TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  Who has sent you to this strange time?  
   
  How will you return home? 
   
  Why do you have to recapture the Dungeon Master’s 
  soul? 
   
  What reason do you have to hate or love costume 
  parties? 
   
  What dark rumours have you learned about the 
  natives of this bizarre place? 
   
  Do you believe in the legends of Tindalos? 
  IMPRESSIONS 
   
  The blur of multicolored costumes 
   
  The jarring noises of electronics 
   
  The babble of voices 
   
  Are those zombies real? 
   
  Books of lore spread on tables for sale 
   
  Blank stares of wenches 
   
  The flash of  light from small boxes 
   
  A strong desire to leave 
   
   
   
   
   
  STRANGERS IN A 
  STRANGE LAND V1.0D 
  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 
  Tindalsonian Detection 
  Any time a magic spell or item is used the player 
  must roll +Intelligence. 
  On a 10+ The use of magic is not detected. 
  On a 7-9 The use of magic is barely noticed. If this 
  happens twice more a single Agent will be tasked to 
  investigate. 
  On a 6 or less: A pair of Tindalosian Agent are tasked 
  to investigate. 
   
   
   
  
  THINGS 
  Soul Gem for Ultimate Evil Containment                          
  This strange amber gem will engulf and imprison the 
  Dungeon Master’s soul once he is slain. (“Think 
  Ghostbusters”) 
   
  Cloak of the Doppelganger  
                    1 Weight 
  Allows the owner to assume any humanoid form desired 
  as if the player were a doppelganger. Will not fool shape 
  shifting creatures or grant special powers. 
   
  Dismiss Tindalosian Wand 
   
   
   
  If touched to any Tindalosian creature it will return that 
  being to its home plane. 
   
  Shoggoth’s Old Peculiar Cola 
  Temporarily gives characters a +1 against all Mythos 
  Creatures. Has a strange goatish flavor. 
   
   LORE: 
  The Immortals of Tindalos dwell in the distant past of the 
  planet, when normal life had not yet advanced past one-
  celled organisms. They are said to inhabit the angles of 
  time, while other beings (such as humankind and all 
  common life) descend from curves. These creatures are 
  thought to be immortal and are believed to lust after 
  something in humankind and other normal life, and will 
  follow victims through time and space to get it. Their 
  appearance is unknown because no characters who meet 
  them survive long enough to give a description. It is said 
  that they have long, hollow tongues or proboscis to drain 
  victims' body-fluids, and that they excrete a strange blue 
  pus or ichor. Though the monsters are sometimes pictured 
  as canine, probably because of the evocative name, but it 
  is not likely that they appear as such, the academics states 
  that the name "veils their foulness". Various Mythos 
  scholars suggest that the Hounds are more bat-like in 
  appearance or may appear even worse. The name 
  “Hounds of Tindalos” refers more to the creatures' habits 
  than their appearance. 
  Because of their relationship with the angles of time, they 
  can materialize through any corner if it is fairly sharp—
  120° or less. When a Hound is about to appear, it 
  materializes first as smoke pouring from the corner, and 
  finally the head emerges followed by the body. It is said 
  that once a human becomes known to one of these 
  creatures, an Immortal of Tindalos will pursue the victim 
  through all time and space to reach its quarry. A player 
  generally risks attracting their attention by any form of 
  lengthy time travel. 
   
  Service                                                                     
  Almost anything you want at the convention: 1 Coin 
  Consult Scholar: 200 coins (Will warn the use of magic will 
  attract Tindalosians when time travelling.) 
  Spells 
  Reveal Mythos (Cleric and Wizard; Cantrip & Rote)   
  Reveals Mythos presence like Detect Magic. 
  Elder Sign (Cleric, 1st Level)                                                  
  Allows cleric to repel Mythos creatures as if they were 
  undead. (GM’s discretion) 
  Monsters 
  Agents from Tindalos 
            Group, Stealthy, Planar 
  Crystal dagger (d10 damage)  
   
        10 HP 
  Close, Near 
  Special Qualities: Adaptable form, Victims killed may not 
  be resurrected by normal means. 
  This humanoid version of the Hounds of Tindalos hunts 
  down time travellers to consume their souls. 
  Instinct: Consume Souls 
   
  Pretend to be human law enforcement 
   
  Change appearance at will 
   
  Preys on Time Travellers 
   
  Attracted by use of any magic 
   
   
  Convention Attendees Riot                                        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. 
   
  Dungeon Master                           Solitary, Stealthy, Magical, 
  Devious, Intelligent Hoarder, Terrifying 
  Pulsing aura of corrupting darkness (d8 damage)        12 HP 
  Close, Near, Far 
  Special Qualities: Resembles Tom Hanks  
  A Dungeon Master appears to be a quiet human, but he is 
  actually a servant of the King in Yellow. He promises 
  heroism and great deeds, but his only aim is to see the 
  hearts of the good corrupted and their lives cut short. In 
  exchange for completing quests and challenges, or 
  "games" and "sessions" as the Dungeon Master calls them, 
  he grants greater power. What his victims do not know is 
  that this power, while seemingly innocuous, is actually 
  spawned from the darkest depths of Carcosa. Over time, 
  victims of a Dungeon Master become lost in a dream 
  world of monsters and mazes.  
  Instinct: Corrupt youth 
   
  Tempt the weak with dreams of power 
   
  Teach a dark spell to someone 
   
  Enchant someone with a useless obsession 
   
  Slowly removes its victims capacity to do good 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
   
  Inspired by Comicon, the Cthulhu Mythos and the films 
  Inception and The Matrix 
   
   
  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/Strangers in a Strange Land.pdf