TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  Why are you searching for this lost shrine? 
   
  How did you learn of its secret location? 
   
  What reason do you have to hate or love the jungle? 
   
  What experience do you have finding ancient artifacts? 
   
  Have you heard about the Eye of Truth jewel? 
   
  Do you believe in the legend of the temple’s curse? 
  IMPRESSIONS 
   
  The chattering of colorful birds 
   
  The constant drip of the rain forest from above 
   
  The crunch of the jungle underbrush and its insects 
  under your feet 
   
  A fallen stone monument covered in vines 
   
  Cold-eyed grins of shattered skulls along the path 
   
  A rickety rope bridge linking the road over a vast green 
  ravine 
   
  A beat of distant drums 
   
  The howl of a faraway beast 
   
  The intense green of the vegetation 
   
   
   
  RAIDERS OF THE 
  FORSAKEN TEMPLE V1.0G                
  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 
  Water Trap 
  In a raging torrent of water, ROLL +CON 
   
  10+ You are shaken but safe 
   
  7-9 Choose one: 
  You don’t lose a valuable item 
  You don’t take damage (1d8) 
  You don’t take -1 ongoing until you warm up and rest 
   
  All three on a failure and you end up in the Naga’s pool. 
  Prying Gems from the Idol 
  If you try to pry either of the Eye gems from the Animated 
  Idol ROLL+DEX 
  10+ The Idol fails to animate 
  7-9: The Idol will animate and track down the gems several 
  weeks after the party leaves the temple ruins 
  Less than 6: The Idol animates to slay all intruders 
   
   
   
   
  
  THINGS 
   
  Eye of the Idol 
                   1 Weight            20,000 Coins       
  A massive gem. 
  Eye of Truth (Mara’s Eye) 
  1 Weight                                                                                        
  This finely cut and polished stone is indistinguishable from 
  an ordinary jewel in appearance. When it is gazed through, 
  this gem confers on the subject the ability to see all things 
  as they actually are. The subject sees through normal and 
  magical darkness, notices secret doors hidden by magic, 
  sees the exact locations of creatures or objects 
  sees invisible creatures or objects normally, sees through 
  illusions, and sees the true form of polymorphed, changed, 
  or transmuted things.  
  Myconid Facemask                                   0 Weight, 100 Coins                                  
  Prevents Russet Mold Spore Infection. 
  Russet Mold Antidote 
       1 Use, 0 Weight, 500 Coins  
  This potion cures Russet Mold Spore Infection. 
  Services 
  A native guide to take you to the temple ruins      200 Coins 
  Monsters 
  Animated Idol (Large, Divine, Cautious, Hoarder, 
  Construct) 
  Array of stone swords (b [2d10+6] damage 1 piercing) 
  Close, Forceful 
   
  22 HP, 6 Armor 
  A great multi-armed statue of a god, it has been brought 
  to life to protect its temple. While not a direct avatar of its 
  god, it is still very powerful.  
  Instinct: To guard the Temple’s gems 
   
   
  Mimic (Solitary, Small, Stealthy, Hoarder, Amorphous) 
  Teeth (d10+2 damage) 
  Close 
   
       15 HP, 3 Armor 
  It looks just like a treasure chest. But if you listen closely, 
  you can hear its heartbeat.  
  Instinct: To devour 
   
  Eat unwary adventurers 
   
  Be indistinguishable from a typical chest or piece 
  of furniture 
   
  When you interact with a mimic unawares of its true 
  nature, roll+DEX.  
  On a 10+, you avoid the mimic's jaws. On a 7-9, you evade 
  getting eaten and simply take damage. On a miss, you take 
  no damage but the mimic stretches its elastic body and 
  swallows you whole. When you're inside a mimic, take -1 
  forward from the mimic's digestive juices and don't get 
  too comfortable. Mimics digest anything but stone and 
  metal. 
  Custom Move: When you try to escape a mimic, 
  roll+CON. On a miss, the mimic deals damage to you and 
  some of your non-stone and non-metal stuff gets ruined.  
  On a 10+, pick two. On a 7-9, pick one:                                  
  You get out                                                                               
  •Deal your damage to the mimic                                             
  •None of your stuff is ruined.  
   
  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 
   
  Inspired by the movie and theme park adventures of Indiana 
  Jones 
  Naga, Guardian (Solitary, Intelligent, Organized, Hoarder, 
  Magical) 
  Acid Spit (d10 damage) 
  Close, Reach, Near 
   
  16 HP, 3 Armor 
  Fairest of all the nagas, the Guardian is also the most 
  ruthless when it comes to defend what it was entrusted 
  with. But it is a cautious bastard, trust me, sonny. He will 
  warn you and even allow you a chance to turn back, 
  unharmed. If you don't, it will slide into its trapped lair and 
  chances are you'll see many comrades fall before you find 
  the bastard again. Then you'll have to fight this cunning 
  bastard and its powerful spells. Whichever evil treasure or 
  master it guards will then be your doom. Better avoid the 
  sucker, sonny!  
  Instinct: To lure invaders into a trap 
   
  Vegepygmy 
                             (Horde, Small, Stealthy) 
  Crude weapons (d6 damage) 
  Close 
   
  5 HP, 0 Armor 
  Vegepygmies are vegetable creatures of low intelligence. 
  They organize into regional bands, living by scavenging and 
  hunting. Meat forms their diet and they will eat it no 
  matter what its condition. The green variety is 2 feet tall, 
  with thorn like claws and fingers like tendrils. They 
  occasionally wield crude stone and wood weapons. 
  Instinct: To guard the russet mold patch 
  Custom Move: When you are exposed to russet mold 
  spores, ROLL+CON. On a 10+, the spores don't take roots.  
  On a 7-9, choose one:                                                                
  •You don't throw up your last meal.                                               
  •You aren't foul-smelling for days.                                          
  •You don't grow fungus tendrils on your body for a month. 
  •On a 6-, you are infected! You lose one CON every day 
  until cured or dead (CON=0). 1d6 Vegepygmies emerge 
  from your body. 
  LORE  
  Mara: In Buddhism, is the demon who is the 
  personification of the forces antagonistic to 
  enlightenment. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/Raiders of the Forsaken Temple.pdf