TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  What brought you to the Trollstone Caverns? 
   
  What have you heard about the Troll? 
   
  What experience do you have with adventuring? 
   
  What rumors have you heard about the wealth of this 
  mysterious place? 
   
  Do you believe in the prophecy of the return of a 
  rightful dwarf lord of the caverns? 
  IMPRESSIONS 
   
  The stench of  the Troll 
   
  Flutter of bat wings 
   
  The slow drip of water from above 
   
  The fiery glint of torches in the distance 
   
  The uneven ground below you 
   
  The ancient cavern stalagmites all around 
   
  Sudden sound of harsh, booming laughter 
   
   
   
   
  TROLLSTONE CAVERNS V1.0I 
  A Dungeon Starter by Mark Tygart 
  For Sage LaTorra and Adam Koebel’s 
  Dungeon World 
  www.Dungeon-World.com 
  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 
   
   
   
   
   
   
   
   
  CUSTOM MOVES 
   
  Prying Gems from the Demon Idol 
  If you try to pry either of the Eye gems (6,000 coin) from 
  the Demon Idol ROLL+DEX 
  10+ You bypass the trap 
  7-9: The Demon Idol breathes Dragonfire throughout the 
  chamber; but it affects your party, not you. 
  Less than 6: Everyone is affected by a massive cloud of 
  Dragonfire.  
  ROLL+WIS. On a 10+, you find suitable cover. On a 7-9, you 
  dodged but choose 2 anyway:                                                 
  Your weapon melts on your hand.                                        
  Your armor burns and leaves you breathless for a while.    
  Say goodbye to your backpack.                                                  
  On a 6-, all three plus 2d6 fire damage.  
  Troll’s Throne Room 
  When you enter the Troll’s Throne room for the first time, 
  roll+Wis.  
  On a 10+, choose two. On a 7-9, choose one.  
  •You notice the location of the Trollstone 
  • The Troll is asleep (All three heads, snoring) 
  Drink from the Fountain of the Troll: 
  10+ The waters acts like the clerical spell Divination. 
  7-9: The waters acts like the clerical spell Guidance. 
  Less than 6: You gain a small troll-like feature (skin color, 
  eyes, or small extra head) that have no real effect and fade 
  after you make camp. 
   
  
  THINGS 
   
  Babylon Candle  
  Players must simply light the candle, hold hands with the 
  other players and think of a destination. The candle's 
  magic will attempt to teleport those in a flash of light. Each 
  candle has two charges.  
  The player using the candle must roll: 
  On a 10+ a perfect teleport (uses one charge) 
  On a 7-10 teleports to a site near the desired location (use 
  one charge) 
  Under -6 the candle fizzles and miss-teleports the party to 
  a location of the GM’s choosing (no charge). 
  Bag of Runes (Spellcaster Only) 
   A bag with mystical runes engraved on pieces of bone on 
  one side. The owner may cast the runes into the air three 
  times a game session and ask a yes or no question. The 
  runes will answer yes by all returning to earth on the rune 
  side and no by all returning to earth on the blank side.                      
  Halfling’s Blade (Halfling Only)                                                          
  This long dagger will glow blue if orcs or other goblinoids 
  are near and roll twice when rolling for damage and use 
  the higher roll.           
  Ring of Shadows (Thief or Ranger Only)                           
  Allows a Thief or Ranger to become invisible as per the 
  wizard’s spell.                                                                    
  Trollstone                                                                                     
  A small greenstone idol of a three headed troll. It allows 
  the bearer to control the Trollstone Troll as if it was a 
  Summoned or Charmed Monster.                                        
  Troll’s Hoard                                                                        
  Includes 10,000 coins and various useful items. The 
  Trollstone is the key.         
  Services 
  Bribing the Greedy Magic Door to let you pass: 2-20 Coins 
  or Items that are worth that amount is required by the 
  door. Treasure gathered in this manner ends up in the 
  Troll’s hoard. 
   
  Monsters 
  Blood Bats                                            Group, Small, Terrifying 
  Claws (d6 damage) 
  Close 
   
                           6 HP 
  A giant carnivorous bat of the Trollstone Caverns.  
  Instinct: Swoop! 
   
  Giant Spider                                                     Solitary, Devious 
  Fangs (1d8 damage) 
  Close, Near 
   
                          12 HP 
  A really large freaking spider!  
  Custom Move: Roll+Constitution if you are bitten by the 
  spider and if you roll less than 6 or less you are paralyzed. 
  If you roll 7-9 you are shaky and take -1 on all rolls until 
  you make camp. 10+ and you are immune to the spider’s 
  venom. PCs need roll against the spider venom only once. 
   
  Trollstone Goblin             Group, Small, Intelligent, Hoarder 
  Dagger (d4+2 damage) 
  Close 
   
                           3 HP 
  A goblin of Trollstone Caverns.  
  Instinct: Obey the Troll 
   
  Spore Zombie                                                      Group, Devious 
  Tooth and Claws (d4 damage) 
   
        10 HP 
  Close 
  These fungi zombies remain motionless until they are 
  disturbed; their poisonous spores can kill those who inhale 
  them. The victim's body will then rise as a new spore 
  zombie. 
  Instinct: to increase their ranks 
  Custom Move: When you're infested with fungal zombie 
  spores, ROLL+CON.  
  On a 10+, your body destroys the infection.  
  On a 7-9, you're terribly sick and loose one CON every day 
  until cured or dead (CON=0).  
  On a 6-, you die out of anaphylactic shock. A new fungal 
  zombie will emerge from your dead body. 
  PCs need roll against the spores only once. 
   
   
  Trollstone Troll                                                Large, Construct 
  Giant Axe (2d6+2 damage) 
  Close, Forceful 
   
          20 HP, 2 Armor 
  Instinct: To bully or eat the weak 
   
  Dominates lesser goblins 
   
  Tolkien Troll: Sunlight Turns to Stone 
   
  Has three heads that constantly argue 
   
  Very stupid 
   
  If killed the slayer is transformed into the new 
  Trollstone Troll. Curse only removed if Trollstone 
  is destroyed.(Requires Quest) 
   
  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. 
   
  (This Dungeon Starter was inspired by the T&T module in 
  the Tunnels and Troll fifth edition rulebook.) 
   
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/Trollstone Caverns.pdf