TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  Why are you searching for the Fountain of 
  Immortality? 
   
  How did you learn of the Valley of the Lost? 
   
  What reason do you have to hate or love the jungle? 
   
  What experience do you have as an explorer? 
  IMPRESSIONS 
   
  The sweep of pterosaurs above 
   
  The constant drip of the rain forest from above 
   
  The crunch of the jungle underbrush and its insects 
  under your feet 
   
  The stomp of a T-rex reflected in a puddle 
   
  The whine of insects 
   
  The howl of a distant Raptor 
   
  The intense green of the primeval vegetation 
   
  A smoking volcano in the distance 
   
   
   
   
   
   
   
   
   
  VALLEY OF THE LOST V1.0B                
  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 
  Fighting Big Ass Monsters (BAMs) by Delos     
  Seek a Weak Point 
  When you try to find some way of hurting an unstoppable 
  behemoth roll +WIS or +INT. On a hit you find one. On a 10+ 
  choose 1. On a 7-9 choose 2. 
   
  The weak point is armored (1-3 armor) 
   
  The weak point can only be exploited once 
   
  The weak point is hard to get to 
  On a miss you still find a weak point but something horrible will 
  happen when you try to exploit it. The GM will hint at what. 
  Use Siege Weapons 
  When using catapults, ballista, or some other large siege weapon 
  to stop a giant monster roll with no modifiers. (Since siege 
  weapons do all the work and are meant to be manned by multiple 
  people, ideally the best way to use them is to use teamwork and 
  Aid another.) On a hit roll 1d8 damage. On a 10+ choose 2. On a 7-
  9 choose 1. 
   
  The attack bolsters the morale of your party. Everyone 
  gains +1 forward. 
   
  The attack hits like a lightning bolt, fast and hard. Roll 
  extra +1d 4 damage. 
   
  The monster is severely hampered by the attack and 
  loses one of its monster moves 
   
  The monster is injured and unable to use one of its 
  forms of movement (flight, teleportation, walking, etc) 
  On a miss, something goes wrong with the siege weapon. Ammo 
  runs out, mechanisms are damaged; the creature retaliates and 
  breaks it. The GM will tell you what terrible fate has befallen the 
  siege weapon and made it temporarily unusable. It’s up the to GM 
  if you can fix it during the remainder of the fight. 
   
  
  CUSTOM MOVES CONTINUED 
   
  Ritual 
  I’m not going to copy the move from the Wizard playbook, but 
  this would be a very appropriate one to use against some sort of 
  demi-god level monster coming to squish a town. 
  Climbing on a Monster 
  When you try to climb up a moving monster say where you are 
  trying to get to and roll +STR or +DEX. On a hit you make it to 
  where you wanted. On a 10+ pick 1. On a 7-9 you pick 1 and the 
  GM picks 1. On a miss you get all 3. 
   
  You only make it part of the way there 
   
  You lose something on the way (GM will tell you what) 
   
  You draw unwanted attention 
  THINGS 
   
  Fountain of Immortality 
   
   
  Players consuming the waters of the fountain must defy 
  danger or spend the rest of eternity as an immortal 
  Spielberg Raptor. 
  It is possible to return the character to his or her original 
  condition, but it’s not going to be easy. 
  Airship Captain’s Rod 
   
                     1 Weight 
  This magical item will direct the bearer to the associated 
  airship with only a moment of concentration. The bearer is 
  the undisputed master of this airship. 
   
  Services 
  A native guide to take you to the valley                  300 Coins            
  (Guide will be killed in first combat) 
  Monsters 
  Airship Pirate Captain Solitary, Stealthy, Intelligent, 
  Cautious 
  Morningstar (b [2d10+2] damage) 
  Close 
   
          12 HP, 4 Armor 
  This outlawed noble will stop at nothing to gain access to 
  the Fountain of Immortality. Likely to turn into a Raptor 
  before the party’s eyes. 
  Instinct: Challenge someone to single combat 
   
  Airship Pirate                           Horde, Intelligent, Organized 
  Dirk (d6 damage) 
  Close 
   
          5 HP, 0 Armor 
  A rogue not to be trusted. 
  Instinct: To rob 
   
  Pterosaur                                                               Group, Large 
  Bite (b [2d10+2] damage)                              10 HP, 0 Armor 
  Close        
  Special Qualities: Flying 
  Swoop! Stab! Glide! Bite! Caw! Soar! Buffet! Roost!  
   
  Raptor, Spielberg                       Group, Stealthy, Organized 
  Teeth & claws (b [2d8+2] damage) 
  Close 
   
          5 HP, 0 Armor 
  Chris Pratt’s best friend.  
  Instinct: Must Guard the Fountain of Immortality 
   
   T-Rex, Cinematic                                               Solitary, Huge 
  Bite (b [2d10+2] damage)   
   Reach, Forceful, Near                                       25 HP, 5 Armor 
  An 80 feet tall bird-lizard, straight from Jurassic World.  
  The Big Assed Monster of the Lost Valley. 
   
           
  Instinct: Eating a lawyer in one bite? 
   
  Airship 
  Solitary, Huge, Devious, 
  Construct, Amorphous 
   
  Ramming speed! (d6+3 damage) 
  Reach, Ignores Armor 
                   27 HP, 2 Armor 
  Special Qualities Flies. No weapons.  
  Good maneuverability. 
   
  Commanded by the Airship Captain’s Rod 
   
  Requires Magical Items (or beings) to be burned 
  for Fuel 
   
  Can regenerate damage if refueled 
   
  Presently at full power 
   
  The real treasure of this adventure 
   
   
   
   
  Inspired by the Jurassic Park movies, Jurassic 
  World, Congo and the myth of the Fountain of 
  Youth 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
   
   
  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/Valley of the Lost.pdf