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Bloodstone Idol Goblins Goblin Orkaster – Level 2, 6 HP, 1 Armor, 5 damage (acid orb) Goblin Champion – Level 2, 10 HP, 2 Armor, 5 damage (ornate sword) Glug, Goblin Chief – Level 4, 9 HP, 3 Armor, 6 damage (fine sword) Goblin Warrior – Level 1, 5 HP, 1 Armor, 3 damage (swords, spears) Mesmerized Goblin – Level 1, 5 HP, 1 Armor, 2 damage (swords, spears) Cast Hold on someone, paralyzing them so long as the Orkaster maintains • Contact a powerful being and beg for aid • Offer a deal • Fill an area with an Orkaster’s Stinking Cloud spell • Attack from an unexpected direction • Strike with a strength-sapping poison • Give someone Goblin Pox Goblin Pox: When you go to sleep while suffering from Goblin Pox, roll+Con. On a 10+, no new sores breakout. On a 7-9, a few more painful sores appear. Take -1 Ongoing to Cha rolls until cured, but +1 forward to your next Goblin Pox roll. On a 6-, just the sores, -1 Ongoing to Cha rolls until cured. Goblin Pox is a 3rd level disease. Lizardmen Icescale Skullcrusher – Level 1, 7 HP, 1 Armor, 4 damage (hammer) Icescale Ravager – Level 3, 8 HP, 2 Armor, 4 damage (spears, arrows) Icescale Berserker – Level 2, 7 HP, 0 Armor, 5 damage (mace) Icescale Guard – Level 3, 7 HP, 2 Armor, 4 damage (spears, arrows) Icescale Healer – Level 2, 5 HP, 1 Armor, 2 damage (mace) • Launch an all-out assault • Destroy a weapon or obstacle • Drive an enemy back into danger • Attack with abandon • Destroy something mundane • Give the enemy an opening Others Ghost – Level 2, 5 HP, 5 Armor, 3 damage (ghostly touch) Firefly – Level 1, 4 HP, 1 Armor, 4 damage (digestive juices) Goblin Zombie – Level 1, 3 HP, 0 Armor, 2 damage (claw) Urlaz – Level 4, 14 HP, 2 Armor, 7 damage (hellfire) Grundloch – Level 5, 22 HP, 3 Armor, 7 damage (magic missile) Frost Heave – Level 6, 30 HP, 4 Armor, 10 damage (hail, ice) Guaraax – Level 5, 20 HP, 3 Armor, 8 damage (crush, bite) Once a site of great arcane power, the Hall Beneath the Hill has been all but forgotten over the centuries. Until recently only a tribe of goblins inhabited the Hall, living out their miserable lives in the upper caverns, too frightened of the depths to venture any lower. A tribe of lizardmen, the Icescale, have set their eyes on the Hall Beneath the Hill, entering through the deep tunnels below. ey wage war on the goblins, aiming to pillage the Hall of all its treasure. Behind these skirmishes, as these things oſten go, is the shadowy hand of humanity. A cabal of nobles from the nearby city of Battlemoore, known as the Black Gauntlet, stokes the fire by arming both sides and playing the humanoids against each other. It is their hope that the bloody conflict will spill out into the lands surrounding Battlemoore. With conflict at the gates, they believe they can come to Battlemoore’s rescue and cement their hold on it as heroes and saviors. Caught in the midst of the conflict is a man known only as Grundloch. An arcane master of Battlemoore, Grundloch entered the long-lost Halls to control an ancient power: the great Bloodstone Idol, a powerful construct of the powers of Order last awakened during the war of the primordials. Grundloch hopes to awaken the idol and exert his will over it. With the idol’s power, he can return to Battlemoore—not merely as a man but as a conqueror. The Bloodstone Idol Introductory adventure T1 for Dungeon World ©2011 LaTorra&Koebel – www.dungeon-world.com Names Gamlin, Dreg, Lurr, Linsele, Aberfoyle, Drue, Selegine, Kromgall, Gob, Meiki, Pall, Herrod, Yalla, Jon, Elberet, Sanda, Hamlin, Remus, Arianto, Caelia, Taloniir, Gargo, Desen, Brünar, Skrinkle, Veraliin, Evah, Urdle, Pallas, Oren, Gary, Infana, Gurney, To’hak, Velathas, Xeno, Fane, Fitz, Parn, Grundle, Hrolf, Haelgar, Imbol, Ostler, Galen, Hal, Calastra, Penelope, Feamir, Avril, Herbert, Waylon, Szart, Daena, Spiros, Elias, Corra, Meguay, Krilk, Agenor, Zane, Boren, Dave, Tolliver, Becca, Brother, Marvin, Ulfwyn, Bretta, Immoril, Sterling, Hak’gar, Pelliostra, Tannis, Briseis, Odell, Yoren, Estua, Katella, Yelene, Vira, Titus, Bartle, Quar, Fester, Pim, Ruttiger, Furnok, Ygraine, Nymera, Bunk, Halfdan, Dale, Dolon, Fulk Entragian, of House Nirell, Boggins, Marathe, Heſtymetal, the Black, Grenwald, Pemulis, Harper, Erdedy, of House Increnza, Gordian, Disowned, Tremlis, Cavallo, of the Nine Fingers, of the Cloth, Horner, Alarbus, rale, Mortimer, Demos, Mersault, Grogan, Nulty, Duke of Battlemoore, of Greybark, Kobold-killer, Bullock, the Wise, Jercut, of the Tower, from the West, Deathless, Browen, Lucan, Crowe, Mondragon, Bloodsworn, Aediles, the ird, Rimini, Boatswain, Caliban, the Worthy, Royal Constable, Grey, of Dunswell, Sawbones, the Lesser, Argenti, Servant of Creden, Hrothulf, Driver, Enkidu, Peak, the Betrayer, Sugriva, Scurlock

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Page 1: Bloodstone Idol

Bloodstone Idol

GoblinsGoblin Orkaster – Level 2, 6 HP, 1 Armor, 5 damage (acid orb)Goblin Champion – Level 2, 10 HP, 2 Armor, 5 damage (ornate sword)Glug, Goblin Chief – Level 4, 9 HP, 3 Armor, 6 damage (fine sword)Goblin Warrior – Level 1, 5 HP, 1 Armor, 3 damage (swords, spears)Mesmerized Goblin – Level 1, 5 HP, 1 Armor, 2 damage (swords, spears)

• Cast Hold on someone, paralyzing them so long as the Orkaster maintains • Contact a powerful being and beg for aid • Offer a deal • Fill an area with an Orkaster’s Stinking Cloud spell • Attack from an unexpected direction • Strike with a strength-sapping poison • Give someone Goblin Pox

Goblin Pox: When you go to sleep while suffering from Goblin Pox, roll+Con. On a 10+, no new sores breakout. On a 7-9, a few more painful sores appear. Take -1 Ongoing to Cha rolls until cured, but +1 forward to your next Goblin Pox roll. On a 6-, just the sores, -1 Ongoing to Cha rolls until cured. Goblin Pox is a 3rd level disease.

LizardmenIcescale Skullcrusher – Level 1, 7 HP, 1 Armor, 4 damage (hammer)Icescale Ravager – Level 3, 8 HP, 2 Armor, 4 damage (spears, arrows)Icescale Berserker – Level 2, 7 HP, 0 Armor, 5 damage (mace)Icescale Guard – Level 3, 7 HP, 2 Armor, 4 damage (spears, arrows)Icescale Healer – Level 2, 5 HP, 1 Armor, 2 damage (mace)

• Launch an all-out assault • Destroy a weapon or obstacle • Drive an enemy back into danger • Attack with abandon • Destroy something mundane • Give the enemy an opening

OthersGhost – Level 2, 5 HP, 5 Armor, 3 damage (ghostly touch)Firefly – Level 1, 4 HP, 1 Armor, 4 damage (digestive juices)Goblin Zombie – Level 1, 3 HP, 0 Armor, 2 damage (claw)Urlaz – Level 4, 14 HP, 2 Armor, 7 damage (hellfire)Grundloch – Level 5, 22 HP, 3 Armor, 7 damage (magic missile)Frost Heave – Level 6, 30 HP, 4 Armor, 10 damage (hail, ice)Guaraax – Level 5, 20 HP, 3 Armor, 8 damage (crush, bite)

Once a site of great arcane power, the Hall Beneath the Hill has been all but forgotten over the centuries. Until recently only a tribe of goblins inhabited the Hall, living out their miserable lives in the upper caverns, too frightened of the depths to venture any lower.

A tribe of lizardmen, the Icescale, have set their eyes on the Hall Beneath the Hill, entering through the deep tunnels below. They wage war on the goblins, aiming to pillage the Hall of all its treasure.

Behind these skirmishes, as these things often go, is the shadowy hand of humanity. A cabal of nobles from the nearby city of Battlemoore, known as the Black Gauntlet, stokes the fire by arming both sides and playing the humanoids against each other. It is their hope that the bloody conflict will spill out into the lands surrounding Battlemoore. With conflict at the gates, they believe they can come to Battlemoore’s rescue and cement their hold on it as heroes and saviors.

Caught in the midst of the conflict is a man known only as Grundloch. An arcane master of Battlemoore, Grundloch entered the long-lost Halls to control an ancient power: the great Bloodstone Idol, a powerful construct of the powers of Order last awakened during the war of the primordials. Grundloch hopes to awaken the idol and exert his will over it. With the idol’s power, he can return to Battlemoore—not merely as a man but as a conqueror.

The Bloodstone Idol

Introductory adventure T1 for

Dungeon World©2011 LaTorra&Koebel – www.dungeon-world.com

NamesGamlin, Dreg, Lurr, Linsele, Aberfoyle, Drue, Selegine, Kromgall, Gob, Meiki, Pall, Herrod, Yalla, Jon, Elberet, Sanda, Hamlin, Remus, Arianto, Caelia, Taloniir, Gargo, Desen, Brünar, Skrinkle, Veraliin, Evah, Urdle, Pallas, Oren, Gary, Infana, Gurney, To’hak, Velathas, Xeno, Fane, Fitz, Parn, Grundle, Hrolf, Haelgar, Imbol, Ostler, Galen, Hal, Calastra, Penelope, Feamir, Avril, Herbert, Waylon, Szart, Daena, Spiros, Elias, Corra, Meguay, Krilk, Agenor, Zane, Boren, Dave, Tolliver, Becca, Brother, Marvin, Ulfwyn, Bretta, Immoril, Sterling, Hak’gar, Pelliostra, Tannis, Briseis, Odell, Yoren, Estua, Katella, Yelene, Vira, Titus, Bartle, Quar, Fester, Pim, Ruttiger, Furnok, Ygraine, Nymera, Bunk, Halfdan, Dale, Dolon, Fulk

Entragian, of House Nirell, Boggins, Marathe, Heftymetal, the Black, Grenwald, Pemulis, Harper, Erdedy, of House Increnza, Gordian, Disowned, Tremlis, Cavallo, of the Nine Fingers, of the Cloth, Horner, Alarbus, Thrale, Mortimer, Demos, Mersault, Grogan, Nulty, Duke of Battlemoore, of Greybark, Kobold-killer, Bullock, the Wise, Jercut, of the Tower, from the West, Deathless, Browen, Lucan, Crowe, Mondragon, Bloodsworn, Aediles, the Third, Rimini, Boatswain, Caliban, the Worthy, Royal Constable, Grey, of Dunswell, Sawbones, the Lesser, Argenti, Servant of Creden, Hrothulf, Driver, Enkidu, Peak, the Betrayer, Sugriva, Scurlock

Page 2: Bloodstone Idol

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1. Grand EntranceGoblin and Lizardman guards stand outside.

2. Standing StonesControl array for the Idol, also a weak point between dimensions.

3. Hidden EntranceService tunnel, well-concealed. Used by goblins, mostly.

4. Under Hill HallOnce a grand entrance, ancient magics prevent fighting here.

5. VaultOnce used to store sacrifices to the Idol, still haunted by them.

6. Goblin WarrenHome of the Grimtooth Goblins.

7. Firefly InfestationDevouring the old barracks of the Order, flambé anything that comes near.

8. Grundloch’s IllusionThis hall is filled with phantasms and illusions of beasts to scare and mesmerize.

9. The IdolWeapon from a grander time, Grundloch’s goal. Battle rages at the base.

10. Scrying PoolThe pool that would control the Idol, should it awaken.

11. Secret CacheItems important to the order, including the symbol of the order.

12. Ruined TempleOnce dedicated to the gods who created the Idol, now desecrated and undead.

13. RockfallCollapsed from the other side to keep the undead contained.

14. The Svarti ParlaimentStone advisors who once guided the Kingdom that Came Before, now dormant.

15. Grundloch’s LairArcane laboratory and heart of evil.

16. Guaarax PitAncient beast confined to the water.

17. The Ice HeaveElemental intrusion and home to the Icescale Lizardmen for now.

Agenda • Make the world fantastic • Fill the characters’ lives with adventure • Play to find out what happens

Principles • Draw maps, leave blanks • Address the characters, not the players • Embrace the fantastic • Make a move that follows • Never speak the name of your move • Give every monster life • Name every person • Ask questions and use the answers • Be a fan of the characters • Think Dangerous • Begin and end with the fiction • Think offscreen, too

Moves • Use a monster, danger, or location move • Reveal an unwelcome truth • Show signs of doom • Deal damage • Use up their resources • Offer an opportunity, with or without cost • Put someone in a spot • Tell them the requirements or consequences and ask

Grim PortentsThe Ritual Completed

☐ The true nature of the scrying pool discovered ☐ A great sacrifice is made ☐ The Bloodstone Idol awakened ☐ The Bloodstone Sentinel falls under Grundloch’s magical sway

Crumbling Halls ☐ The complex is damaged but stable ☐ The lower tunnels fill with debris ☐ Water levels rise ☐ Upper tunnels close ☐ The Hall becomes a sink hole

Page 3: Bloodstone Idol

Spanterhook

thievesCutpurse– Level 1, 5 HP, 1 Armor, 3 damage (dagger)Burglar – Level 2, 10 HP, 1 Armor, 5 damage (hidden blades)Highwayman – Level 3, 12 HP, 2 Armor, 6 damage (sword)Larcenist – Level 4, 9 HP, 3 Armor, 6 damage, 1 piercing (rapier)

• Disappear into cover • Steal something mundane • Spring a trap • Attack with surprise

ThugsBouncer – Level 1, 7 HP, 1 Armor, 4 damage (fists, grabs, wrestling)Mugger – Level 2, 12 HP, 1 Armor, 5 damage (mace)Muscle – Level 3, 13 HP, 2 Armor, 5 damage (huge hammer)Extortionist – Level 4, 15 HP, 3 Armor, 9 damage (mace)Gurneck – Level 4, 20 HP, 3 Armor, 5 damage (club)

• Make a threat of physical violence • Call for help • Fight dirty • Break something (furniture, walls, arms, legs, promises)

Poisons and DangersGhostweed (Dangerous, Touch) – Administered through the skin, this poison renders the target nearly dead. They sleep deeply, with shallow breathing, until the poison is cured or a few hours pass.

Null Gravity – When you push off a surface in null gravity, roll+Dex. On a 10+ you get where you wanted to go. On a 7-9 you get there but land badly, -1 forward or you’re put in a spot of the GM’s choosing, GM’s choice.

Summoned Monster – The exact monster appearing is up to the GM. Use the base stats of the creature of your choice and then make moves appropriate to the summoned creature’s adaptations, weapons, and skills.

Tongue Loosener (Dangerous, Touch) – This poison causes the target to answer, as best they can, any questions posed to them. Resisting any specific question requires Making a Saving Throw. The effect lasts until the target’s mouth is washed clean or they get a fall asleep.

Wormdeath (Dangerous, Applied) – This poison, when consumed in food or drink, gives the victim an intense craving. The exact target of this craving is up to the GM, but is almost always something physical, consumable, and obvious to the victim. The victim takes +1 ongoing when pursuing their craving, but -1 ongoing to everything else. The craving lasts until the victim is cured, the craving is fulfilled, or a few minutes pass.

The Spanterhook Thieves’ Guild has made a huge score: the Eye of Entrax, pried straight from the Great Statue of Entrax in the heart of the orc caves. The Eye is considered both precious and divine to the orcs, which has upset the uneasy truce between their marauding tribes and the city itself.

The president of the guild doesn’t care what the orcs think, or what befalls the city. The Eye is beyond valuable: it’s his ticket out of this city, this kingdom, maybe even this plane if the right buyer steps forward. So he’s hiding out in the Guild’s secret hall, hoping to broker a deal before orcs besiege the city or someone manages to steal the Eye back.

The rulers and luminaries of the city are more worried. Demands and threats come daily from the orc tribes who move threateningly towards civilization. If the Eye is not returned the orcs will storm out of the mountains and the city may not be able to withstand their onslaught.

Starting the AdventureThe players start outside one of the entrances, having gotten a solid lead on how to get in. Exactly how they found out that information depends on the characters and their Bonds.

As the players make their characters look for ways they might know about the Spanterhook Guild. The Guild takes a cut of most underhanded dealings in exchange for a modicum of protection so it’s likely that someone, maybe the Thief, has dealt with them before. Maybe someone’s even a member.

If none of the characters would already know about the guild, instead look at who they would know who could give them information. A former soldier might have overheard something from the tavern next door, or a evil priest may have unholy dealings with the guild.

However they know it, start the characters with an opening, dangerous door and let them see what lies inside.

The Spanterhook Guild

Introductory adventure T2 for

Dungeon World©2011 LaTorra&Koebel – www.dungeon-world.com

NamesBubbs, Aimee, Stinks, Jimmy, John, Bryann, D’Argenello, Eton, Bernard, Strings, Wendell, Rupert, Savvy, Checkers, Namond, Wee, Bodie, Nerren, Butcher, Bob, Walter, Jen, Alma, Brother, Tommy, Bubbs, Malik, Fitz, Ellis, Aaron, Chess, Ray, Tony, Coxson, Cedric, Kristos, Marla, Dante, Maurice, Clay, Deacon, Bird, Ste, Bruce, Ken, Lester, Frog, Gerard, Ghost, Shrima, Augustus, Marquis, Hungry, Shardene, Crystal, Klebanow, Lambert, Little, Serge, Vernon, Old, Clarence, Stoke

Carr, Barksdale, Spamanto, Twofer, Hagen, Griggs, Fats, Reed, Brasi, the Boss, Woltz, Tessio, Father, Neri, Greene, Torrett, Big-Eye, Cole, Daniels, Burrell, Two-time, Hungry, No-name, Mezz, the King, Slim, Walon, Streling, the Tank, Horseface, Polk, Lee, Diamond, Trim, Reliable, Chucks, the Late, Freamon, Riddle

Page 4: Bloodstone Idol

1. Morcat StreetA grungy but busy avenue in the bad part of town.

2. Secret EntranceThis entrance is for members only. A worn stone unlatches the concealed door.

3. GurneckA dim ogre stands guard, bashing anyone who doesn’t know the passphrase: “abundans cautela non nocet.”

4. Cloak RoomThe cloaks of all present members hang here. They may contain evidence of other crimes.

5. Practice TrapsThis room is used by apprentices to practice their skills. New traps added regularly.

6. MurderholeBoth doors to this room open in and can be locked from the outside. Slits in the walls allow arrows to easily fly in along with poison or other attacks.

7. BursarThe guild’s bursar takes in payments and hands out tools and other valuables here , also serving as secretary to the president.

8. Tool RoomAnything a thief could want is stored here. Poison, tools, stranger devices.

9. President’s OfficeThe guild president resides here, with the Eye carefully on display.

10. Common HallBoisterous stories and the sour smell of beer fill the air. Filled with members who would recognize intruders.

11. FoyerFormal room used to entertain official guests, should the guild have any.

12. Rented RoomsSmall bunks rented to members who need a safe house for a few days. Home to the worst of the worst.

13. Test ChamberUsed to test advancing members, filled with dangerous challenges triggered by pulleys and magical force.

14. Trophy RoomA collection of famous items, most valuable if returned to their owners.

15. Dogleg AlleyWretched hive of scum and villainy. Door is concealed behind fake barrels.

Agenda • Make the world fantastic • Fill the characters’ lives with adventure • Play to find out what happens

Principles • Draw maps, leave blanks • Address the characters, not the players • Embrace the fantastic • Make your move, but misdirect • Never speak the name of your move • Give every monster life • Name every person • Ask questions and use the answers • Be a fan of the characters • Think Dangerous • Begin and end with the fiction • Think offscreen, too

Moves • Use a monster, danger, or location move • Reveal an unwelcome truth • Show signs of doom • Deal damage • Use up their resources • Offer an opportunity, with or without cost • Put someone in a spot • Tell them the requirements or consequences and ask

Grim PortentsEscaped Eye

☐ The president is unaware of any intrusion ☐ The president secrets the Eye away ☐ The eye is on the move ☐ The eye has left the building

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TrapsA selection of triggers and effects that may be found on traps throughout the Spanterhook Thieves’ Guild.

Triggers Effects0. Trip wire 0. Poison darts1. Pressure plate 1. Scythes2. Alignment detection 2. Null gravity3. Sound (general or precise) 3. Summoned monster4. Light (or the lack thereof) 4. Cage5. Magic (maybe a specific spell) 5. Alarm6. Blood 6. Flood7. Movement 7. Indelible mark8. Heat 8. Charm9. Emotion 9. Transformation

Before you start play, note three specific traps not in the practice trap room (5) or the test chamber (13):