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Watch
Retreat
Backstab
When you find yourself pinned under the cold, unearthly body of one or more of a Spider of Ygiiz, roll + DEX
– INFESTED.
(You may opt to substitute STR for DEX if you use brute force to fling the creature away.)
On a 10+, describe how you manage to outmaneuver or overpower the creature.
On a 7-9, describe how you escape and the horror of being touched by the Spider of Ygiiz and the swarm that
follows. Take 1d8 damage or 1 INFESTED.
On a 6-, fall into a toxin induced coma. Describe the realm of the Demon Spider-Mother and Choose 1.
- You are able to force yourself to wake up before the fighting is over. Take Shaky, Sick, and Weak.
- You are out cold for the remainder of the fight but do not suffer from continued effects.
All gold pieces or value in gold pieces are now Dungeon World coins.
The opening player or thief that fails to disarm the needle trap must Defy Danger+CON or gain the debility Shaky
from the needle trap.
Pit Trap
Players may Defy Danger+DEX and avoid falling into the Pit Trap (2d6 damage).
Shadow That Melts Flesh Horde, Tiny, Stealthy, Intelligent, Planar, Amorphous
Tiny bites (b[2d6-2] damage) 12 HP, 0 Armor
Hand, Ignores Armor
Special Qualities: Incorporeal, Regenerates (Only destroyed forever by light or if Magical Candle is destroyed)
The Shadow is actually an endless swarm of tiny, dust-sized shadow demons that mimic the images of the
adventuring party.
Instinct: To Consume
Devour flesh
Absorb Life
Guard
If the Candle is extinguished, the Shadow will cease to exist. However, the magic circle encircling the skull repulses
all living creatures and most non-magical weapons (GM’s discretion). To extinguish the Candle, a PC must either
make a ranged attack with a magical ranged weapon as if the Candle were a monster with an Armor of 2 or attack
with a magical melee weapon as if the Candle were a monster with Armor of 4. A total of 5 points of damage must
be dealt whatever the Candle’s Armor (magical ranged or magical melee) or it may be simply destroyed as if it had
no Armor by 5 or more points of damage from any spell.
Finally, if the PCs are somehow able to flood the entire chamber with uniform light (i.e., if no shadows can be cast,
whatsoever) the Shadow is eliminated and the Candle extinguished. Relighting the Candle will create a new
Shadow, of course. If the PCs somehow recover the goat-demon skull, they hear a rattling within its cranium cavity.
If the skull is smashed, the PCs discover a faceted piece of amber; trapped within the amber is a creature resembling
a small man. Wizards and clerics instantly recognize the gem as the phylactery of a lich.
The lich will reanimate from the bones in his tomb at the next full moon and seek to regain its phylactery at the
GM’s discretion. Foolish players may seek to control the lich for their own benefit via the phylanthtrry; a very
dangerous course of action.
The Spiders are anchored to this plane by Boss Ogo’s soul. Therefore, if Ogo is slain, the Spiders are cast back into
the outer dark and Ogo’s crystal will shatter. In the wake of the shattered crystal, PCs can collect 1d4 handfuls of the
stardust of Ygiiz (see area 3-4 for details on this new magic item).
False Trap
Thieves that Defy Danger +INT will understand the canard that is the False Trap
Players that Defy Danger +DEX will take half damage from the Triple Blade Trap (1d6+3 damage)
Players that Defy Danger+ DEX may take ½ damage from the spear (1d8 damage) and the stone (1d4 damage) traps
Players must Defy Danger+CON to avoid the effects of the Sleep Trap which will render the PC unconscious until
they next make camp. If all members of the party fall asleep capture by Sarzuk the Devil is likely. Otherwise the
players will meet him and his rogues upon exiting the shop.
Watch
Retreat
Backstab
The bulk of the treasure is mundane, save for the handfuls of stardust. All gold pieces or value in gold pieces are
now Dungeon World coins.
Adventurers opening the pouch discover small granular crystals resembling quartz that glow with a faint, sickly
light. Unlike natural crystals, the stardust is malleable in the following ways, with the following effects:
First, the 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 violet 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. Any PC imbued with
stardust will be monitored and their recruitment or destruction attempted by Ygiiz or her agents.
Multiple handfuls of smaller crystals can be forced together to form a single large crystal: a Crystal of the Outer
Dark. Once joined, the crystal can only be reduced back to stardust by violent force. The larger crystal can be used
as a focus, permitting PCs to contact the terrible being known as Ygiiz, the Spider-Mother. The results will not be
pleasant.
Attributions
The Jeweler That Dealt in Stardust was written by Harley Stroh. This work is in no means meant to
dispute Goodman Games’ rights. Conversion of the module was by Mark Tygart and Logan Howard.
● The Jeweler That Dealt in Stardust is part of the 2012 DCC Free RPG Day offering from
the most excellent folks at Goodman Games!
● Goodman Games Chaos Rising DCC module contains The Jeweler That Dealt in
Stardust
● Goodman Games Website
● Dungeon Crawl Classics
● Dungeon World SRD
Check out Logan Howard’s Dungeon World Fanzine Sword Breaker at DrivethruRPG.com.