TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  How did you first hear about the ghost haunting the 
  village of North Proctor? 
   
  Which of you has a special reason to hate the undead? 
   
  Why did the Sherriff hire your party to destroy the 
  ghost? 
   
   What has the Sheriff threatened will happen to each 
  of you if you don’t destroy the ghost? 
  IMPRESSIONS 
   
  A bat flutters by in the night 
   
  A full moon rising above dark trees  
   
  The ominous whisper of the wind 
   
  The webbed grisly corpse of a giant spider’s last meal 
   
  The glittering eyes of small creatures in the wood 
   
  The soundlessly flight of an owl and the muffled shriek 
  of its prey 
   
  The warm light falling from the windows of a 
  welcoming inn 
   
  A bubbling creek forms shallow pools and slippery 
  slopes 
   
  The merry campfire and fiddle music of a brightly 
  ornamented gypsy encampment  
   
  The green eyes of Mistress Irina the Gypsy Fortune 
  Teller who knows many secrets 
   
  An ancient twisted oak, growing on the edge of a 
  waterfall 
   
  The angry cries of an angry mob of villagers with 
  pitchforks and torches 
   
  The kindly face of “Old Bob” a local tinker (Secretly the 
  vampire!) 
   
  A sudden scream in the night, then silence 
   
   
  SPIDERHAUNT WOODS V1.0F 
  A Dungeon Starter by Mark Tygart 
  For Sage LaTorra and Adam Koebel’s 
  Dungeon World 
  www.Dungeon-World.com 
  GOA LS 
   
  Establish details, describe 
   
  Use what they give you 
   
  Ask questions 
   
  Leave blanks 
   
  Look for interesting facts 
   
  Help the players understand the moves 
   
  Give each character a chance to shine 
   
  Introduce NPC’s 
   
  Fill out your worksheet 
  DU NG EON M OVES 
   
  Change the environment 
   
  Point to a looming threat 
   
  Introduce a new faction or type of creature 
   
  Use a threat from an existing faction or type 
  of creature 
   
  Make them backtrack 
   
  Present riches at a price 
   
  Present a challenge to one of the characters 
   
   
   
   
  CUSTOM MOVES 
   
  Wolf Trap 
  When you step on a hidden wolf trap, Roll+Dex. On a 10+, 
  gain both; with a roll of 7-9 choose one.  
  • You avoid the trap and taking the 1d8 of damage  
  • You find a useful clue in the trap to the vampire’s 
  presence (Bloody sock monogrammed with “Old Bob”). 
  Gypsy Encampment 
  When you find the hidden enclave of gypsies, roll 
  +Charisma.  
  •On a 10+, the gypsies don’t attack and useful items 
  and/or information are given in exchange for a promise to 
  banish the ghost. 
  •On a 7-9: The gypsies don’t attack in exchange for a 
  promise to eliminate the ghost. 
  Unexpected Inn (The Broken Web) 
  When you find the Unexpected Inn, roll +Charisma.  
  •On a 10+, the inn patrons provide useful items and/or 
  information in exchange for a promise to banish the ghost. 
  •On a 7-9: The inn patrons will coldly ask the party to 
  leave and if insulted may become an angry horde of 
  villagers and attack. 
  •Less than 6: The inn patrons will attempt to drug the 
  party’s food and drink and dump them in the woods to 
  appease “The Bloody Ghost”. 
   
  “In the middle of the journey of my life I found myself 
  within a dark woods where the straightway was lost.” 
  ― Dante Alighieri  
   
   
   
  
  SERVICES    
  Mistress Irina’s Tarot Reading: 1 coin 
  SPELLS (FIRST LEVEL) 
  Enchant Weapon                                                                        
  Spell that enchants a weapon so that it can hit incorporeal 
  creatures until the party next makes camp. 
  Monsters 
  Angry Horde of Villagers                                              Solitary 
  A flurry of blows (d8x2 damage)                                   16 HP 
  Close, Reach, Far                                                                    
  Special Qualities: 3x normal health. Every health lost kills a 
  civilian. -1 dmg for every civilian lost.                                         
  An angry group of civilians. Armed with torches and 
  pitchforks. They seem to wearing a few pieces of armor.        
  Instinct: To kill the outsiders and “bloody ghosts”.        
  •Attack furiously while surrounding the opposition 
  Forest Ghost (Vampire Victim) Solitary, Devious, Terrifying 
  Phantom touch (d6 damage) 
  Close, Reach 
   
   
   
       16 HP 
  Special Qualities: Incorporeal 
  The terrified ghost of a lonely young girl (but she is 
  hungry!) 
  Instinct: To haunt and feed on the living 
  •Reveal your killer (Vampire) 
  •Ask to “snuggle” (and feed) 
   •Cry                                     
  •Beg to go home 
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) for more free 
  Dungeon World material.                                                                     
  Inspirations include Tanith Lee’s novel Kill the Dead and 
  the film Lost Boys      
  “Why the tinkerer “Old Bob”---he’s been dead for years!”            
  ―Surprised North Procter Villager 
   
  Giant Spider          Group, Small, Stealthy, Devious, Hoarder 
  Fangs (d6+2 damage) 
  Close, Near 
   
                             6 HP 
  A large spider that lurks in the forest shadows; stalking 
  you.  
  Instinct: To capture and feed. 
  •Ambush from the ceiling  
  •Hide in the Shadows  
  •Immobilizes with webbing after reducing prey to ½ HP; 
  never completely kills in combat 
   
  Gypsy Bandit   Horde, Stealthy, Organized, Intelligent, 
  Hoarder                                                                   
  Sword (b [2d4] damage)                   3 HP           1 armor       
  Close, Far                                                                                
  Instinct: Gain Money                                                                 
  •Rob and pillage                                                         
  •Pickpocket                                                                                                                                                           
  •Ambush - Summon 2 more bandits once per encounter 
  per group 
   
  Exorcist                                                           Solitary, Divine         
  Silver blade (d10 damage 1 piercing)                         14 HP 
  Close, Near                                                                                      
  In some religions, an exorcist is a person who is believed to 
  be able to cast out the devil or other demons. A priest, a 
  nun, a monk, a healer, a shaman or other specially 
  prepared or instructed person can be an exorcist. An 
  exorcist is a person who performs the ridding of demons 
  or other supernatural beings who are alleged to have 
  possessed a person, or (sometimes) a building or even an 
  object.                           
  Instinct: Be Ruthless 
  •Kill the dead 
  •Listen to neither the Living nor Dead 
  •Be Grim and Heroic (and Stupid) 
   
  “I happen to like vampires more than zombies.” 
  ―Martin Scorsese 
   
  Mistress Irina                       Magical, Organized, Intelligent 
  Balefire Bolt (w [2d8] damage)         6 HP                1 armor 
  Close, Far                                                                                  
  Leader of the local band of gypsy bandits.                      
  Instinct: To prey on traditional society                           
  •Disguise self as old woman                                                  
  •Obey the Vampire                                                               
  •Predict the future with wild inaccuracy 
  Vampire (“Old Bob”)         Stealthy, Organized, Intelligent 
  Dark Force (d8+5 damage, 1 Piercing)        HP: 10 Armor: 2 
  Special Qualities: Must be killed by stake, fire, beheading 
  or sunlight. May not cross running water and must be 
  invited into a home. 
  Vampires beget vampires. Suffering begets suffering. Do 
  not be drawn in by their seduction or you may be given 
  their gift—a crown of shadows and the chains of eternal 
  undying grief.                                                                                          
  Instinct: To manipulate                                                                     
  •Charm someone                                                                          
  •Feed on their blood                                                                        
  •Retreat to plan again                                                                   
  • (Turn into a bat or gaseous)                                                     
  • (Drain life and strength) 
  Custom Move: When a vampire drains life from you, 
  ROLL+CON. On a 10+, it fails On a 7-9, choose 2:                
  •Take half damage.                                                                    
  •Take -1 ongoing until you make camp.                                                     
  •Fall unconscious                                   .                                                        
  On a 6-, all three take effect. 
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
  GM notes: Consult Justin Whitbread’s excellent 
  supplement Dungeon World: Number Appearing freely 
  available on the current Dungeon World website for 
  information on incorporating vampires and vampirism in 
  your game.  
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/Spiderhaunt Woods.pdf