Escolar Documentos
Profissional Documentos
Cultura Documentos
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Introduction.............................................................................................. 1
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and you’ll get six different answers. None of the sites described herein
include maps in the traditional sense.
More than the mechanics in most Mostly they are lists of rooms and their
RPGs, Dungeon World mechanics lend potential contents, for you to arrange
themselves to personalization by players and connect on a map drawn for the
and GM. In that spirit, the diggers of first time at the table, as the places are
these dark places were asked to con- explored. This means you’re free to
tribute personal interpretations of the tailor the physical form of each dungeon
dungeon creation guidelines laid out in to the fiction, your play group, and
The Perilous Wilds. your personal approach to running an
Each “Deep” herein has been conceived adventure.
and written according to the unique By spelling out some of the contents
sensibility of its author. Think of them ahead of time, we step away from the
as six different suggestions for ways wholly improvised nature of orthodox
in which you yourself might write up Dungeon World, trading some of that
a dungeon. If you plan to run one of edge for a level of detail and atmosphere
these at your own table, make sure to usually only achievable via some degree
read it over at least once, in order to get of prep. There’s still plenty of room to
a handle on the author’s approach. That wing it—these places are more play-
being said, a few commonalities exist: grounds than railroads—but by putting
Any word that appear in smallcaps is the cartography in your hands we hope
either a reference to an entry elsewhere to do two things: maintain that sense
in the adventure, or an entry heading. of “playing to find out what happens”
that’s so central to Dungeon World, and
Impressions are suggestions for sensory
encourage you to personalize each Deep
details that can be used to describe the
by deciding for yourself how its various
area in question.
parts fit together.
Connections are ways to reach other
Our interpretation of the GM Principle
areas or locales from the area being
“Draw maps, leave blanks” in this con-
described.
text is loose: each of these Deeps lays
Common areas are parts of the adven- out a “map” of descriptive components,
ture site that are likely to recur as the while the “blanks” are the undefined
place is explored. spaces between those components,
waiting to be filled in, during your prep
Unique areas are places that only occur
and/or at the table.
once in the adventure.
In other words: here are the building
Discoveries are anything the party finds
blocks; make each Deep your own.
that is interesting, but not immediately
threatening. —Jason
Dangers are anything which pose a
real threat to the characters, including
things like traps and monsters.
1
Uncertain Reflections by Joe Banner . Illustrated by Niels Burger
Introduction Questions
............................................................................................................. .............................................................................................................
This is a story about what happens when U Who are your rivals?
those with mortal desires and failures are U How do your rivals communicate
given the power of a god. with each other?
U Do you want to serve the Magus?
The Magus did not go insane. It was
Destroy it? Or something else?
insane from the start, as so many of
U What dangers and discoveries did
us are. What happened was the Magus
you find in the desert?
found a way to cope with the madness it
perceived around it.
It wanted to return to the pristine purity
it had been raised on. It wanted a retreat
from a world of sand and grit and blood
and sickness.
It went into the Iron Marches. Oh, how
the yellow salt afflicted its senses! But
it went into the desert. And in the desert
it made a shining castle. It burned the
sand into glass. It made the glass into
peaks and walls and vaulted ceilings and
a crystal throne. And there it sat, and
there for a time it found peace.
But acolytes came, filled with dirt and
sin. They promised to serve, they wished
for redemption. They would not leave.
It hated them. So it promised them
what they wanted. Then took from them
everything. (They served it better as
drones than devoted.)
And there the wives’ tales end... Except
you found the citadel, after days or years
of search, or none at all. You stand at
the mirrored gates and all is still in the
desert sun. Your rivals pursue you, black
dots on the horizon.
What will you do next, I wonder?
2
The Iron Marches
Torrid, Arid Desert, Barren, Perilous, Chaotic
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Connections When you travel around the field
............................................................................................................. instead, you risk wasting time and
U West of Umberto, called “the drawing unwanted attention.
Fortunate City” by some .............................................................................................................
4
Common Areas
Add exits, stairs, ramps as you see fit.
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Natural cavern Study
Rocky walls, floors of fine sand, piles of A laboratory and/or library of the
particularly fine sand piled up in places. Magus. It might not have been touched
It may be possible to dig through to the in decades, yet there is not a speck of
surface through some areas. dust anywhere to be found.
----------------------------------------------------------------
The Citadel’s foundations, where the
first sand was collected and forged.
Balcony
An exterior area, complete with
Fragments of the Magus’ past lie
airlock-like seal to stop dirt entering.
embedded in the living rock, open to
Made by the Magus in its weaker
interpretation.
----------------------------------------------------------------
moments, wistfully thinking of home.
Intact room All balconies face towards Umberto,
A chamber of yellow glass. the city of silks and fortune. On a clear
.............................................................................................................
night, you can just about see it—a
GM move single twinkling light on the horizon.
U The walls, floor, and/or ceiling
begins to crack, turning this place
into a Shattered Room
----------------------------------------------------------------
Shattered room
Time, entropy, or the rage of Magus
has taken its toll on this chamber of
cracked, fissured, and broken glass.
.............................................................................................................
GM moves
U The ceiling gives way, showering
them with shards of glass
U The floor collapses, forcing them to
Defy Danger to grab a hold of
something or survive the fall
5
Unique Areas
Add exits, stairs, ramps as you see fit.
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PC move
fleeing soul a question, it may answer
When you make a Discovery or
if it resents its death, but many of the
Spout Lore, you may find a means to
fools believed their sacrifice to be right.
communicate—with allies, enemies of
When you quench the magical heat of their enemies, or forces beyond their
the kiln, the Citadel will become cold control. On a miss with Spout Lore,
and brittle after sundown (every room one of the above (probably not the
becomes a Shattered Room). first one though!) may find a way to
---------------------------------------------------------------- communicate with you.
o A greenhouse, abundant ----------------------------------------------------------------
with life o A crystal throne, where
This area is precious to the Magus; the the Magus sits
presence of its minions is discouraged. If it’s time for the PCs to have a final
.............................................................................................................
encounter, the Magus is sat here,
PC moves cradling some creepy keepsake of its
When you make a Discovery or Spout mortality like his mother’s shawl or a
Lore, you find an acolyte or disciple who miniature model of Umberto city.
turned against their master, and fled
here to hide from the others. If no fight is in the offing—perhaps
you want to save the Magus to haunt
When you search for useful plants, the PCs another day—the Magus is
say what the plant needs to do (heal a elsewhere, or absent from the Citadel
wound, cure poison, serve as a reagent altogether.
for a ritual, etc.) and roll+WIS: on a 10+,
you find just what you need; on a 7-9, In any case, two Etched Epistolaries
you find something interesting, but it’s stand dutifully on either side of the
probably not useful right now; on a 6-, throne at all times.
mark XP, and you find something you
.............................................................................................................
PC move
wish you hadn’t.
When you touch the crystal throne, and
the Magus is not present, it knows you
are here.
6
Dangers
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Etched Epistolary The Magus
Solitary, Organized, Construct, Solitary, Organized, Intelligent, Magical
Intelligent, Magical
Damage 1d10+2 (close, reach, messy,
Damage 1d8 (close) 3 piercing)
HP 10 Armor 1 HP 16 Armor 0
Special Qualities Made of glass Special Qualities Spellcaster
The more intelligent acolytes rise up the Describe the Magus however you see
ranks, etching sigils of power on their fit, given the image of it that forms in
own increasingly-refined bodies. The your head as the characters explore the
highest deacons are crystalline entities Citadel.
of perfect form and function, save their
Instinct To hoard magical treasures and
slavish devotion to their Magus.
suffer no trespassers
Instinct To follow master’s teachings U Know when something’s
U Babble on about arcane theory been stolen
U Hurl a glass projectile U Fuse things together with a
U Lead Devotees by example gesture
U Summon a necrotic reflection of U Cast a spell of sand or fire
something (HP 3, Armor 0, U Entrap them in a prison of glass
damage 1d4, close) U Summon a demonic reflection
U Turn a limb or item to glass (HP 5, damage 1d6, close, messy)
U Absorb or dissipate a blow U Hesitate when reminded of home
............................................................................................................. .............................................................................................................
7
Brightrock Barrow
by Jeremy Strandberg . Illustrated by Jan Burger
lover. Heartbroken and burning with U Old Luci says she stumbled on an
hatred of Mihoval, she used the Crown ancient barrow mound in the woods.
to summon the demon Anok-Hob- ‘Course, old Luci ain’t never been
Sharath from the Pits. She set it after right in the head...
Mihoval. Cähirin saved Mihoval and
drove the demon off, but was mortally U I was camping out in the woods,
wounded in the process. near where Luci said she saw that
barrow. And I swear, that night
Cähirin’s forces were soon routed, I heard the most heartbreakingly
killed, or captured and executed. beautiful singing.
War-mages tracked down Mihoval and
reduced him to ash. U The White Crown was last known
to be in these lands. Perhaps it’s in
Knowing the burning will that drove that barrow?
Cähirin and the undying oaths of her
followers, the elves built a barrow U The elves left these woods long ago,
of brightrock. There they interred but there’s at least one still
Cähirin, her followers, and the ashes of wandering about. Bohzidar, they
the treacherous Mihoval, binding their call him. Maybe he knows more?
spirits to the place forever. U The elves left after a great war.
Princess Ilinka fell into despair. The There was tell of a mighty warrior
demon was left unchecked and inflicted whose name is now forgotten.
untold suffering on the survivors. Anok- Perhaps the tomb is theirs?
8
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9
The Barrow
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Elven Tomb PC Moves
Size Medium When you study the runes on the
---------------------------------------------------------------- menhirs, roll +WIS: on a 10+, your vision
Barrow Entrance blurs for a moment, but you can then
............................................................................................................. read the runes just fine; on a 7-9, you
Impressions forget what you’re doing and wander off
U The echo of a haunting song for a few minutes; on a 6-, mark XP,
U A wide clearing, deep in the old- and either take the confused debility or
growth forest attack one of your allies (your choice).
U Pale stones stacked into a low hill,
the size of a longhouse When you study the runes on the
U A ring of menhirs at clearing’s edge threshold, your vision blurs and your
U Faded elf-runes on the menhirs head pounds. If you force yourself
U Tufts of sickly weeds sprouting from to focus on them, take 1d6 damage
between the barrow-mound’s stones (ignoring armor) and see them with
U Eerie stillness; even the wind avoids perfect clarity.
the clearing When you approach the threshold with
U A dug-out entrance to the barrow, the intent to cross it, you are filled with
hard to look upon otherworldly dread. If you persist, roll
U A stone passage curving inward +CON: on a 10+, describe a deep fear
U Runes etched into threshold stones from your past and how you conquered
that fear, then cross the threshold; on a
.............................................................................................................
Lore
7-9, describe the unconquered fear that
U The white stones have many names:
still lurks in your soul, then cross the
brightrock, ghost marble, deadstone
threshold; on a 6-, mark XP, describe
U Brightrock is impervious to spirits
an unconquered fear, and if you cross
and magical senses alike
the threshold take either the shaken or
U Brightrock may be marked by
confused debility (your choice).
magic, but not shaped by it .............................................................................................................
GM note
party) does something that hints at
Common areas, unique areas, Discover-
his true intentions
ies, and Dangers are listed in alphabeti-
U Rosalija’s Ghost emerges from the
cal order on the following pages.
Barrow to sing dirges to the moon
10
Common Areas
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Burial vault Curving passage
........................................................................................................... .............................................................................................................
Impressions Impressions
U A chamber, walls of brightock U A narrow, curving hall, stretching
U 1d12 grave-niches out of sight
U Well-preserved corpses of elven U Walls, floor, and ceiling of crudely
warriors, coated with white dust chiseled brightstone blocks
U Glint of gold, elf-gem, or mithril U A low, arched ceiling
.............................................................................................................
U A gentle slope
Connections U A sense of stillness, loneliness, being
U The way they came cut off from the beating, breathing
U 1d4-1 doorways, leading into world outside
darkness (roll 1d6): .............................................................................................................
Connections
1d6 Room
U The way they came
1-2 curving passage
U The other way (roll 1d12):
3-4 curving passage (+1 Danger)
5 curving passage (+1 Discovery) 1d12 Room
6 curving passage 1-2 curving passage
(+1 Danger, +1 Discovery) 3-4 curving passage (+1 Danger)
.............................................................................................................
5 curving passage (+1 Discovery)
Lore 6 curving passage
U The warrior’s livery is unknown (+1 Danger, +1 Discovery)
among modern elves—these must 7 burial vault
have been the last of their army 8 burial vault (+1 Danger)
U Some corpses bear signs of precise, 9 burial vault (+1 Discovery)
surgical wounds, while others bear 10 Unique area (choose one)
signs of brutal, horrific violence 11 Unique area (choose one;
U These bodies were clearly placed +1 Danger)
here with respect, but elves would 12 Unique area (choose one;
inter even traitors in such a fashion +1 Discovery)
U By being buried in brightrock, these .............................................................................................................
PC moves
When you disturb the corpse of an elven
warrior, it will rise as an elf-wight.
When you attempt to remove a grave-
good from the corpse of an elven warrior
without disturbing the corpse, roll +DEX:
on a 10+, you get it, and the dead do not
stir; on a 7-9, you get it or you avoid
disturbing the corpse, your choice.
11
Unique Areas
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----------------------------------------------------------------
U Faint runes of protection rim
o Cahirin’s Tomb the edge of the sarcophagus lid—
.............................................................................................................
Two passageways cross, with an utter disoriented but quickly shake it off; on a
lack of footprints (even from the way 7-9, something slips from your mind—
they just came). choose 1 from the list below; on a 6-,
............................................................................................................. mark XP, and all 3 from the list apply.
Connections
o You lose a vital memory (ask the GM
U The way they came
to choose one; the GM may reveal
U Three other ways (roll 1d10 for each):
their choice now, later, or never)
1d10 Room o You become disoriented and confused
1-2 curving passage until you next breathe fresh air
3-4 curving passage (+1 Danger) outside the Barrow
5 curving passage (+1 Discovery) o You stumble back out of the
6 curving passage chamber, forget it exists, and
(+1 Danger, +1 Discovery) become unable to perceive it, no
7 burial vault matter how hard anyone tries to
8 burial vault (+1 Danger) convince you of its existence
9 burial vault (+1 Discovery)
When you break the
10 Unique area (choose one)
............................................................................................................. urn or its waxen
GM Moves seal, Mihoval’s
When they stop at the intersection and Spirit escapes
consider which way to go, ask them to into the Barrow
roll 1d4: on a 1, they go the way they (but remains
intended; otherwise, they go a random unable to cross
direction. the threshold
at the Barrow
Entrance if
the warding
runes are intact).
13
----------------------------------------------------------------
o Pit of the Demon
.............................................................................................................
Impressions
U Low, domed ceiling held up by
ancient timbers
U A “floor” of brightrock stones,
piled as if filling a pit
U Foggy breath, bitter cold, hoarfrost
U Faint cries of a child, calling for help
.............................................................................................................
----------------------------------------------------------------
Connections
U The way they came
o Nexus U 1d4 exits, each a curving passage
.............................................................................................................
Impressions
.............................................................................................................
Lore
U Wide, domed room, ten paces across
U Bone-chilling cold is a sign of a
U Curved wall lined with large,
supernatural presence—like a demon
perfectly-cut, identical slabs of
U The wards on the threshold of the
polished brightrock
Barrow Entrance are
U A sensation of vertigo, like when
powerless against demons
you spin ’round and ’round and
U Some demons must possess a body
suddenly stop
to enter this world, gaining great
U Which way did you come from again?
............................................................................................................. resilience but consuming souls to heal
Connections
.............................................................................................................
Dangers
U The curving passage back to the
U Anok-Hob-Sharath
Barrow Entrance
----------------------------------------------------------------
U Five other dark doorways, each
opening into a different
o Spiral Stair
.............................................................................................................
14
Discoveries
Each Discovery listed here can be found in a specific common or unique area, as
noted in that area’s entry. When in need of additional Discoveries, invent them or
roll them up using the tables in The Perilous Wilds.
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Cahirin’s Mithril Plate Armor The White Crown
worn, 3 armor, 2 weight worn, 1 weight
When you attempt to don Cahirin’s Of a pale white metal, unknown even
armor and are not an elf, it doesn’t fit. to dwarves. A thing from Elsewhere,
.............................................................................................................
foisted upon the natural world. The
Cahirin’s standard elves entrusted it to a wielder of great
2 weight wisdom and patience, thinking to use its
Worth 2000 coins to the right buyer. powers for good. They thought wrong.
.............................................................................................................
15
Dangers
Each Danger listed here can be found in a specific common or unique area, as noted
in that area’s entry. When in need of additional Dangers, invent them or roll them
up using the tables in The Perilous Wilds.
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Anok-Hob-Sharath Mihoval’s Spirit
Solitary, Small, Intelligent, Devious, Solitary, Intelligent, Devious, Stealthy,
Stealthy, Divine, Magical, Planar Divine, Magical, Cautious, Hoarder
Damage Spindly fingers and sharpened Damage Word of pain 1d8 (near,
teeth b[2d12]+2 (hand, forceful, ignores armor)
messy, 3 piercing) HP 16 Armor 5
HP 20 Armor 4 Special Qualities Undead, insubstantial
Special Qualities Climbs like a spider,
In life, Mihoval was a sorcerer skilled
unnatural resilience
in using honeyed words to get his
A powerful and ancient demon of way; when words did not suffice, he
endless hate and fury, summoned and would twist minds to his desired end
bound into the tattered body of some by infernal means. Mihoval wooed
poor elf boy. Hungry and hating, Cahirin away from Ilinka out of
waiting to be set free. petty vindictiveness, then stoked her
ego and fed her ambitions, plunging the
Instinct To kill, destroy, devour
elves into war. In death, he remains a
U Pretend to be helpless
spiteful, egocentric ass.
U Act with surprising patience
and subtlety Instinct To escape the Barrow, thence to
U Leap into the fray with escape his fate
impossible speed and fury U Sense their passions, fears, and
U Gleefully devour a soul insecurities
.............................................................................................................
U Tell someone exactly what they
Cahirin want to hear
Solitary, Organized, Intelligent, Cau- U Inflame or subdue emotions
tious, Terrifying U Wrack them with crippling pain
Damage Svijecio the Shining Blade
b[2d12]+1 (close, messy, 4 piercing)
HP 20 Armor 5
Special Qualities Undead, aura of
cold dread
Centuries of lying bound in a tomb
would have broken a lesser mind, but
Cähirin’s fearsome will has only honed
her sense of purpose. There is no doubt
left in her; the lesser races must be
conquered, for their own good.
Instinct To prove her superiority
U Fight with perfect grace
U Counter all but the most
inspired attacks
U Call elf-wights to service
16
............................................................................................................. .............................................................................................................
When you first listen to the dirge of Released from her sarcophagus by fool
Rosalija, say what loss has left an adventurers, she now haunts the halls
emptiness in your soul or what you now in a whorl of emotion flitting constantly
most fear to lose, and roll +WIS: on between grief, rage, self-loathing, and
a 10+, you shake yourself free of your despair. The White Crown upon her
melancholy after a few moments; on a brow converts this turmoil into pure
7-9, you’re overwhelmed with sadness force, but the brightrock reflects it
until you suffer injury or your allies back, transforming her into a silent
shake you free; on a 6-, mark XP, and storm of pain and power.
you’re overwhelmed with sadness as Instinct To act erratically
above, but take -1 ongoing until you U Float silently though the dark
do something desperately reckless, U Overwhelm them with emotion
hedonistic, or charitable. U Fling things about
17
Those Who Make Vows by Johnstone Metzger . Illustrated by Carl Antonowicz
“Kestral sat down on the bench, no problem. It was just a bench, plain wood. Thiago,
like a reckless maniac, kicked the grandfather clock over onto the floor of the cave. It
was just a normal clock, but we were all pissed he made so much noise.
“Not that it mattered much. Right after that, Peiter opened up the desk drawer and
found some gold coins inside. When he reached in and touched them, the desk ate his
hand and he wouldn’t stop screaming ’til Kestral shanked him good.
“Take it from me, kid: Never. Touch. Anything.”
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18
Overview
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Promiser Outpost Common Areas
Size Small .............................................................................................................
o Churchyard
1d4 Foundation Entrance
o Conservatory
1 cave complex coastal cave at
o Dining Hall
base of cliff
o The Idol
2 city sewers spiral staircase o Museum
behind rusted
iron gate
3 petrified forest clearing where
living forest ends
4 ruined castle crumbling gate
house over a
dried-up moat
19
----------------------------------------------------------------
Churchyard
The Rooms that Devour Unique Area (alien religion)
---------------------------------------------------------------- .............................................................................................................
“He said he was a dungeon robber, like Storage for religious paraphernalia,
us, just here looking to make some fast items necessary for worshipping the
money. He’d already checked out the Goddess of Promises.
caves ahead, showed us some gilded sup- This area holds 1d4+1 magical items.
perware he found, offered to split the loot Each possesses different properties,
if we teamed up. Said he knew the fence rolled on the following tables, in order:
Argomil, so we believed him.
1d8 This item...
“Of course he stabbed Thiago in the back .............................................................................................................
21
When you possess a magical body and
eat the flesh of a thinking creature, roll
2d6...
...+1 if the creature is human-sized
or larger,
...+1 if the creature is of human
intelligence or smarter,
...and +1 if you devour multiple crea-
tures in one sitting:
on a 10+, you are purged of the body
and your powers last for another month;
on a 7-9, you are purged and your pow-
ers last for another week; on a 6-, you
are purged but the magic body ----------------------------------------------------------------
is destroyed. Prison cell
---------------------------------------------------------------- Common Area
Kitchen .............................................................................................................
22
.............................................................................................................
Rank 2: Possessed
The Cult of Promises The most common leadership positions
----------------------------------------------------------------
in the cult are held by people who have
“We were almost out when we ran into
been possessed by the spirit of the God-
a whole mob of those guys in the black
dess of Promises. They have made their
robes. Nearly jumped out of my skin, I
vows and had the emptiness in their
did. Then Kestral pushed me into them
souls filled up with divine love.
and we went down in a heap of tangled
limbs, kicking and shouting. I got a few What the Initiates do not know is that
good licks in—you see the black eyes and each of the Possessed has actually been
split lips on those guys?—but she didn’t hulled and occupied by a Promiser.
give me no help at all. She just ran for Because the Promiser devoured the
it, threw me away to get out alive. human’s brain, it has enough knowledge
of the person to act like them. The Initi-
“That’s why I’m here with you, kid.
ates are too blinded by faith and hope to
They caught me, trussed me up like a pig,
see through this charade.
they did. I’ve never been so humiliated .............................................................................................................
23
The Pit of Vanzwink by Jason Lutes . Illustrated by Jan Burger
25
. Vanzwink the Sorcerer .
Outcast from an ancient race of Cyclopean humanoids, the great and power-
ful sorcerer Vanzwink sought solitude in order to pursue his theories about
magic magnification and keep company with the only being he considered of
any worth: himself. His gargantuan skeleton has sat slumped in his Sanctum
for over a century, surrounded by the scattered bones of those lurkers he
managed to destroy during his last stand.
26
. Rekkala .
The lurkers (and perhaps others)
worship The Great Crane, also known
as The Protector or Queen of the
Winged. Rekkala manifests as a
white crane with black wingtips and a
red beak. It is said that to be crossed
by her shadow is a great blessing for
the faithful, but a sign of sure doom
for her enemies.
The domains of her power include
the sky, the winds, patience, and
physical grace.
Prayers in her
name take the form of chants or dances; offerings found
at her shrines—sometimes carved high in the branches
of old-growth trees—include dead rodents, giant insects,
fish, and berries.
All winged things that travel by daylight are subject to
her command, acting as messengers or embodiments of
Mark of Rekkala. her will, to be brought to bear against her enemies.
27
----------------------------------------------------------------
Unique Areas
Magnite Mines .............................................................................................................
Impressions o Chasm
Some seismic event shifted the rock
.............................................................................................................
U Pitch dark
here, creating a 5’-wide crack in the
U Damp, humid, warm
entire tunnel, from which a curtain
U Steam venting from cracks
of steam rises. Easy enough to jump
U Metallic odor
across, but hazardous if stumbled into.
U Puddles of oily water .............................................................................................................
28
.............................................................................................................
When you enter a lurker tunnel, roll 1d12
o Lift Shaft
to see where you emerge:
A 20’ wide square shaft that rises to the
Lift Terminus at the very top of the 1d12 Exit
complex (page 33), with a stop at many 1-4 Common area in the Magnite
levels of the Magnite Mines. Mines (page 28)
5 Unique area in the Magnite
Mounted on the wall at each stop is an
Mines (page 28)
in iron boss impressed with the Sigil of
6 Common area in Vanzwink’s
Strange Stars. Placing a hand on this
Redoubt (page 32)
boss will call the floatite-powered lift
7 Entry Hall (page 33)
to that stop.
8-10 Slave Quarters (page 33)
The lift itself is a square platform of 11 Overseer Workshop (page 34)
hardwood timber, with an iron con- 12 Magnite Forge (page 34)
trol pylon at its center and 6 floatite .............................................................................................................
Steam jet
A blast of steam issues from the wall,
floor, or ceiling, searing the unwary for
1d6 damage, and/or creating an obstacle
that must be bypassed.
30
. The Fearless Four .
These fortune seekers plumb the Magnite Mines in search of a way into
Vanzwink’s Redoubt. Someone called Valthala the Sage scryed the location
of the Box of Bofurus, hired the Four to retrieve it, and promises a hand-
some reward for its delivery. The Four will not take kindly to interlopers.
--------------------------------------------------------------------------------------------------------------------------
Elvina Athelan Pennycatch
Leader, Lawful Evil, Intelligent, Devious
Damage Greatsword 1d8+2 (reach) Damage Knife 1d6 (hand) or
HP 12 Armor 2 sling 1d6 (near)
Special Qualities Fighter, fear of chaos HP 8 Armor 1
Traits Missing ear, compassionate Special Qualities Thief
Traits Badly scarred, cowardly, vengeful
Instinct To live by a code of honor
U Issue a challenge Instinct To get the most out of everything
U Deflect a powerful blow U Bolt at the first opportunity
U Sever a limb U Beg for mercy
U Plot revenge
Gear Greatsword, chainmail, poultices &
herbs, 1d6 rations, adventuring gear (1d4 Gear Knife, sling, ammo pouch, leather
uses), 4d8 coins. armor, lockpicks, 1d6 rations, silver
.................................................................................................... bracelet (2d8 coins), 3d8 coins.
Brimlid the Black ....................................................................................................
31
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Common Areas
Vanzwink’s Redoubt .............................................................................................................
Passage
15’ wide by 20’ tall, arched ceiling.
.............................................................................................................
Spiral stair
Giant-sized, carved from the living rock.
32
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Unique Areas
.............................................................................................................
o Entry Hall
The great double doors that connect this
area to the Main Entrance are exactly
the same on this inside as they are on
the outside: an iron boss in the center
(10’ up) bears the mark of Vanzwink
(“V”), and the doors open automatically
for the bearer of Vanzwink’s Signet.
The hall itself is of polished blue-gray .............................................................................................................
34
.............................................................................................................
o Hall of Cogitation
A 30’ wide by 240’ long hall, with a 25’
high ceiling and a single line of polished
granite columns running down the
middle. At a height of 10’, the polished
granite of each column is replaced by a
5’ tall section of cloudy quartz crystal.
When you walk a circuit of the Hall
of Cogitation, roll +INT: on a 10+, you
experience clarity of mind—all of the Library Item
quartz crystal in the hall momentarily o An untitled ledger composed of
becomes as clear as glass, and you have paper-thin sheets of ivory, covered
some insight into a thing that has con- in runes from a dead language.
founded you (propose something to the o A tome, bound in seal-hide, called
GM); on a 7-9, you experience clarity of Concerning the Theatrical Practices
mind, and take +1 forward. of the Merfolk
o Best-Loved Yet Little-Known Songs
The Hall’s mind-clearing capacity may of the Spheres, a thick folio of loose-
only be utilized once per day. leaf melodies, heavily annotated in
faded brown ink
.............................................................................................................
35
.............................................................................................................
whom he did business. There are no
o Audience Chamber
chairs beyond the giant’s—guests must
A large chamber, cut from the living
have been expected to stand.
rock and floored with hexagonal purple
tile. The domed ceiling is painted to When you pass beneath the watchful eye
resemble a blue sky covered with a pat- with ill intent for Vanzwink or his prop-
tern of stars, with a single large eye cut erty, an ancient warding enchantment
from stone (and painted gold) peering triggers, trapping you in a column of
down from the apex. Unfinished wall golden light from above. You are para-
frescoes depict scenes from Vanwink’s lyzed in all but thought and speech and
life: eschewing giant society; scrying must answer all questions truthfully,
the location of magnite; constucting his until the proper release phrase (now lost)
Overseers; enslaving lurkers to excavate is uttered or the eye (HP 10, Armor 4) is
the Pit. Wide steps at one end rise to a destroyed, whichever comes first.
platform that holds a simple hardwood
When you destroy the watchful eye, its
chair suited for a giant.
paralyzing beam ceases, but 1d8 Over-
Here Vanzwink met with rare visitors, seers register the security breach and
mostly wizards and merchants with will arrive shortly.
36
.............................................................................................................
The Mageiasphere
o Sanctum
A spherical chamber, 30’ in diameter,
The innermost chambers of Vanzwink’s
entered only via the circular iron airlock
Redoubt, consisting of four intercon-
in the floor of the Study. The chamber
nected areas:
itself is one of Vanzwink’s great accom-
Quarters: Finely but not ostenta- plishments: lined with a 2’-thick layer of
tiously appointed, Vanzwink’s sleeping floatite, it concentrates and intensifies
chamber is dominated by his huge bed all magic forces within; this makes it an
of petrified wood, its covers now ragged ideal but volatile environment for the
and insect-eaten. Items of interest in- enchanter’s craft.
clude a large Seeing Glass, mounted on
When you enter the Mageiasphere, you
one wall, an Opalight mounted on the
will be forcibly ejected unless you bear
ceiling, and a hardwood wardrobe full
some connection to the arcane world
of brittle cloaks and robes, among them
(ability, item, etc.), in which case you
the Stonesilk Mantlet.
drop immediately to the center of the
Garderobe: A small room (by giant chamber, where you become suspended
standards), carved from the living rock. in midair.
A stone bench protrudes from one wall,
When you wield magic in the
and in it a 3’-wide circular hole
Mageiasphere, roll +INT: on
opens into a black void.
a 10+, the effect of the
How deep does it go?
magic is magnified
Study: A vaulted fivefold, but the GM
chamber, par- chooses 1 from the
tially collapsed list below; on a
and half-full 7-9, the effect
of rubble from is magnified
the tunneling threefold, but
efforts of the the GM chooses
lurkers who 2 from the list
confronted their below; on a 6-,
oppressor here. mark XP and
Vanzwink’s gar- suffer the con-
gantuan skeleton, sequence of your
surrounded by the tampering, magnified
crushed and dismem- threefold and turned
bered remains of many lurk- inward upon the very center
ers (including those of Davinca Vaya), of your being.
lies slumped amidst the debris.
U You suffer a permanent disfigure-
When you examine Vanzwink’s remains, ment related to the magic wielded
you find Vanzwink’s Signet among 1d6 (ask the GM what)
giant rings on his finger-bones. U You suffer 2 debilities of the GM’s
choice, which may only be removed
When you clear away some of the
by magical means
rubble, you reveal a circular iron hatch
U You are marked by otherworldy
(5’ in diameter) set into the floor,
forces as an unqualified threat
engraved with protective runes set in
U Vanzwink’s consciousness, if extant,
silver. The hatch may be opened by
registers your violation of this most
turning an iron wheel set into its face,
precious of his creations
and grants access to the Mageiasphere.
37
----------------------------------------------------------------
world, but you immediately suffer 2 de-
Discoveries bilities of the GM’s choice; on a 7-9, you
.............................................................................................................
Discoveries in this section are listed in suffer 3 debilities of the GM’s choice and
alphabetical order. Most are only to be retain your spirit, but it’s damaged in
found in specific areas, but when you some permanent way (describe, now or
need a random Discovery, choose 1 from later, how you will never be the same);
the list below, roll 1d12, or make one up. on a 6-, your spirit is imprisoned until
the Box claims another—your physical
1d12 Discovery self survives, but bereft of feeling and
1-5 miscellaneous item purpose beyond mere survival. In all
6-8 lurker tunnel cases, the lid snaps shut immediately
9-10 secret passage afterward, and the silver discs spin to
11-12 Davinca Vaya scramble the combination.
.............................................................................................................
Blue Hand
magical, 1 charge, 600 coins, 0 weight
Box of Bofurus A charm of translucent blue everhold,
invaluable, magical, 1 weight cast from a mold in the shape of a small
A lidded 1’x1’x1’ cube of opalescent human hand.
bluestone, encased in a lacelike mesh When you brandish a Blue Hand and
of magnite. Mounted in the center of Cast a Spell, spend its charge and treat
each of its four sides is a rotateable silver your result as one step better (i.e., a 7-9
disc marked with arcane runes along its counts as a 10+, or a 6- counts as a 7-9).
edge; together these form a four-part Then, the Hand loses its charge until
combination lock. How this combination right after the next time its holder rolls a
might be learned is up to the GM. 10+ (or equivalent) to Cast a Spell.
.............................................................................................................
When you arrange all four discs in the
Darklight torch
proper combination, the lid of the Box
magical, 1d6 uses, 25 coins/use, 0 weight
opens in four parts to release the spirit
captured within. At the same time, the A stick of petrified hardwood, one tip of
Box lays claim to your spirit, seeking to which is coated in a silvery resin.
replace that which has just escaped. When you hold a darklight torch in your
When you resist the claim the Box bare hand, the tip ignites with black fire
makes upon your spirit, roll +WIS: on a that illuminates the surroundings for
10+, you manage to keep yourself in this you alone.
38
............................................................................................................. .............................................................................................................
39
.............................................................................................................
a section of floor covered by a single
Miscellaneous item
large flagstone; an iron ring inexplica-
1d12 Item bly mounted on an otherwise featureless
1-2 lump of Wizard’s Woe ceiling. Further investigation may grant
3-4 mining tools (p29) access to a Vanzwink-sized corridor,
5-6 jug of quicksilver twisting through the rock.
7-8 darklight torch
When you explore a secret passage, roll
10-11 floatite suspensor
1d12 to see where you find the next
12 Blue Hand
............................................................................................................. peephole or point of egress:
Opalight 1d12 Area
magical, 200 coins, 1 weight 1-2 Common area in Vanzwink’s
A 1’-diameter sphere of polished opales- Redoubt (page 32)
cent stone, imbued with magical light. 3 Entry Hall (page 33)
4 Slave Quarters (page 33)
When you move into the the vicinity of 5 Overseer Workshop (page 34)
an opalight, it emits a soothing glow as 6 Magnite Forge (page 34)
bright as an oil lamp; if you face no im- 7-8 Hall of Cogitation (page 35)
mediate threat you are calmed, worries 9 Audience Chamber (page 36)
and regrets banished from your mind. 10-12 Vanzwink’s Sanctum (page 37)
.............................................................................................................
.............................................................................................................
40
---------------------------------------------------------------- .............................................................................................................
Blight-crawler
Group, Stealthy
Damage Whiplike tendrils 1d8 (close,
reach, entangle)
HP 6 Armor 1
Special Qualities Blind, Blight carrier
The bizarre result of exposing local
insect life to the Raging Blight, this hal-
fling-sized horror resembles a grubby
carpet propelled along by twoscore legs,
probing its surroundings with a mass of
sensory tendrils.
Instinct To feast on the dead
U Transmit the Raging Blight
U Stick to them like glue
U Excrete paralyzing ichor
Treasure None.
Eesha’s Gulf
by Adam Koebel . Illustrated by Laurel Lynn Leake
42
----------------------------------------------------------------
When you exit the Gulf back into Ee-
Entrance & exits sha’s Circle, find a door to open and
.............................................................................................................
roll +WIS: on a 10+, you emerge from
One way in the Circle, all together and intact; on a
U A fine manor house in the city, 7-9, you leave something important be-
abandoned and forsaken, but which hind or bring something awful with you
cannot be torn down (ask the GM which); on a 6-, the door
When you step across the threshold of opens into another node—you’ll have to
Eesha’s manor house and into the Gulf, keep looking for a way out.
the GM will ask you something you When you exit the Gulf into any other
bring with you. Answer honestly. place, find a door to open and roll
.............................................................................................................
+WIS: on a 10+, choose two from the list
Infinite ways out below; on a 7-9, choose one.
Among them:
U You come out where you expected
U The Gates of Death’s Kingdom U You don’t leave anything important
U Just about any bleak place, if you’re behind
willing to walk the shadow long U You don’t bring anything awful
enough to get there through with you
On a 6-, the GM will tell you where you
emerge, and with what in tow.
43
----------------------------------------------------------------
o Eesha’s Circle
Every journey into the Gulf starts here,
and all the safe ones end here, too. This
is the first step in; a room of infinite
egress—all open windows, archways
The Gulf and doors, all potential in every shady
direction. On the floor, the chalky
----------------------------------------------------------------
circle and, on the shadow-side, one long
Impressions footstep dragged through its otherwise
perfect lines. You might, if you spent
.............................................................................................................
44
............................................................................................................. .............................................................................................................
45
---------------------------------------------------------------- .............................................................................................................
Death’s Stalking Hounds their teeth and moan and weep for all
Group, Small, Construct they’ve lost. They can smell the life
Damage Slavering jaws b[2d8] (close) on you. Lick the vapours of the living
HP 10 Armor 1 lands from your skin while they debase
Special Qualities Shadowmade themselves, desperate for a way back to
the sweet delicious warmth you carry
Where one might see a true hound, in your blood. Maybe if they ask again,
flanks dark and teeth sharp, another louder yet, maybe promises will encour-
might spy a hunting-hawk, circling age you to take them home with you. If
overhead. Whatever their shape, it not, a sharp knife of ghost-stuff slipped
comes from the beholder, not the behold- between your ribs might let all that
en beast itself. warmth out.
These are Death’s harrowing-crew, the Instinct To escape this horrible place
spirits bound by Death to stalk the af- U Clamour for aid or succor from
ter-lands looking for ghosts who might the living
have escaped the great queue that leads U Promise something that cannot
to their final rest. Such fugitive souls be delivered
find themselves stalked by the Hounds, U Draw attention to the flickering
to be carried back or torn apart, as heat of life
depends the ferocity of the creatures.
Instinct To hunt and capture
U Scent out an escaped soul
U Craft a direct way through
the maze
U Report back to Death’s
lieutenants
46
............................................................................................................. .............................................................................................................
Death Himself
Some say Old Shadowguts walks the
halls of the Gulf, sometimes. Always
searching, gentle and enduring, but for
what? A rumour among the newly-dead
hints that He might have fallen for that
interloper, Eesha.
How fickle the heart. Even that which
does not beat.
47
Raising Hell
Under the Holy Mountain by Claytonian . Illustrated by Claytonian
Background
Author’s Note ----------------------------------------------------------------
-----------------------------------------------------
The chassis for this adventure
In the beginning, the Great Beings
formed the Cosmos, and at once a
was developed while paying
struggle for control broke out among
heed to two primary sources:
them. On one side were the gods and
the random dungeon generators
their angelic servants, the Helioids;
of The Perilous Wilds, which
opposing them was an alliance of
gave me ideas and constraints to
giants, titans, and ashuras. Countless
work with; and Servants of the
gigantomachies would rage across
Cinder Queen, an adventure by
existence, but for most of the world’s
Jason Lutes which showed me
history, the conflict lay dormant.
how to structure those elements.
I’ve run the latter a few times, During this Age of Peace, the Helioids
and it opened my eyes to a great determined to make a home as splendid
approach to Dungeon World as themselves, and so carved out the
adventure design. interior of a mighty mountain, therein
to construct a great pyramid. This
Starting with this chassis, I ex-
pyramid served as their abode and as
panded, fleshed out, and changed
edification to the might of the gods.
details to bring together quite the
Over the ensuing years, countless
interesting little module, if I do
pilgrims flocked to the site from the
say so myself. Remember, when-
four corners of the world.
ever you think of something even
more awesome than whatever But the Golden Age was brought to
your random generation tool of an end by the Uncreated, who led a
choice produces, go for it! force of demons and monsters to besiege
the Holy Mountain. The Helioids
I left a few blanks for you to fill
withstood and beat them back, but just
in. You can alter things on the
barely. The most loathsome among
fly. Be flexible. Ask your players
this unclean host could not be destroyed
for ideas. Interpreting the dice
outright, and so were captured and
is an oracular feat. Two of the
imprisoned within certain repurposed
greatest joys of being a game
areas of the pyramid.
judge are creating your own
worlds and discovering things at Repairs upon the damaged structure
the same time as the players. It’s were undertaken, but its splendor and
as true now as it was in 1974. reputation would never be recaptured.
Many among the resident clergy went
—Claytonian
mad, became possessed, or both. It
was said that the home of the angels
48
----------------------------------------------------------------
was forever cursed by its defilement.
All resources were exhausted. Slowly, Questions
.............................................................................................................
steadily, pilgrimages to the pyramid
If the PCs are locals (or if this is an
declined, until even the few remaining
introductory adventure or one-shot),
Helioids and saints forsook the place.
they may already know something
The last of the devout cleared out some about the Holy Mountain. Ask
years ago, leaving the manifold wonders some or all of the questions below to
of the mountain to fade into obscure generate interesting details. Give them
legend. Creatures from outside found opportunities to prove their answers
their way in past once-impenetrable true or false, especially if they allow
barriers, and now two factions—the you to put a twist on things.
Hobs and the Snail-Men—vie for .............................................................................................................
are all that remains from a time when For a Thief or treasure hunter:
mercantile and pilgrimage routes U What treasure did a drunken
converged on the area. companion tell you was left behind
when this place was forsaken?
There should be plenty of half-buried .............................................................................................................
The characters might take note of these For a Wizard, dwarf, or architect:
and other signs of an ancient mystery. U It is said that a great pyramid was
In any case, if and when they start built long ago within the Mountain.
to ask around, those who live in the What does this shape signify?
vicinity will be happy to tell them about
the Pyramidal Gate.
49
The Pyramid
-------------------------------------------------------------------------------------------------------------------------------------
Various natural caves on the slopes of the Holy Mountain may connect to the Great
Cavern, but the most obvious way in is by way of the Pyramidal Gate, a well-
known landmark.
Details Details
A small, pyramid-shaped structure The Holy Mountain was hollowed out
in the wilderness. A doorway in this by inconceivabe means in order to house
weathered stone structure opens into a the massive Pyramid of the Helioids,
tunnel, which leads under the earth for the terraced surface of which—
some distance to join the Great Cavern illuminated by a dim silver light that is
that holds the Pyramid. the last trace of a faded enchantment—
.............................................................................................................
is an awesome sight to behold. One can
Connections only imagine the splendor and spectacle
U Wilderness, all around of the Golden Age, when the interior
U Tunnel to the Great Cavern must have bustled with throngs of
reverential visitors.
.............................................................................................................
Impressions
U Numerous stone watering troughs
U Clumps of petrified dung
U Knee-high obelisks, marked with
sigils of warding
.............................................................................................................
Connections
U Tunnel to the Pyramidal Gate
U Portal in the Pyramid face, leading
to the Fonts of Purification
50
Fonts of Purification
-------------------------------------------------------------------------------------------------------------------------------------
Details GM Moves
This area was for pilgrims to wash off U A tapping code through the ancient
the dust of the road and their sins alike. pipes, deciphered as “Help me”
.............................................................................................................
U 2 Snail-Men slither around a corner
Impressions U A Tublicker sidles up to someone
U Smell of sulphur U A Slither of Slimes drips from the
U Sound of dripping ceiling
U Pale lichen, covering everything .............................................................................................................
.............................................................................................................
PC Moves
Discoveries When you immerse your weapon in
U A fountain, spigot, or font that still a blessing basin, pray to the powers
gurgles out a small stream of water that be and roll +CHA: on a 10+, your
U Slimy tracks, leading into a small weapon is blessed for this adventure—
tunnel dug into the wall or ground when you wield it within the Holy
U A font of a size and ornamentation Mountain, you take +1 ongoing to Hack
suggesting it was for blessing babies and Slash against enemies of the gods,
U A font broken in twain and covered and your damage die is increased by 1
by claw marks size; on a 7-9, the GM chooses one or
U A dry basin with the inscription the other.
Bless Here Thy Tools (see PC Moves)
.............................................................................................................
Connections
U Bare, high-ceilinged halls leading to
The Chambers of Sacrifice
(page 52)
U Stairs of Contemplation (page 53),
leading hither and thither
U Hidden drain pipe (only large enough
for a halfling to climb down) leading
to The Underworld (page 60)
51
Chambers of Sacrifice
-------------------------------------------------------------------------------------------------------------------------------------
Details PC Moves
Worshipers once brought their best When you slaughter a good animal here
calves, kid goats, and geldings to these and offer it to the gods for the first time,
rooms, in order to slaughter and burn roll +CHA: on a 10+, the Helioids smile
them in offering to the forgotten gods. on you and give you +2 to your primary
.............................................................................................................
ability score for this adventure; on a 7-9,
Impressions the Helioids charge you with stopping
U Sense of abandonment the Snail-Men from weakening the
U Domed ceilings, soot-stained and Underworld seals, and deign to answer
broken by square chimney-holes 3 questions about the Holy Mountain
U Smell of copper (ask them now); on a 6-, Mark XP, and
.............................................................................................................
52
Stairs of
Contemplation
-----------------------------------------------
Details
Stairways of varying widths and
lengths, connecting different parts of
the Pyramid.
.............................................................................................................
Impressions
U Quietude
U Steps worn low by millions of feet ..............................
U Broken ceiling tiles underfoot PC Moves
U Faded murals of pilgrims and saints When you break
U Sense of non-Euclidean architecture a sweat ascending
U Tunnel vision a Stair of Contemplation,
.............................................................................................................
Connections GM Moves
U Down to Fonts of Purification U A pilgrim brusquely brushes past
(page 51) and Chambers of Sacrifice (it’s actually a ghost)
(page 52) U They enter a non-Euclidean zone
U Up to Refectory & Kitchens which may take days to traverse
(page 54) U Stairs turn into a slide
U From Refectory & Kitchens U Weakest party member becomes
(page 54) to Chambers of Adulation exhausted, weak and/or shaky
(page 55), Dormitories (page 56) U Hobs push a gigantic stone head
U The Mystical Maze, at the top of down the stairs from above
the longest Stair (page 58)
53
Refectory & Kitchens
-------------------------------------------------------------------------------------------------------------------------------------
Details Connections
These rooms were equipped to deal with U Stairs of Contemplation (page 53),
hundreds of diners. Perishable foods leading up and down
are long since gone, but some preserved U The Freight Elevator (page 57)
stores remain, to be fought over by the U Chimneys, large enough for a child
resident factions. or halfling to climb, venting
.............................................................................................................
eventually into the Great Cavern
Impressions (page 50)
U Sooty firepits, iron spits .............................................................................................................
54
Chambers of Adulation
-------------------------------------------------------------------------------------------------------------------------------------
Details PC Moves
These rooms were once occupied by a When you play a stone organ, roll +INT:
chorus singers and organists, whose on a 10+, you manage a few soothing
holy music vibrated in perfect resonance notes—everyone heals all debilities,
throughout the entire Pyramid. The and insane characters gain sobriety
music’s secret potential function as a and levity for 1 hour; on a 7-9,
self-destruct device was never revealed. everyone heals 1 hit point; on 6-, a
.............................................................................................................
strange vibration is felt everywhere in
Impressions concordance with a sour note, and a
U Stone organs of ancient construction curtain of dust falls from above.
U Melted stubs of a thousand candles
U Whistling of a distant wind, as if In this last case, the PCs have found the
through a canyon Pyramid’s resonating frequency (don’t
U Ambient lilting music, barely audible tell them this). If they try to play the
.............................................................................................................
same notes again, the vibration recurs,
Discoveries and the structure begins to destabilize,
U Crank for automatic organ operation with visible cracks appearing in the
U Strange receptacle in the face of an walls, ceiling, and floor. If they persist
organ (for holding a wax cassette) in their playing, conditions will worsen
U Wax organ cassette of demon- until the Pyramid collapses. Rocks fall,
warding music, effective only if the everyone dies. And then they wake up
organ is cranked at top speed in Limbo, faced by angry Helioids with
U Hymnal of lamentations in a dead, a job in need of doing...
ecclesiastical language .............................................................................................................
55
Dormitories
-------------------------------------------------------------------------------------------------------------------------------------
Details Connections
Once the quarters for resident and U Stairs of Contemplation (page 53),
itinerant monks, clergy, pilgrims, leading up and down
dignitaries, and saints, the cells of this U The Freight Elevator (page 57)
labyrinthine area were (and in some U Halls to Refectory & Kitchens
cases remain) sealed by means mundane (page 54)
and magical, in order to contain demons .............................................................................................................
56
Freight Elevator
----------------------------------------------------------------
Details
A common connector between many
areas within the Holy Mountain, this
conveyance is a stone room large enough
to hold a horse-drawn wagon, and able
to whisk its contents noisily hither and
thither throughout the Pyramid via a
network of shafts. The Elevator will
be present at a given stop on a roll of 1
on 1d6; when it’s not present, the party
will find themselves peering through
a rectangular portal into yawning
blackness.
A Psionic Key, specimens of which
may be found secreted or carelessly
dropped in various places, is necessary
to summon and operate the Elevator.
...................................................................................
Impressions
U Utter stillness when at rest
U Starts and stops with a sickening lurch
U Scraping and grinding noise when in
motion sets teeth on edge
...................................................................................
Discoveries
U Centuries of accreted tally-marks
and inventory notes scribbled on
the walls
U The silver glitter of a Psionic Key,
lying in the dust nearby
...................................................................................
Connections
U Refectories & Kitchens (page 54)
U Dormitories (page 56)
U Mystical Maze (page 58)
57
Mystical Maze
-------------------------------------------------------------------------------------------------------------------------------------
Details PC Moves
Trial, transcendence, and treasury all in When you try to find your way through
one. Not subject the laws of reality. the Maze, Roll +WIS, +1 if you carry
.............................................................................................................
a Psionic Key engraved with a maze-
Impressions like pattern: on a 10+, you find the
U Cool, dry, confusing Holy of Holies (see next page) or a
U Cyclopean stonework small treasure cache (GM decides); on
.............................................................................................................
58
Holy of Holies
-------------------------------------------------------------------------------------------------------------------------------------
Details Connections
If the party materializes in this U Dimensional fold connecting to the
small room, all corrupted (possessed, Mystical Maze (page 58)
demonic, Chaotic) party members will .............................................................................................................
59
The Underworld
-------------------------------------------------------------------------------------------------------------------------------------
Details Connections
The Underworld, stretching into the U The Freight Elevator (page 57)
depths beneath the Pyramid, has had a U Sealed door to The Vault (page 61)
number of different functions: salt mine, ...................................................................................
60
The Vault
-------------------------------------------------------------------------------------------------------------------------------------
Details PC Moves
The Uncreated sought out this place When you attempt to undo the Supernal
during the Siege, because It knew Seal, Defy Danger using the ability
certain powerful relics might be stored most relevant to your method: on a 10+,
here. The Helioids managed to trap the painted words covering the door
and entomb It within, marking the dissolve, and the door falls to dust; on
turning point in the battle. After the a 7-9, the Seal issues a burst of light
Pyramid was abandoned and the Snail- that completely blinds you or your allies
Men moved in, the Uncreated used (your choice), and the Vault door cracks
Its infernal influence to force their rapid down the middle; you might gain entry
evolution. It hopes that their increased with further effort.
intelligence can be bent to the task of .............................................................................................................
62
Monsters
These denizens of the Pyramid are listed in alphabetical order. Some of the tags
employed are new; decide what they mean for yourself.
-------------------------------------------------------------------------------------------------------------------------------------
Angelic Corpse Hob
Solitary, Planar, Stealthy, Undead, Group, Devious, Organized, Intelligent,
Smoldering, Sadistic Slippery
Damage Flame sword, claws 1d10 (close) Damage Shiv 1d6 (1 piercing, hand)
HP 12 Armor 1 HP 5 Armor 1
Special Qualities Immune to mundane Special Qualities None
damage
Hobs descend from a servile species that
Righteous fury keeps the remains of attended to the clergy and maintained
this once-heavenly being animated and the facilities of the Pyramid. Without
angry, stalking the Pyramid between overseers, they’ve turned feral, and now
worlds, shifting into existence to strike vie with the Snail-Men for territory
as if at random. and resources. 1 out of every 6 Hobs
will be a Hob Elder.
Instinct To feed its rage
U Heart Grip: squeeze a heart with Instinct To stab and run
telekinesis U Slip through a crack
U Rage Chain: impart the urge to U Feint to make them maneuver
assault an ally, who in turn will imprecisely
feel the urge U Lead them into each other
U Wrathfire: set them burning with U Jump on their weapon and hold
otherworldly flame on for dear life
.............................................................................................................
U Leap on face, then tumble away
Helioid .............................................................................................................
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Masochoids Mino-Mist
Group (3, 5, or 7), Terrifying, Chaotic, Solitary, Large, Slow, Amorphous,
Sadistic, Masochistic, Blasphemous Incorporeal
Damage Glob of cancerous, thorny flesh Damage Caustic touch 1 (hand,
1d8 (close, reach, near, disgusting) ignores armor)
HP 5 Armor 0 HP 20 Armor 0
Special Qualities Regenerating Special Qualities Vulnerable to
explosions and electricity
Birthed from horrid sins and bubbled
up into the mundane world from the A living miasma of white mist that
Seven Hells, these vile aberrations band smells of bull-sweat. It eats away at
together to disorganize. Oblong in form flesh and mind alike, but spares those
with several limbs, faces dominating who sing or hum holy songs found
their midsections. They constantly drip elsewhere in the Pyramid.
smelly caustic globs of flesh, and their
Instinct To envelop, confuse, consume
indeterminate internal organs makes
U Reduce visibility like thick fog
them extremely resistant to damage.
U Separate them
Instinct To corrupt, destroy, savor pain U Reveal a bull-like shadow
U Cause insanity with ceaseless, U Afflict all who have suffered
chaotic gibbering from its caustic touch by reduc-
U Adhere to them or their things ing each of their Constitution
like hot glue and Intelligence scores by 1
U Utter a blasphemy that fills them U Teleport them to a private maze
with fear or rage .............................................................................................................
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Tube Crawler
Horde, Small
Damage Bore into flesh
1d4 (hand)
HP 1 Armor 0
Special Qualities Blind
How they came to be
in the Pyramid is a
mystery, while their
presence is a horror.
Moving by way of
pneumatic propulsion,
they are attracted to
warmth and bore into
soft things in search of
the pulse of life.
.............................................................................................................
Instinct To seek heat and rocket about
Snail-Man Psycher
U Bore into exposed flesh
Leader, Intelligent, Devious, Organized,
U Bore deeper, in search of pulse
Slimy, Spooky
U Bore into their heart
Damage Polearm 1d8 (reach) U Release air, causing an embolism
HP 6 Armor 1 .............................................................................................................
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Treasure, Items, and Relics
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Book of Effulgent Deeds Bones of the Laughing Saint
1 weight divine, 1 weight
Recounts the deeds of great religious When you take the time to consult the
heroes fighting demons, turning temple Bones using a ritual of divination, roll
gamblers out on their ear, hanging out +WIS: on a 10+ the GM will tell you
with hungry lions, etc. the potential weal or woe of a specific
course of action (“Should we touch
When you try to find a buyer for the
the button?” is a better question than
book, roll +nothing, but only the GM is
“Should we enter the dungeon?”)—take
privy to the meaning of the result:
+1 forward to act on that information,
On a 10+, the buyer is part of a secret and choose 2 from the list below; on a
organization, happy to pay well for the 7-9, the GM will whisper a vital piece
book, which will try to recruit you into of information (only once, so listen
their illustrious order and give you lots closely), and all 3 from the list apply.
of interesting missions.
U You do not erupt into a laughing fit
On a 7-9, the buyer will pay you that echoes up and down the halls
handsomely, and has connections to a U You do not get possessed by the
group looking to hire some adventurers Laughing Saint long enough to pull
to retrieve a certain lost relic. a prank on someone (the GM will
take control of your actions when
On a 6-, don’t mark XP. The buyer is
the opportunity presents itself)
an agent of chaos, who acts impressed
U You are not filled with a strange
and makes lots of inquiries of how you
mirth that makes you caper and
got the Book. They’ll make you feel
cavort in a disturbing fashion
like a hero with lots of “What happened .............................................................................................................
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Contributors
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Joe Banner designs things (websites and books, mostly) and writes adventures in a
range of pubs and coffee shops across Surrey, England. You can find his ramblings
online at joebanner.co.uk
...................................................................................................................................................................................................................................
Claytonian lives in far-off Japan. He enjoys drawing weird dungeons and peopling
them with curiosities. You can find his works at http://www.rpgnow.com/browse/
pub/6976/Kill-It-With-Fire and in many “old school” RPG zines.
...................................................................................................................................................................................................................................
Adam Koebel is a full-time Twitch streamer and co-designer of the Dungeon World
roleplaying game. He exists primarily on the internet. You can watch him play
video games at http://twitch.tv/adamkoebel.
...................................................................................................................................................................................................................................
Jason Lutes is a cartoonist and a teacher at the Center for Cartoon Studies in White
River Junction, Vermont. In his spare time he plays and writes games.
...................................................................................................................................................................................................................................
Johnstone Metzger is a game designer and publisher from Vancouver, Canada who
doesn’t like anything.
...................................................................................................................................................................................................................................
Jeremy Strandberg has opinions about role playing games, especially Dungeon
World. Some are nitpicky, others grandiose, and still others downright heretical, but
he’s usually willing to share them. You can find him at the Dungeon World Tavern.
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Carl Antonowicz, Disciple of the Ink Queen, has offered up his soul on the Drafting
Altar. View his prostrations at thulsadude.tumblr.com or cantocomics.wordpress.com.
...................................................................................................................................................................................................................................
Jan Martijn Burger grew up in New England and now lives in North Carolina. He
is a puppeteer, cartoonist, activist, and game designer. He spends most of his time
rummaging through the bushes looking for insects with his one year old daughter.
...................................................................................................................................................................................................................................
Niels Burger lives in the Boston area. He draws, paints and teaches art. He is excited
to make illustrations of dungeons and monsters and enjoys designing board games.
His work can be found out NielsBurger.com.
...................................................................................................................................................................................................................................
Laurel Lynn Leake is a comics creator, writer, and educator fascinated by the unique
layered language of comics. She earned her MFA from the Center for Cartoon
Studies in 2013, and lives in Providence, RI.
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