TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  What question do you wish to ask the talking Oracle 
  Cat of Bast? 
   
  Why do you believe it haunts the Pyramid of Ramses 
  the Cursed? 
   
  What reason do you have to hate or love the Desert? 
   
  When was your last drink of water? 
   
  Why did your guide desert you? 
   
  When did you realize you were lost? 
  IMPRESSIONS 
   
  The harsh glare of the sun 
   
  The endless yellow sands 
   
  The constant thirst 
   
  Circling vultures above 
   
  The mirage of water in the distance 
   
  The brilliance of the stars and moon at night 
   
  The sound of a cat’s meow? 
   
   
   
  PYRAMID OF THE CAT V1.0C 
  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 
  "AS MY EYES GREW A CCUS TOM ED TO  TH E LIG H T, 
  DETAI LS OF THE RO OM  WI THI N EMERG ED  SLOW L Y FR OM  
  TH E MI ST, STRA NG E A NIMA LS,  STA TU ES, A ND G O LD  – 
  EV ER YW H ERE TH E G LI NT O F G O LD. FOR  TH E MO MENT – 
  AN ETER NI TY I T MU ST HAV E SEEMED  TO  TH E O TH ER S 
  STANDI NG B Y – I  WA S STR UCK D UMB  WI TH  AMA Z EM ENT,  
  AND  W H EN LOR D CAR NARV O N, U NAB LE TO  STA ND THE 
  SU SPENSE ANY LO NG ER,  I NQUIR ED  A NXI O USLY, 'CA N 
  YO U  SEE ANYTHI NG?,' I T WA S A LL I  CO U LD  DO  TO  G ET 
  OU T TH E WORD S,  'YES, WO ND ERFU L THI NG S.'” 
  -HOWARD CARTER 
  CUSTOM MOVES 
  If you fall asleep in the desert near the Pyramid of the Cat 
  roll+WIS: 
  On a 10+ you can communicate with the Oracle Cat of 
  Bast who pleads for freedom trapped in Ramses’ real 
  hidden tomb …On a 7-9 you merely have a nightmare 
  about being buried alive in the pyramid. In either case you 
  can now locate the pyramid in the desert. On a 6 or less 
  your sleep is dreamless. 
  Prying open the hidden entrance to the False Tomb 
  If you try to pry open the False Tomb’s hidden door 
  ROLL+DEX: 
  10+ You bypass the trap 
  7-9: Falling rocks throughout the chamber (1d6); but it 
  affects your party, not you. 
  Less than 6: Everyone must ROLL+CON or be affected by 
  falling rocks (1d6). Also a Pyramid monster is alerted to 
  the party’s presence 
  LORE 
  Cats in ancient Egypt were revered highly, partly due to 
  their ability to combat vermin such as mice, rats (which 
  threatened key food supplies), and snakes—
  especially cobras. Cats of royalty were, in some instances, 
  known to be dressed in golden jewelry and were allowed 
  to eat from their owners' plates. Turner and Bateson 
  estimate that during the 22nd Dynasty (c. 945–715 BC), 
  Bastet worship changed from being a lioness deity into 
  being predominantly a major cat deity. Because domestic 
  cats tend to be tender and protective of their offspring, 
  Bastet was also regarded as a good mother, and she was 
  sometimes depicted with numerous kittens. Consequently, 
  a woman who wanted children sometimes wore an amulet 
  showing the goddess with kittens, the number of which 
  indicated her own desired number of children. 
  -Wikipedia 
  
  THINGS 
   
  Explorer’s Map                                                           1 Weight 
  Map to the False Tomb entrance.  
   
  Services 
  Consult local scholar about the Pyramid:                             
  200 coins (Will warn the party about the Lamia) 
  Monsters 
  Jackalwere (Group, Small, Stealthy, Intelligent) 
   Weapon or bite (d8 damage)  
  Close, Reach 
  6 HP 
  These demonic jackals have three physical forms (jackal, 
  jackal hybrid, human) they shift between and they often 
  work for Lamia masters to capture slaves or caravans. 
  Other than its size, its statistics are the same in each form. 
  Any equipment it is wearing or carrying isn't transformed. 
  It reverts to its true form if it dies. 
   
  Sleep Gaze 
  The jackalwere gazes at one creature it can see. The target 
  must roll +Wisdom. 
  On a 10+ the player is now immune to a jakalware's gaze. 
  On a 7-9 the player sees, briefly the jackalwere's true 
  hybrid form. 
  On a 6 or less the player falls into a light sleep.  
   
  Instinct: Enslave and/or rob 
  Shape changer 
  Sleep Gaze 
  Ambush 
   
  “It is said that in Ulthar, which lies beyond the river Skai, 
  no man may kill a cat; and this I can verily believe as I gaze 
  upon him who sitteth purring before the fire.” 
                                                           -H.P. Lovecraft 
  Lamia (Solitary, Large, Magical, Intelligent, Hoarder)  
  Drains Blood (d12 damage) 16 HP, 2 armor 
  Reach 
  A vampiric half-serpent woman that often manages a band 
  of lesser jackalwere thralls. A human drained of blood by a 
  lamia will arise three days after death as a jackalwere 
  thrall of a lamia unless the victim's body is burnt or given a 
  proper burial. 
   
  It’s fairly clear that the Lamia was a precursor figure to the 
  well-recognized vampires and succubae of modern fantasy 
  and horror literature. 
   
  In 1819, the English Romantic poet John Keats composed a 
  poem simply titled “Lamia” that then influenced one of 
  Edgar Allan Poe’s sonnets (“To Science”), which is all to say 
  that there is something about this creature’s origin and 
  character that has continued to capture popular attention 
  over the course of several thousand years. It’s unfortunate 
  that the Lamia’s role in blood-sucking and seducing men 
  has been more or less usurped in popular culture and 
  fantasy by the vampire and the succubus, but at the very 
  least, her essence has survived in recognizable ways in 
  those creatures to this day. 
   
  Instinct: Drain Blood 
  Uses illusion 
  Seduce and Drain 
  Summon Jackalwere thralls 
   
   
  Weaver in the Darkness (Solitary, Small, Magical, Stealthy, 
  Planar, Amorphous)  
  Consume life (d12 damage) 15 HP  
  Close, Near 
  Special Qualities: Amorphous, Undead, Harmed only by 
  magic or magic weapons 
   
  "A coldly shining, hueless globe, round as a puffball and 
  large as a human head, had risen from the fissure and was 
  hovering above it like a mimic moon. The thing oscillated 
  with a slight but ceaseless vibratory motion. From it, as if 
  caused by this vibration, the heavy humming poured, and 
  the light fell in ever-trembling waves. It seemed that the 
  light and sound were woven upon the senses... like some 
  Lethean spell." -Clark Ashton Smith 
   
  Custom Move: When you first gaze upon the Weaver, 
  ROLL+INT.  
  • On a 10+, you ignore its enthralling enchantment! 
  •On a 7-9: You take -1 ongoing while distracted by its siren 
  lights and song. 
  •On a 6-, you're transformed into a living immobile statue 
  as long as the Weaver is present. 
   
  Instinct: Drain Life 
  Enthrall Victims 
  Charm bystanders 
  Weaves illusions 
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
   
  Ancient Egyptians referred to cats as “meows”. 
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Pyramid of the Cat.pdf