TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
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  Who has sent you to murder the Tyrant? 
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  What will happen if you fail? 
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  What reason do you have to hate this Tyrant? 
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  What experience do you have combating demon cults? 
   
  Have you heard about the mysterious “Toad Demon”? 
  IMPRESSIONS 
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  The marble spires of the Tyrant’s Palace 
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  The spray of the fountains 
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  The chanting of evening prayers 
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  Hungry grins of the Rat-men guards 
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  A huge Idol of a Toad 
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  The giggling harem girls 
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  Exotic Incense 
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  Red and gold drapes everywhere 
   
   
   
  THE PALACE OF THE 
  EVIL TYRANTV1D 
  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 
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  Point to a looming threat 
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  Introduce a new faction or type of creature 
   
  Use a threat from an existing faction or type 
  of creature 
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  Make them backtrack 
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  Present riches at a price 
   
  Present a challenge to one of the characters 
   
   
  ‘Secrecy is the freedom tyrants dream of.” 
  -Bill Moyers 
   
   
   
   
  CUSTOM MOVES 
  Secret Entrance 
  When you traverse the debris-filled secret entrance shaft, 
  roll+encumbrance.  
  On a 10+, choose 3; on a 7-9 choose 2: 
  -the debris gives way and disappears down the shaft 
  -you plummet to a yet deeper part of the palace dungeon 
  -you take harm 
  -you make a terrible clatter 
  On a miss, hold 1. Holds can be spent 1 for 1 to: 
  -take +2 forward to Aid others in negotiating the debris 
  -find a clue to the whereabouts of the merchant's daughter 
  -collect enough debris to replenish one unit of adventuring 
  gear 
  Flooding Room  
  The door to this room has a concealed latch on its top 
  edge. If the door is opened and then closed again, the 
  door locks tight, and the room beyond begins to flood. The 
  door is designed to swing shut on its own if not propped 
  open. In the middle of the room is a bronze statue of a 
  water jinn, with jeweled eyes. Pressing both the eyes 
  simultaneously will stop the mechanism and sluice the 
  water out of hidden grates in the floor. 
   
  Countdown Clock: (Advance the clock as a hard move)  
  12-9: Water is pouring into the room.  
  9-10: It's getting difficult to move around the room, as it's 
  full of water.  
  10-11: You're struggling to do anything, as the water swirls 
  around you. 
  11-12: Snatching gulps of air from pockets near the ceiling 
  is your major concern. 
  12+: There is no air, you're drowning. 
   
   
   
   
  
  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.   
  Services 
  Consult local Scholar: 100 Coins                                                 
  This scholar can brief the party on the Toad Demon and 
  the secret palace entrance. 
  Monsters 
  Harem Concubine                                     Group, Organized 
  Punch (d4 damage) 
  Close                                                                                    HP: 2 
  Fearful and desperate, they'll brutally attack anything or 
  anyone that questions the Tyrant.  
  Instinct: Obey the Cult 
   
  Rat-man Guard                Group, Small, Intelligent, Hoarder 
  Dagger (d4+2 damage) 
  Close 
   
                           HP: 3 
  A trusted minion of the temple from a tribe that has an 
  eerie resembles to Donald Trump. 
  Instinct: Obey the Tyrant  
   
  Tyrant, Evil Illusionist    Magical, Intelligent, Hoarder 
  Nightmare Bolt (d10 damage)                                          HP: 8 
  Far, Ignores Armor                                                              
  Illusionists are often dismissed as creating no real magic, 
  just phantasms of smoke and echo. The evil illusionists 
  know better. They say all is a lie, told by the universe, so 
  hoodwinking fools to their death is to follow the gods’ 
  example.  
  Instinct: To trick the masses 
  •Cast Illusions that make party members seem like 
  monsters 
  •Become Invisible and escape 
   
  Grand Vizier Magical, Devious, Intelligent, Hoarder 
  Flasks of alchemist's fire (d6 damage)           HP: 8, 1 Armor 
  Far, Ignores Armor 
  This Cultist is only ever mentioned only in hushed tones, 
  and many are fearful of his hidden influence.  
  Instinct: To perform forbidden rites  
  •Summon the Toad Demon  
  •Discover occult secrets 
  •Conduct twisted experiments 
   
  Homunculus Solitary, Tiny, Devious, Magical, Intelligent, 
  Construct                                                                                         
  Tiny fangs (w [2d8]-2, 1 piercing) 8 HP, 2 Armor                      
  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. Serves the Tyrant.                                                                                          
  •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. 
  Toad Demon                       Solitary, Huge, Planar, Terrifying 
  Acid Tongue (d8+3 damage)                                            HP: 18 
  Near, Far, Ignores Armor 
  Special Qualities: Can engulf with tongue                             
  This demon has a giant toad like appearance with webbed 
  hands, bright eyes, a wide mouth and an ensnaring 
  tongue.  
  Instinct: Rampage                                                                   
  When you engulfed by the toad demon, roll+DEX. On a 
  10+, you avoid the demon's jaws. On a 7-9, you evade 
  getting eaten and simply take damage. On a miss, you take 
  no damage but the toad demon swallows you whole. 
  When you're inside take -1 forward from the demon's 
  digestive juices and don't get too comfortable. The Toad 
  Demon will digest anything but stone and metal.                     
  When you try to escape the demon, roll+CON. On a miss, 
  the demon 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. On a miss, the demon deals 
  damage to you. 
   
   
   
   
   
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  Attribution 4.0 International License. 
   
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  (http://catsoftindalos.blogspot.com/) 
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SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/Palace of the Evil Tyrant.pdf