TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  How did you first hear about the werewolf haunting 
  the village of West Proctor? 
   
  Which of you has a special reason to hate this 
  werewolf? 
   
  Why did the Mayor hire your party to destroy the 
  werewolf? 
   
   What has the Mayor threatened will happen to each 
  of you if you don’t destroy the werewolf? 
  IMPRESSIONS 
   
  The howl of a wolf in the night 
   
  A full moon rising above dark trees  
   
  The ominous whisper of the wind 
   
  The grisly corpse of the werewolf’s last meal 
   
  The glittering eyes of small creatures in the wood 
   
  The soundlessly flight of an owl and the muffled shriek 
  of its prey 
   
  The warm light falling from the windows of a 
  welcoming inn 
   
  A bubbling creek forms shallow pools and slippery 
  slopes 
   
  The merry campfire and fiddle music of a brightly 
  ornamented gypsy encampment 
   
  The yellowing eyes of Mama Fortuna the Gypsy 
  Fortune Teller who knows many secrets 
   
  An ancient twisted oak, growing on the edge of a 
  waterfall 
   
  The angry cries of an angry mob of villagers with 
  pitchforks and torches 
   
  The kindly face of a local cleric and mayor’s brother 
  (Secretly the werewolf!) 
   
  A sudden scream in the night, then silence 
   
   
  BAD MOON RISING V1.0D 
  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 
   
   
   
                     
   
  CUSTOM MOVES 
   
  Woodland Wolf Trap 
  When you step on a hidden wolf trap, Roll+Dex. On a 10+, 
  gain both; with a roll of 7-9 choose one.  
  • You avoid the trap and taking the 1d8 of damage  
  • You find a useful clue in the trap to the werewolf’s 
  identity (Shred of a bloody clerical robe). 
  Forest Gypsy Encampment 
  When you find the hidden enclave of gypsies, roll 
  +Charisma.  
  •On a 10+, the gypsies don’t attack and useful items 
  and/or information are given in exchange for a promise to 
  attack the werewolf. 
  •On a 7-9: The gypsies don’t attack in exchange for a 
  promise to eliminate the werewolf. 
  Unexpected Inn (The Slaughtered Lamb) 
  When you find the Unexpected Inn, roll +Charisma.  
  •On a 10+, the inn patrons provide useful items and/or 
  information in exchange for a promise to attack the 
  werewolf. 
  •On a 7-9: The inn patrons will coldly ask the party to 
  leave and if insulted may become an angry horde of 
  villagers and attack. 
  •Less than 6: The inn patrons will attempt to drug the 
  party’s food and drink and dump them in the woods to 
  appease the werewolf. 
  I N S P I RA T IO N S : T H E W OL F  M AN  ( V ARI O U S  F I L MS),  A N  
  A ME RI CA N  W ER E W OL F  I N  LO N D O N,  L A DYH A WK E AN D  TH E  
  F RE NC H  F I L M B RO TH E RH OO D  O F  T H E W OL F. 
   
  
  CUSTOM MOVES 
   
  Chapel Perilous  
  When you find the hidden outline of a concealed door 
  etched amid the woodland castle ruins, roll+Wis.  
  On a 10+, choose two. On a 7-9, choose one.  
  • You find a useful clue in the chapel to the werewolf’s 
  identity (Bloody prayer book). 
  • The Angry Horde of Villagers does not notice you 
  • You find a silver sword 
  Hidden Forest Cache 
  When you find the outline of a concealed bundle stuck 
  inside a tree stump, roll+Wis.  On a 10+, gain all. On a 7-9, 
  choose two: 
  • A set of 6 silver arrows 
  •A sketch of the Chapel Perilous in blood on vellum 
  •A silver dagger 
  Monsters 
  Angry Horde of Villagers                                              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.   
  An angry group of civilians. Armed with torches and 
  pitchforks. They seem to wearing a few pieces of armor. 
  Instinct: To kill the outsiders and werewolves 
   
  Attack furiously while surrounding the 
  opposition 
  Visit the Cats of Tindalos (http://catsoftindalos.blogspot.com/) for 
  more free Dungeon World material.                                                                     
  Gypsy Bandit   Horde, Stealthy, Organized, Intelligent, 
  Hoarder                                                                   
  Sword (b [2d4] damage)                   3 HP           1 armor       
  Close, Far                                                                                
  Instinct: Gain Money 
  •Rob and pillage 
  •Pickpocket 
  •Ambush - Summon 2 more bandits once per encounter 
  per group 
   
  Mama Fortuna                   Magical, Organized, Intelligent 
  Balefire Bolt (w [2d8] damage)         6 HP                1 armor  
  Close, Far 
  Leader of the local band of gypsy bandits. 
  Instinct: To prey on traditional society 
  •Lay a curse 
  •Mislead with an illusion 
  •Predict the future 
   
  Werewolf                                                   Solitary, Intelligent              
  Bite (d10+2 damage, 1 piercing)    12 HP                 1 Armor   
  Close, Messy                                                                          
  Special Qualities: Only killed by silver, but will retreat for 
  the night if brought to zero hp 
  “Beautiful, isn’t it? The moon, I mean. She’s watching us, 
  you know? Her pretty silver eyes watch us while we sleep. 
  Mad, too—like all the most beautiful ones. If she were a 
  woman, I’d bend my knee and make her my wife on the 
  spot. No, I didn’t ask you here to speak about her, though. 
  The chains? For your safety, not mine. I’m cursed, you see. 
  You must have suspected. The sorcerer-kings called it 
  “lycanthropy” in their day—passed on by a bite to make 
  more of our kind. No, I could find no cure. Please, don’t be 
  scared. You have the arrows I gave you? Silver, yes. Ah, 
  you begin to understand. Don’t cry, sister. You must do 
  this for me. I cannot bear more blood on my hands. You 
  must end this. For me.”  
  Instinct:  To shed the appearance of civilization 
   
  Transform to pass unnoticed as beast or man 
   
  Strike from within 
   
  Hunt like man and beast 
  Zoog       Group, Tiny, Stealthy, Devious, Organized, 
  Intelligent, and Planar                                                                   
  Bite (d4 damage)                                                    2 HP     
  Special Qualities: Refugee from the Dreamlands, Can 
  Detect Invisible                                                                     
  Spiteful, nasty creatures with a taste for the flesh of 
  sentient beings, zoogs lurk in the shadowy, moldering 
  places of the world. Often mistaken merely for 
  otherworldly animals, zoogs possess base intentions and 
  vicious demeanors that set them apart from lowly beasts.  
  Congregating in loose, tribal societies, these sinister 
  creatures claim the depths of dark woodlands or moldy 
  forests as their homes, favoring lands where the 
  boundaries between worlds and planes grow thin and 
  strange creatures—not unlike themselves—slip between 
  reality's cracks. Although lone zoogs shy away from 
  attacking larger creatures, when zoogs outnumber an 
  invader they launch deadly ambushes, leaping from 
  sagging boughs and hidden dens to swarm foes.  
  Zoogs also detest cats, and go to great lengths to slay 
  felines of any sort and devour them.  
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
  GM notes: Consult Justin Whitbread’s excellent 
  supplement Dungeon World: Number Appearing 
  freely available on the current Dungeon World 
  website for information on incorporating 
  lycanthropy and werewolves in your game.            
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Bad Moon Rising.pdf