TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  What rare jungle herb do you seek from the Warlock’s 
  Greenhouse? 
   
  Why? 
   
  What terrible fate has befallen trespassers? 
   
  What do you know about this Warlock? 
  IMPRESSIONS 
   
  The warm scent of decay 
   
  Strange jungle plants. 
   
  The green of the plants. 
   
  The rush of a stream 
   
  Humid air 
   
  Towering palm trees 
   
  A sign: “Trespassers will pay”. 
   
  An explosion of  tropical flowers 
   
   
   
   
   
  THE WARLOCK’S 
  GREENHOUSE 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 
   
   
  “To see a world in a grain of sand and heaven in a wild 
  flower. Hold infinity in the palms of your hand and eternity 
  in an hour.” 
  ―William Blake 
   
   
   
   
  CUSTOM MOVES 
  Pool of Fate 
  When you gaze into this mysterious pool, roll +Wisdom: 
  •On a 10+, Learn something useful.                                           
  •On a 7-9: Learn something cryptic.                                                           
  •Less than 6: Learn something disturbing and take -1 on all 
  rolls until you make camp. 
  Unexpected Picnic  
  When you take a short rest at the Unexpected Picnic in the 
  Warlock’s Greenhouse  Roll+Constitution: 
  On a 10+, choose 3. On 7-9, choose 1. 
  •You Recover as if you have rested for three days 
  •You eat and drink to your fill and collect 3 rations 
  •You experience a vision 
  •You do not collapse into mystical sleep  
   
   
  
  THINGS 
                                                                                                       
  Thievery Tools. (1 weight, 5 uses) 
  They contain lenses, wire cutters, lock picks and all of the 
  tools of the trade of the thief. When you use them to open 
  locks or disable traps take +1 forward and mark a use.   
  The Warlock’s Jokes 
  A teleportation trap that doesn't instantly transport you 
  somewhere, it instead just flings you through the air at 
  insane speeds but you arrive safely, albeit freaked out. 
  Hit a pressure plate and half their weight in honey pours 
  on the party, making them incredibly sticky. (Land speed is 
  cut in half, they can't fly, they can't equip or unequip 
  anything, or access their inventory, bears and bees are 
  also very attracted to them, and the effect does not end 
  till they get washed off.) 
  Illusory floor over pit with locking cover covered with fluffy 
  pillows on the bottom... 
  Monsters 
  Tiny Garden Golem                                        Group, Construct          
  Strike (d8-2 damage 1 piercing)     2 HP                  Armor: 4 
  Hand, Near                                                               
  Special Qualities: Relentless                                           
  This small stone golem is a gardener's dream, but woe 
  betide intruders!                                                                       
  Instinct: Protect the plants                                                  
  •Tend the Warlock's Greenhouse                                                 
  •Obey the Warlock 
  Homunculus Solitary, Tiny, Devious, Magical, Intelligent, 
  Construct                                                                                         
  Tiny fangs (w [2d8]-2, 1 piercing) 12 HP                      
  Homunculus serve as spies, messengers, and so on. Their 
  small size, agile flight, and natural stealth help them skulk 
  unnoticed. Homunculi are complex extensions of their 
  creator.                                                                                           
  •Inject sleep venom with a bite                                                   
  •Evade would-be captors                                                        
  •Back draft damage to creator                                               
  •Dissolve when creator dies                             
  Custom Move: When a homunculus bites you, ROLL+CON. 
  On a 10+, what a nasty pest! On a 7-9, choose 1:                   
  •You take -1 until you next make camp                                                            
  •You take an additional 1d4 damage (ignores armor) from 
  the poison. On a 6-, you fall asleep. 
  Warlock                          Stealthy, Magical, Devious, Hoarder                                                
  Arcane bolt (d8 damage)                 12 HP                  Armor: 1   
  Far                                                                      
  “I was alive when the Dead Sea was just a pond that was 
  feeling a little poorly.”  
  Special Qualities: Cast spells                                           
  Instinct: To ensnare intruders 
  •Concoct a strange experiment, ritual, or potion  
  •Force intruders to go on a dangerous quest 
  •Collect rare plants 
   
  Zenopus Flytrap, Giant                      Solitary, Large, 
  Stealthy, Devious 
  Strong digestive acid (d8+1 damage, ignores armor) 
  HP: 16, Armor: 2                                                                      
  Giant Zenopus Flytraps are popular as an alchemist’s 
  cultivated plants, but have a reputation for being difficult 
  to grow. Successfully growing these specialized plants 
  requires recreating a close approximation to the plant's 
  natural habitat. They are also quite dangerous.        
  Instinct: To dissolve prey                                                          
  •Hide in other fauna                                                             
  •Digest prey with acid                                                            
  •Engulf prey in a wink                                                          
  •Attack with unused pods 
  Custom Move: When you are captured in a flytrap pod, 
  ROLL+STR.  
  On a 10+, you get out rapidly.  
  On a 7-9, you get slightly burnt by acid, choose 1: 
  You don't lose your armor or one valuable item. 
  You don't get disfigured nor take 1d10 Damage. 
  On a 6-, you suffer both.                                                                                                                                                                                         
  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. 
   
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/The Warlock's Greenhouse.pdf