TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  Why were you arrested and condemned to death by 
  the Baron? 
   
  How did you manage to squeeze down the dungeon 
  drain into the sewers below? 
   
  How did you obtain the dagger and torches that you all 
  are currently armed with? 
   
   How do you plan to replay the Baron for his 
  “hospitality”? 
  IMPRESSIONS 
   
  The stench of (of course!) sewer 
   
  An unexpected statue of the sneering Baron  
   
   Stairway that only leads up to a collapsed corridor 
   
  Deep carven pictographs on the walls depicting the 
  Baron as a military hero 
   
  The hoarse shouts of searching Dungeon Guards 
   
  Something floating in the water better not named 
   
  The sudden shock of sunlight streaming from a grate 
  above 
   
  The leering faces of stone gargoyles  
   
  The inexplicable sound of a group of voices singing 
  choral music 
   
  The desperate voice of a man pleading for mercy 
  followed by a sudden watery thud 
   
  The busy noise of a dwarf engineer clearing a 
  passageway 
   
  The scattered remains of a hobo’s fireplace in a dry 
  alcove 
   
  Deeply engraved dwarf runes naming the sewer’s 
  designers and builders 
   
  The endless, subterranean passageways filled with 
  rushing water 
   
   
   
   
  SEWER ESCAPE! V1.0C 
  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 
   
  “Going to prison is like dying with your eyes open.” 
  -Bernard Kerik 
   
   
   
  CUSTOM MOVES 
   
  Hidden Cache (May be found more than once) 
  When you find the outline of a concealed bundle stuck 
  behind a loose stone in an alcove, Roll+Wis.  On a 10+, 
  gain two of the following. On a 7-9, choose 1: 
  • Armor (for 1d4 Characters) 
  • Rations (for 1d4 Characters) 
  • Map of the Sewer 
  • Gain a key to the Exit Stairway portcullis controls 
  • Pouch of gems (1d6; worth 100 coins each) 
  • Healing Supplies (1d4 bandages or 1 potion) 
   
  Locked Exit Stairway to the Surface 
  When you find a stairway upwards behind a heavy rusted 
  portcullis, roll+Wis.  On a 10+, both. On a 7-9, choose 1: 
  • Notice the trap on the locked portcullis controls  
  • Discern the exit’s hidden guardian  
   
  You Trigger a Sewer Water Pit Trap: 
  ROLL +DEX: 
  10+ You are shaken but safe 
  7-9 Choose one: 
  •You don’t lose a valuable item 
  •You don’t take damage (1d6) 
  •You don’t take -1 ongoing until you warm up and rest 
  6 or less: Suffer all three 
   
   
   
   
  
  MORE CUSTOM MOVES 
   
  THINGS 
  Arcane Map                                                                                     
  A blank map on withered parchment. After a player spends 
  a few minutes concentrating on the item the map will 
  show a route to his or her greatest desire. Note that the 
  map does not usually show monsters, traps or hidden 
  doors.  
   Brass Key of Opening                                                         
  Magical key of opening that will transform to open any 
  normal lock. When used roll:                                                       
  On a 10+: Success                                                                          
  7-9: The locked item makes a loud noise when opening          
  6 or below: The key breaks 
  Sewer Crocodile Bait 
                                      2 Weight 
  Combination of stewed goblin, spoiled peaches, and 
  crushed rosemary will summon a hungry Sewer Crocodile 
  when taken from its wrappings quickly. 
  Services 
  Bribe to ignore you: 10-50 Coins with haggling 
  Monsters 
  Dire Rat   
   
                 Small, Horde Devious 
  Bite (d4 damage) 
  Hand 
   
        3 HP, 0 Armor 
  Dire rats prefer to live underground, only venturing to the 
  surface at night. They skulk in the sewers of large cities, 
  and inhabit dark caves, ruins, and occasionally dark 
  thickets in the wilderness. Dire rats are stealthy, and like 
  to hunt in small packs, sneaking up on prey and ganging up 
  on one creature at a time.  
   Instinct: To nest and breed near an abundant food source 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
  Dwarf Engineer                                         Intelligent, Cautious 
  Pickaxe (b [2d10+2] damage 1 piercing)    16 HP      6 Armor 
  Close, Forceful, Near 
  A Dwarf hired to work for the Baron.  
  Instinct: Profit. 
   
  Attack with pickaxe, if necessary. 
   
  Maintain fine stonework 
   
  Spite his “horrible boss” the Baron  
   
  Murderous Hobo                        Solitary, Intelligent, Hoarder 
  Staff (w [2d8] damage) 
   
                          12 HP 
  Close, Reach 
  Hermit who plans to murder and eat the party when they 
  fall asleep.  He is bat crap crazy.                                        
  Instinct: Consume his fellow man 
   
  Talk about how much better the sewer used to 
  smell 
   
  Offer to give everyone “sponge baths” 
   
  Promise to show the party an exit 
   
  Sewer Crocodile 
                          Solitary, Large, Stealthy 
  Bite (d10+4 damage 1 piercing)    15 HP                  2 Armor 
  These sewer dwellers float along the murky waters of 
  sewers looking for its next hapless victim be it Rat, Goblin, 
  Thief or Adventurer. 'Ware the one caught in its steely bite 
  as it dives into the depths to tear and drown its victims.  
  Instinct: To devour 
   
  Sewer Goblin                     Group, Small, Intelligent, Hoarder 
  Dagger (d4+2 damage) 
   
   
           3 HP 
  Close 
   
                            
  Instinct: Survive by any means necessary 
   
  Inspiration: Philippe “The Mouse” Gaston‘s escape during 
  the opening of Richard Donner’s film Ladyhawke and the 
  videogame Dishonored. 
   
   
   
  Skeleton            
                                             Undead, Horde 
  Rusty weapon (d4 damage)  
            4 HP, 3 Armor 
  Close 
  The pile of bones suddenly stirs, rising up to take on a 
  human shape. Its long, bony fingers reach out to claw at 
  the living.  
  Instinct: To increase their ranks 
   
  Sewer Guard                                 Group, Organized, Cautious 
  Sword (b [2d8] damage)               6 HP                        2 Armor 
  A Sewer guard hired to work for the Baron.  
  Instinct: To do as little as possible 
   
  Imprison  
   
  Call reinforcements 
   
  Take a quiet bribe 
   
   
   
   
   
   
  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/Sewer Escape.pdf