TEXT:  
   
   
   
   
  Vampire Castle 
  A Dungeon World Adventure 
  By Mark Tygart 
  
  Visit the Cats of Tindalos (http://catsoftindalos.blogspot.com/) 
  for more free Dungeon World material.   
                                                                     
   
  This work is licensed under a Creative Commons Attribution 4.0 
  International License. 
  Inspired by: Castle Ravenloft, Dracula, Anne Rice and other 
  classic vampire fiction. 
  (No mortals were harmed in the production of this short Dungeon World 
  adventure. Really, you don’t you trust us vampires? Sad. That is really nice neck 
  you have there; you should show off more! What are you doing this evening? Do 
  you like the music of the night? How about a nice quick bite?) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  WILL-O-WISP 
  Solitary, Tiny, Magical, 
  Amorphous 
  Electrical Bolt (d6 damage) 
  6 HP 
  0 
  Hand, Ignores Armor 
  Special Qualities: Incorporeal, Only damaged by magic or magic 
  weapons 
  Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for 
  lanterns, especially in the foggy marshes and dark ruins where they reside. A 
  will-o’-wisp’s body is a globe of pure energy about 1 foot across and weighing 
  about 3 pounds, and its glowing body sheds as much light as a torch. In order to 
  sustain itself, it must feed off upon the electricity generated by the brains of 
  people who realize they are about to die. It lures those who wander into its midst 
  by taking the form of a guiding light (the creatures can alter their forms, size and 
  color to a small extent), and then have them wander into deep pools where they 
  get sucked down and drown. The wisp then feeds on the energy generated. If the 
  creature cannot lure victims into a trap, it is also capable of generating electricity 
  on its surface to act as an attack.  
  Instinct: Doom 
  • 
  Beguile the living with illusions  
  • 
  Retreat if attacked 
  • 
  Consume energy from the dying  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vampire Castle 1.4b 
  A Dungeon World adventure by Mark Tygart for Sage LaTorra and 
  Adam Koebel’s tabletop Role Playing Game Dungeon World 
  (www.Dungeon-World.com) 
  Agenda 
   Make the world fantastic 
   Fill the characters’ lives with adventure 
   Play to find out what happens 
  Questions 
   What brought you to Castle Vampire? 
   What have you heard about the Castle’s cruel countess? 
   What experience do you have with vampires? 
   Which of you is the castle’s rightful lord or lady? 
  Impressions 
   The stench of death 
   Harsh flash of lightning 
   The wail of the storm 
   The fiery light of torches 
   The rich furnishings looted from the helpless 
   The ancient stonework from another era 
   Distant sound of a woman’s laughter 
   
   
  
  Goals 
   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 
  Dungeon Moves 
   Change the environment 
   Point to a looming threat 
   Introduce a new faction or type of creature 
   Use a threat from an existing faction or type of creature 
   Make them backtrack 
   Present riches at a price 
   Present a challenge to one of the characters 
   
  VAMPIRE THRALL 
  Organized, Intelligent 
  Drain Blood ( 2d8 damage) 
  10 HP 
  1 armor 
  Close 
  Special Qualities: Undead 
  Enthralled by vampiric charm and compelled to act out their masters wishes the 
  vampire thrall does everything they can to provide for their vampire mistress, 
  without too much worry for their own well-being. 
   Instinct: To please their creator 
  • 
  Attack the living 
  • 
  Drink Blood 
  • 
  Obey mistress blindly 
   
   
   
   
   
   
   
   
   
   
   
   
  
  VAMPIRE COUNTESS 
  Solitary, Organized, Intelligent, 
  Hoarder 
  Drains blood (b[2d12+2] damage 1 
  piercing) 
  20 HP 
  1 armor 
  Close, Forceful 
  Special Qualities: Undead 
   
   
   
  A vampire lady that has lived for so long that it has seen civilization start and 
  end. The vampire’s mind is alien and her knowledge is infinite. Plans made by 
  her span hundreds of years and involve cities as pawns. Any player killed by her 
  becomes her vampire slave at the next sunset unless the body is burnt or staked 
  by the party. If the countess is killed the player is freed but a vampire. Consult 
  Number Appearing downloaded from the Dungeon World website as needed. 
  She will summon help and retreat as mist if she feels overwhelmed. 
  Instinct: To rule from darkness   
  • 
  Charm and drain victims 
  • 
  Call on the creatures of night 
  • 
  Return to unlife at the next sunset 
  Custom Move: When a vampire first drains life from you, ROLL+CON. On a 
  10+, it fails. On a 7-9, choose 2: 
  • 
  Take damage. 
  • 
  The Vampire charms you and you not directly harm it in this encounter 
  • 
  The Vampire establishes a mental link with you and can track and 
  communicate with you at will. -1 on all rolls until she is destroyed due to 
  your divided mind. 
          On a 6-, all three take effect. 
   
   
   
   
   
   
  Custom Rules 
  When you search the ruins of Castle Vampire for the Vampire 
  Countess Irina Von Crowcroft (based on Jason Cordova's 
  Labyrinth Move), describe your path and how you search, and roll + 
  STAT. The GM will tell you which STAT to use based on your 
  description.  
  12+, Hold 2 
  10-11, Hold 1 
  7-9, Hold 1, plus Castle Guardian Encounter 
  4-6, Castle Guardian Encounter  
  3-, Will O’Wisp Encounter, plus lose all Hold 
   
  Any time you are not engaged in an encounter you may spend 1 Hold 
  to discover a Castle Relic, 2 Hold to find a Sanctuary (describe the 
  room you found the relic or the safe haven) or 3 Hold to find the 
  Vampire Countess for a final showdown (describe the room you 
  found her in, and how you were able to track her there). 
  Castle Relics are always found in the following order: Crowcroft 
  Codex, Silver Scimitar, and Icon of the Undying Sun. The 
  Crowcroft Codex must be found to complete the mission while the 
  additional relics will greatly aid the party in its quest. A Castle Relic 
  will always be guarded by a Trap (unless gained by answering a 
  riddle). 
  When you find a Sanctuary Roll+WIS:  
  On a 10+, choose 3. On 7-9, choose 1. On a miss the Sanctuary will 
  not admit you. 
  •You Recover as if you have rested for three days 
  •You eat and drink to your fill and collect 3 rations 
  •You may ask the GM three “yes or no” questions about the quest 
  •You gain a useful item (Examples: Potion of Healing, 3 Vials of Holy 
  Water, A Map of the Castle (+1 on all search the ruins rolls) etc.                      
  •Answer a riddle to gain a Castle Relic.  
   
   
  
  Example Riddles  
  I am, in truth, a yellow fork from tables in the sky by inadvertent 
  fingers dropped. The awful cutlery of mansions never quite disclosed 
  and never quite concealed. I am an apparatus of the dark to 
  ignorance revealed. What am I? (Answer: Lightning) 
  Ever on and forever I ride in splendor upon the sky, though often 
  seen I’m never touched sailing vastly high. I sometimes will kiss your 
  face and caress your body with my tender sigh, or stab your eyes and 
  scold your skin with my brutal caress. Still you love me and ever 
  revere me for without my presence you are doomed to die die. What 
  am I? (Answer: The Sun) 
  Examples of a Sanctuary include a Holy Chapel, A Vampire Hunter’s 
  Secret Hideout, A Magical Dining Hall (Think Beauty and the Beast) 
  or a picture that comes to life for an enchanted period (as in Disney’s 
  film Mary Poppins). Try to have the players describe. Any specific 
  Sanctuary may only be used once.) 
   
  Example Traps 
  Pit Trap 
  When you step on a hidden pit trap; Roll+Dex. On a 10+, choose 
  1. Otherwise you gain both negative outcomes (injury and item 
  damage):  
  • You are able to avoid taking damage (1d8 damage)                                                                                  
  • You are able to avoid damaging a useful item of your choice 
  Dart Trap 
  When you step on a hidden trap trigger; Roll+Dex. On a 10+, gain 
  both. On a 7–9, choose 1:                      • You are able to avoid taking 
  damage (1d4 damage)                                                                                
  • You avoid being affected by the dart’s paralyzing poison 
   
   
  KINDER GHUL “CASTLE 
  CHILDREN”    
  Group, Small, Terrifying 
  Talons (d6 damage) 
  3 HP 
  0 armor 
  Close, Ignore Armor 
  Special Qualities: Undead child, Fast, May disarm with tongue, 
  Inability to focus 
  Children killed by the ghoul virus become Kinder Ghul; merry packs of gruesome 
  black eyed children who combine childish games with cannibalism.  
  Instinct: Devour 
  • 
  Swarm intruders 
  • 
  Chant nursery rhymes 
  • 
  Praise the Vampire Countess 
   
  SKELETON  
  Group, Construct 
  Rusty sword (d8 damage) 
  6 HP 
  3 armor 
  Close, Forceful 
  Special Qualities: They perform simple tasks as mandated by the 
  Countess but are incapable of higher thought. 
  A skeletal warrior appears as a cracked and yellowing skeleton covered with 
  shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish 
  light. It is clad in the blackened armor and rotted trappings it wore in its former 
  life.  
  Instinct: To destroy all life 
  GM’s Note: Bones must be scattered, buried, blessed or have holy water poured 
  on them after “death” or the creature(s) will assemble. 
   
  
  GIANT SPIDER 
  Solitary, Devious 
  Bite (d8 damage) 
  12 HP 
   
  Close, Reach 
   
   
   
  Mutated by dark sorcery, this spider has grown a large as a man. 
  .Instinct: To Devour 
  • 
  Spin sticky webs to catch tasty prey 
  • 
  Paralyzing venom 
  • 
  Ambush from above 
  Custom Move: When first bitten by the Giant Spider the player must roll +CON: 
  On 10+ the player is immune; 7-9 the player takes -1 on all rolls until magically 
  healed. On a fail the player will fall into a coma until magically healed or death.  
   
   
   
   
   
   
   
  Throne Room 
  When you enter the Throne room for the first time, roll+Wis.                            
  On a 10+, gain both. On a 7-9, choose one.                                                      
  •You notice the spike trap (1d8 damage)                                                           
  • The Vampire Countess appears on the Throne (This is an illusion. 
  She will banter with the party for awhile, summon a Castle 
  Guardian(s) of the GM’s choice for a second combat and disappear. 
  The relic will be on the throne.)  
  Medusa Rune 
  When you step on a hidden magical trigger; DEFY DANGER by a 
  Roll+Dex. On a fail you are turned to stone. Note that the Crowcroft 
  Codex has a prayer that anyone can say to reverse this enchantment.            
  Castle Relics 
  Crowcroft Codex (Weight 1) 
  This document contains the magical prayer that when repeated over 
  the Vampire Countess’ remains will prevent her from ever returning 
  to unlife to plague the living from her castle lair. 
  Silver Scimitar (Weight 1) 
  The weapon will hit noncorporeal monsters and cause damage. Does 
  double damage on 10+ against all types of the undead, except 
  vampires. A hit of 10+ will behead and kill any vampire, including the 
  Vampire Countess. 
   Icon of the Undying Sun (Weight 0, 1 use) 
  Flares and is consumed by magical sunlight that will paralyze the 
  Vampire Countess until she is destroyed or the Icon is taken away 
  from her unholy presence. 
   
   
   
  
  Castle Guardians 
  CASTLE  ZOMBIE 
  Solitary, Intelligent 
  Improvised weapon (b[2d10] damage) 
  16 HP 
  1 armor 
  Close 
  Special Qualities: Undead 
   
   
   
  Death came suddenly for the butlers, maids and various servants of the Castle 
  Vampire. Their confused spirits remains locked within their undead bodies, 
  unaware of their post-mortem state. As decay sets in, so does the pain, their 
  brains become clouded and they lose the ability to discern between past and 
  present, often jumping at perceived enemies of old or still thinking they are 
  defending themselves from whatever killed them in the first place. They are 
  pitiful, if dangerous creatures and ending their existence is a mercy. 
   Instinct: Perform duties 
  • 
  Be the perfect servant until you… 
  • 
  Go berserk! 
  • 
  Obey the Lady of the Castle 
   
  GARGOYLE 
  Horde 
  Claws (d6 damage) 
  7 HP 
  3 armor 
  Close 
  Special Qualities: Flight, Camouflage, Arcane Construct 
  Gargoyles are statuesque beings. They often lair in ruins and in castles, using 
  their ability to look like statues to get by. They are dedicated ambush predators, 
  rarely engaging in all out warfare unless driven to it by an outside force.  
  Instinct: To defend their home 
  • 
  Stand perfectly still 
  • 
  Defend the Castle 
  • 
  Obey the Countess; your creator… 
   
   
  GIBBERING PUDDING (“CASTLE 
  PET”)  
  Solitary, Terrifying, Amorphous 
  Countless jaws (d10+2 damage 1 
  piercing) 
  15 HP 
  1 armor 
  Ignores Armor 
  Special Qualities: Gibbering causes -1 on all rolls; Immune to 
  normal weapons, Vulnerable to fire. Will retreat to heal if damaged 
  by ordinary means and drops to zero HP. Fire damage to zero HP 
  will destroy it forever, If gibbering is somehow deciphered message 
  usually useful. 
  A Gibbering Pudding is a horrible hybrid of a Black Pudding and Gibbering 
  Mouther. It resembles a writhing mass of ooze covered with dozens of randomly 
  placed eyes and gibbering mouths, of different sizes and shapes.  
  Instinct: Consume 
  • 
  Gibber “Codex, Scimitar, and Icon” endlessly… 
  • 
  Obey the Countess, your mistress… 
  • 
  Ooze destruction on the living 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/Vampire Castle base booklet.pdf