked in dust.
- The main chamber of the tomb. High vaulted ceilings.
Things Places Monsters
Rahman’s Robes worn, 1 weight Canyon Sand Warg horde, small, 3 HP, Bite (d6), Hand
Loose fitting sandy robes, worn over armour. +1 ongoing A long winding canyon along a dried river bed traces the Vicious feral hounds. Mottled fur, they prey on any
when you camouflage in dry climates. path to the legendary tomb. Traces of gold and creature in the rocky landscape. Instinct: Give chase.
poisonous insects hide within the riverbed cracks, - Hound them through the canyon.
Parsan Urn ration, 1 weight, 3 uses
tempting the greedy and foolish.
A small unadorned urn (around 1 litre). When filled with Effendi Disciple group, stealthy, intelligent, 8 HP
ash, it pours a rejuvenating water of equal volume. Monastic Village Fists (d6), Hand
Choose 1 effect, or just use it as water. An isolated community which safeguards the tomb. Guardians of the tomb. They have taken a vow of
- Counts as a ration while Making Camp silence, to keep forever what they have seen within.
The Deeping Pool
- Heals 1d4 Instinct: Keep them out.
An underground pool, sheltered in a deep cave.
- Cure a poison - Emerge from hiding or disguise.
Atsura’s Spire - Duck into shadows or camouflage in sand.
Bedouin Lamp reach
A twisted rocky out cropping reaching up to the sky. At - Inflict a debility instead of damage.
A small brass lantern, when you blow through the lit the top a sorceress has made her home, hoping to
flame, a jet of fire bursts forth, dealing damage. unlock the mysteries of the tomb.
Hurdik Cavalryman group, intelligent, 8 HP
The Fractured Blade +1d4 damage, cursed, 2 weight Spear or Javelin (d6), Reach, Near
The Host of Dar’Ahmad Disciplined, unquestioning soldiers. Instinct: Bully them.
A curved scimitar. Whenever you Hack and Slash, take A great army camped in the shadow of the cliffs. - Encircle them.
1d4 damage. The sword of the Prince of Thieves. Challenging the rule of the Satrap Chigudu. - Flee when unhorsed.
Firestick near, +1d6 piercing, two-handed, reload, 120
People Hurdik Lieutenant solitary, intelligent, 10 HP, 1 AR
coin, 3 weight
A primitive firearm. -1 to Volley with this weapon. When Simukai Sword (d6), Close
you Volley, on a 6- deal 1d6 damage to yourself. An exile from other lands, sheltering in these canyons - Power-hungry officers vying for advantage amongst
themselves. Instinct: Gain information.
Shot & Powder 4 ammo, 40 coin, 1 weight or so they claim. Mounted on horseback, with a
- Rally a charge.
strongbow in hand. Knack: unrivalled prowess.
Choking Smoke 3 uses, 20 coin Orzad solitary, construct, intelligent 12 HP, 2 AR
Small cones of a compound. When burned it emits Chigudu - the Imperial Satrap
Fists (d10), Close
enough smoke to fill a small room, partially blinding He claims to be the appointed Imperial governor, from a
A solitary golem wanders the tomb’s halls. Instinct: Seek
everyone and causing them to choke on the smoke. recently collapsed empire. Knack: an eye for detail.
out purpose.
Arif - Endure whatever they throw at it.
Patriarch of the local goat herding tribes. - Lift them overhead to throw or break.

Kula Basilisk solitary, hoarder, 12 HP, 2 AR


A young thief trying to rid themselves of a terrible debt. Bite (d10), Close
Knack: the right place at the right time. Reptile’s body, bird’s head. King of snakes. Instinct: Feed.
- Use venom to put them to subdue them for later.
Rehn Fajze
- Cripple them with a deadly gaze.
An old and wizened scholar seeking forbidden
knowledge in the wastes. Knack: Infernal knowledge. Ahriman solitary, intelligent, planar, 12 HP
Claws (d12), Hand
Captain Uhr A being of pure smoke and fire, able to take momentary
The right-hand man of Satrap Chigudu. Knack: Hidden form. Instinct: Obtain physical form and freedom.
resources. Instinct: Gain power and position for himself. - Call on magics of smoke and fire.
- Make a deal with them.
Agenda
● Make the world fantastic.
Siege of Dar Custom Moves
When you are caught in the crossfire of skirmish
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P
between two factions, roll+DEX. ✴On a 9-, choose 1.
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. ✴On a 6-, the GM also chooses 1.
Dungeon ❖ World
- You are drawn into the conflict. You won’t get far
Questions Goals without a fight.
● What kind of special defences does Dar have? - You are caught in the crossfire, take 1d8+3 damage.
● Establish details, describe.
● How long has it been since the gates were - One side recognises you as an enemy going forward.
● Use what they give you.
breached? Where were you when the hinterland
● Ask questions. When you command a battle against a great army,
armies poured in?
● Leave blanks. roll+INT. ✴On a 7+, you win the battle, and each player
● What is Dar, and why is it so important?
● Look for interesting facts. takes (1d12 - STR) damage. ✴On a 10+, choose 1. ✴On a
● What goal is preventing you from fleeing the siege? 7-9, choose 2.
● Help the players understand the moves.
● Who wields the great hammer, Agir-Yata? - You suffer significant losses. Roll damage twice and
● Give each character a chance to shine.
● You are about to make a risky crossing of the canal - use the higher roll.
● Introduce NPCs.
the city’s main thoroughfare. Which army currently - Your side loses ground. Each player marks a use of
● Fill out your worksheet.
controls the canal? And why do you need to cross it? one ammo, one item, or two rations.
Dungeon Moves
Impressions - Your side loses a significant item, advantageous
● Change the environment. position, or person in the fight.
● A fumbling scholar, desperately loading books onto
● Point to a looming threat. When you lay in wait to spring an ambush with
a cart in an attempt to escape the city.
● Introduce a new faction or type of creature. sufficient resources to match your enemy, roll+WIS.
● A cold glacial lake, perched high above the city.
● Use a threat from an existing faction or type of ✴On a 7-9, choose 1. ✴On a 10+, choose 2.
● You squint towards the sun, rising over the eastern
creature. - The enemy morale is broken.
steppe. Is that the dust of an approaching army?
● Make them backtrack. - Half the enemy force is slain or disabled.
● The apostate sorcerer, Rohvan, using the cover of
● Present riches at a price. - The enemy’s main advantage is neutralised.
chaos to prepare a dangerous ritual.
● Present a challenge to one of the characters. When you fight your way through the streets, every
● A herd of yak driven across the grasslands by a
wizened old man, oblivious to the conflict. artwork by mdonze on artstation player rolls+CON. ✴On a 10+, choose 1. ✴On a 7-9,
● A pack of mange dogs blood dripping from their choose 2. ✴On a Miss, all 3 options take effect.
mouths as they stare up from a battlefield corpse. - Take 2d6 damage or choose a debility.
- One of your items is seriously damaged in the melee.
● Numerous streams spread across the field, turning
a simple fight into a muddy and savage battle. - It takes longer or attracts more attention than you
would like.
● A cold wind blows through the city streets.
● A broken and abandoned wagon, still laden with the When you face a champion in a duel, fight in rounds
belongings of long gone peasants. until you or the enemy is defeated. On each round your
● Two warriors of opposing factions, eye each other enemy deals damage, and you choose a stat to roll…
across the road. Bloodied, perhaps dying. - +STR, ✴On a success, deal your damage to the
● The broken paving stones of a disused trade road enemy. *On a 7-9, roll dmg twice, use the lower die.
mark the path ahead. - +DEX, ✴On a success, you avoid damage from the
● Scattered opposing banners rise over a rotting enemy. *On a 7-9, roll dmg twice, use the lower die.
battle field. A lone captain searches the fallen. - +INT, while the duel continues, take: ✴On a 10+, +1
● A blind man cries out over chaos. ongoing. *On a 7-9, +1 forward. *On a 6-, -1 ongoing.
Places Things Simurgh solitary, planar, 12 HP, 1 AR
Talons (d6+2 Piercing), Hand
Sahat Pass Ring of Resolve worn A great two-headed bird, larger than a house.
A fortified, but lightly-manned mountain pass. The pass +1 when you resist. +1 when you inspire others. - Daze and confuse them with a supernatural cry.
is freezing cold, but allows the city’s key defences to be
Plateau War Horn 150 coin Persean Mystic solitary, 6 HP, 1 AR
bypassed. Here the city’s legendary founder, Arif Sahat,
A hollowed horn of the plateau yak, carved with intricate Mind magic (d4), Hand, Reach
first laid eyes on the plains below.
patterns. The Plateau armies drive forth at each “Look through the hand’s eye” Instinct: Create confusion.
The Strangled Gorge & Cliff Dungeon sounding of the horn, regardless of who blows. - Mislead them with illusions
A 200m deep gorge runs alongside the city. A thick
Mangonel reload, slow, forceful, messy, Far
jungle chokes the river along it’s base, in contrast to the Plateau Warrior group, intelligent, 8 HP, 2 AR
Siege catapults positioned within or outside the walls.
windswept plains surrounding the city. A dungeon is Two Swords (d6), Hand
carved below the city in the side of the cliff, and Strongbow +2 damage, Near, 100 coin, 2 weight Wild mountain fighters. Instinct: Break enemy morale.
scavengers lurk in the jungle below. A dangerous but A sturdy bow wrapped in red and gold fabrics. Can be - Separate them and break their formation.
viable exit from the city. The cells are empty as all the fired while mounted without difficulty. - Create advantage from surroundings.
prisoners have been killed or pressed into the army, all
Shaman’s Mantle clumsy, 1 armor, 100 coin, 2 weight Plateau Sage group, intelligent, 8 HP, 2 AR
except the merchant Aruktai. Why is he special?
A thick cloak made of yak fur. Protection against all Two Swords (d6), Hand
Harbour Gate levels of cold. +1 WIS when worn. Weathered faces, rough hands, few words. Scholar of
A small port is carved alongside the jungle river. This the book of the dead. Instinct: Offer sage advice.
Runed Bell of Mount Khert 0 weight
gate sits atop a steep path, a strategic chokepoint - Bolster warriors with herbs and poultice.
A small bell covered in intricate runes, from the famed
between the river harbour and the city quarters. The
mountain temple. When held up high and rung, the bell Mangudai Cavalry horde, 6 HP, 1 AR
rogue gate captain sells his loyalty to either side.
will freeze time for 1 minute for all except the bearer. If Strongbow & Knife (d4), Hand, Near
The Four City Quarters used more than once in a week, the bell will break. Vicious warriors clothed in orange and green. Each man
- Temple Quarter, gilded temples and governing office. is more comfortable in the saddle than on foot, and will
- Trade Quarter, canals, warehouses, guild houses.
Monsters
kill without thought. Instinct: Pillage and raze the city.
- Garden Quarter, farmlands to feed the wealthy. Ghostly Warrior group, 8 HP - Fire arrows and retreat.
- Common Quarter, abode of the lower classes. Spear (d6), Reach
Prince of Swans solitary, 12 HP, 1 AR
Sacred Yucca Grove The restless souls of those killed in battles past and
Battleaxe (d8+1), Hand
At the heart of the garden quarter, the tall yucca trees present. Instinct: Defend against all outsiders.
Champion of the Persean army. His helmet adorned
attract the desperate and prohibited masses who bend - Ignore normal weapons.
with swan wings. Instinct: Fight with valor to the end.
their backs in prayer for protection. Pit Beast solitary, 12 HP, 1 AR - Rally the troops
Sahat Plaza Talons (d6), Reach
Batzorig Khitai solitary, 12 HP, 1 AR
The center of the most intensive fighting in the city. A large troll-like creature, used for entertainment in the
Dual battleaxes (d8+1), Hand
Blood and corpses stain the stones, and the banners of pits of Dar. Instinct: Destroy its surroundings.
Champion of the Plateau army. A muscular half-giant of
each side have been raised countless times. The statue - Throw large pieces of rubble at them.
a man, draped in yak fur. Instinct: Gain glory
of Arif Sahat is draped in the torn flags of each faction. Mange Dog group, vicious, cunning, 12 HP, 1 AR - Leap across great distances.
Temple of the Horse God Bite (d6), Hand
Mangudai Khan solitary, 12 HP, 2 AR
A strangely quiet temple to unknown god, the master of Lean canines with long shaggy fur and gold night-vision
Strongbow & Kris Blade (b[2d8]), Hand, Near
horses. Brief sanctuary amidst the chaos of the city. eyes. Scavengers. Instinct: Make them fear the dark.
One of three leaders of the mounted ravaging horde.
- Follow them relentless, peering from the dark.
Hinterlands Astride a black stallion. Instinct: Pillage and raze the city.
- Prevent them from leaving the jungle
Wide plains spread from the city on one side, dotted - Trample them under his horse.
- Attack when they are weak and hungry.
with small hamlets, twisted trees, yaks, and goat herds. - Empty his oil skins, and light it aflame.
The Pilgrim’s Way
Agenda Custom Moves
● Make the world fantastic.
● Fill the characters’ lives with adventure. When you are cursed by a haggard local for your
A Dungeon Starter by Devindra P
● Play to find out what happens. transgressions, roll+WIS. ✴On a 9-, choose 1. ✴On a 6-,
For Sage LaTorra and Adam Koebel’s
the GM also chooses 1.
Questions Dungeon ❖ World
- Your next roll has disadvantage - aka w[2d6].
● What condition must be followed by all those who Goals - Take a debility of your choice.
travel the way? What does a typical pilgrim wear? ● Establish details, describe. - Ill tidings follow you… (?)
● You stand before the 7 Steps of Truth. Who was the ● Use what they give you. When you seek alms as a pilgrim, roll+CHA. ✴On a 7+,
first to ascend the steps? Who was second? And ● Ask questions. you receive 1 ration or 1d4 coin. ✴On a 7-9, you are no
what dangerous position are they now in? ● Leave blanks. longer welcome in the area, -1 ongoing when interacting
● The Great Delta is a network of interwoven rivers ● Look for interesting facts. with locals.
surrounded by dense jungle. What advice were you ● Help the players understand the moves. When you are forced to forage or exposed to the
given about the Delta before you left Port Albero? ● Give each character a chance to shine. strange sicknesses of the Delta, roll+CON. ✴On a 10+,
Introduce NPCs. your body resists the ill effects. ✴On a 9-, you afflicted
Impressions ●
● Fill out your worksheet. by an unknown sickness. Take a debility of your choice,
● A halfling riverboat, drifting dark and silent on the and describe the symptoms. -1 ongoing to cure the
moonlit river. The lanterns carefully remain unlit. Dungeon Moves sickness. ✴On a Miss, after one day the GM will choose
● Rapids ahead! ● Change the environment. a second debility if you have not yet been cured.
● A large tree overhangs the river, as feral monkeys ● Point to a looming threat. When you learn the next clue on the secret path, roll
screech from the branches, eyeing your rations. ● Introduce a new faction or type of creature. 1d4, then cross off the result. Whomever interprets the
● Use a threat from an existing faction or type of clue, calling on the knowledge of their class and history,
creature. marks XP.
● Make them backtrack. - Just as the hawk sheds land to take to the sky. Shed all
● Present riches at a price. entrapments that hold you to this coil.
● Present a challenge to one of the characters. - All men faces many paths, but there is only on Way for
for man. Sometimes diverging, sometimes intersecting.
-…
plants and trees begin to grow on it’s back. Instinct:
Things Feed.
Amulet of the Second Wind worn - Use roots to hold them down.
So long as you wear this amulet, you may take a debility - Submerge to throw them in the water.
to reroll any dice roll with a +1 forward. If you already - Grab them with it’s crab claws.
have all debilities, you may take 2d6 damage instead. - Poison them with a noxious dizzying gas.
Sable Spear cursed, 1 weight Black Sun Soldier group, 6 HP, 1 AR
Whispering with the voices of past bearers, the voices of Spear (d4), Hand, Reach
this blackened steel spear grow louder with each day it Golden-masked spear-wielders. Poorly prepared for the
is carried. When you deal damage, take +1 forward. dangers of the delta. Instinct: Assert control.
-
Places
The Blighted Tree
A tall, sickly, leafless tree rises from the river. A danger
and a secret are both contained within it’s roots.
Fishing Village
One of many small communities inhabited by the native
halflings. Few speak the common tongue, and even
fewer are willing to trust outsiders. They know the
waterways of the deltas and know that the jungles are to
be feared.

Monsters
Witch Doctor solitary, 10 HP
Talons (d8), Hand
Feral men and women, who live on the edge of society,
driven mad by the black magics they cure common
people from. Instinct: Earn a living from their craft.
- Counter all magical attacks.
Impundulu solitary, 10 HP
Talons (d8), Hand
A vampiric black and white bird, the size of a small dog.
Often the servant or familiar of a witch or witch doctor.
Instinct: Drink blood.
- Summon thunder and lightning with wings and talon.
Living Hill solitary, 12 HP, 3 AR
Claws (d8), Hand, Reach
A crab-like creature, about the size of a house. It nests in
on the riverbed or in marshy areas eating fish and other
animals that venture too close. The hill remains perfectly
still and is often mistaken for a small island, as jungle
???
Agenda Custom Moves
● Make the world fantastic.
● Fill the characters’ lives with adventure. When you do something, roll+?. ✴On a 9-, choose 1.
A Dungeon Starter by Devindra P
● Play to find out what happens. ✴On a 6-, the GM also chooses 1.
For Sage LaTorra and Adam Koebel’s
-…
Questions Dungeon ❖ World

● What ancient treasure do you hope to steal from the Goals


Veiled Keep? What do you need it for? ● Establish details, describe.
Use what they give you.
Impressions ●
● 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.
Things
Wyrd Stone 1 weight

Sable Spear cursed, 1 weight
Whispering with the voices of past bearers, the voices of
this blackened steel spear grow louder with each day it
is carried.

Places
Lake above the Clouds

Mistwood

Monsters
Wose group, 10 HP
Weapon (d8), Hand
… Instinct: Distrust outsiders
-…
Druid solitary, 10 HP
Weapon (d8), Hand
… Instinct: Protect the natural world.
-…
Tuath Dé solitary, 10 HP
Weapon (d8), Hand
… Instinct: Keep them in the dream.
- …

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