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  The copper age of legend… 
   
  It used to be better in the shining copper age 
  of legend but then we were cast down by the 
  sunlovers to this. Now this is what we’ve got: 
  you sleep in water and filth; you get some 
  rotten biscuits to eat if you’re lucky; you only 
  get to go outside so the sunlover butchers can 
  kill you; the only weapon you have is a rusty 
  knife; all your so-called allies are all on your 
  ‘list’; and the Chief whips you if you complain.  
   
  But you can fight back! Marauding Hordes 
  swarm across the ploughed cuts the 
  earthcutting sunlovers make in their fields and 
  loot and pillage their farms. Lycanthropes 
  rush in and drag down the forestlurkers before 
  they can sing their cursing songs. The Small & 
  Sneaky races slip in quietly behind the 
  goldkissing longbeards and snatch their 
  purses and slit their throats. The Hungry Dead 
  smash in and start to feast on the fatbelly 
  hairytoes before they can swallow their 
  mouthful and scream. Towering Brutes push 
  over the tower and crush the fleeing sunlovers. 
  And through it all the Restless Dead sit up on 
  the hill laughing without lungs. 
   
  This is what we’ve got, yes. But what are you 
  going to take and hide for yourself? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This document is a supplement for the Dungeon 
  World roleplaying game by Sage LaTorra and 
  Adam Koebel. These let you play characters from 
  some of the monstrous races. This version was 
  finished on 25 July 2012 as a stretch goal for the 
  Dungeon World Kickstarter. 
   
  You can use this document to: 
  1. Play a character transformed into a 
  monstrous race during play, because they 
  are cursed or affected by a spell. 
  2. Play a character of a monstrous race in a 
  normal party. It is usually best to talk this 
  through with the group to check your 
  character will fit in, as the inclusion of even a 
  single character from a monstrous race can 
  change a game completely. 
  3. Play a whole party of monstrous creatures, 
  starting with the included adventure toolkit. 
   
  In this document you’ll find… 
   
  Simple playbooks to use with the standard 
  classes to play: 
  1. Marauding Horde races like orcs 
  2. Small & Sneaky races like goblins 
  3. Towering Brute races like ogres 
   
  More complicated playbooks (with more mature 
  concepts and art) to use with the standard 
  classes to play: 
  4. Lycanthrope races like werewolves 
  5. Restless Dead races like skeletons 
  6. Hungry Dead races like vampires 
   
  
   
  Each of these playbooks include: 
  o Things to replace choices on any of the 
  standard class character sheets: name, look, 
  bonds and alternative racial moves. 
  o Possible true facts or other details about 
  your race to help you define it. 
  o Some relevant Compendium Classes. These 
  are either: suggestions relevant to the 
  particular race but that any race could take; 
  or classes that have a race as a prerequisite 
  and will further define that race. 
   
  A “real monster” section detailing the opponents 
  that a party of monstrous characters is likely to 
  encounter. 
   
  A magic section with two new magic items and 
  the Reincarnation Cleric spell. 
   
  An adventure toolkit so you can play a party of 
  monstrous creatures. This toolkit includes: 
  o A quick summary with adventure ideas 
  o Sample fronts 
  o A two-part dungeon worksheet to help 
  design the player’s dungeon home 
  o Sample maps of a forest dungeon home and 
  its surroundings to use in one shot 
  adventures. 
   
  Transforming characters 
   
  A character may be transformed into another 
  race in a number of ways: 
  o Through an Animate Dead spell a character 
  could become a Zombie (Hungry Dead). 
  o Through the use of the Reincarnation or 
  permanent Polymorph spells a character 
  could become any other living race. 
  o As part of a deal with Death through the Last 
  Breath move a character might become a 
  Lycanthrope, Restless Dead or Hungry Dead. 
   
  For example, on a 7–9 with the Last Breath move 
  Death will offer you a bargain. If the GM chooses 
  that bargain could be transformation to another 
  race. For example: 
  o A Lycanthrope, particularly for characters 
  recently bitten by one of the Lycanthropic 
  races. 
  o A Restless Dead, particularly for evil 
  characters, those who committed 
  unspeakable crimes or those who leave a 
  great task unfinished. 
  o A Hungry Dead, particularly for characters 
  killed by one of the Hungry Dead races or 
  those who have given in to unnatural lusts. 
   
  If you are transformed you are considered to be 
  that new race, gaining all its abilities and 
  replacing your race move with appropriate race 
  move(s) of the new race. 
   
  Some tips on using other races 
   
  When choosing a set of racial moves to 
  represent a character with two races use the 
  rules for the undead race first then the more 
  complicated race. So a goblin werespider should 
  use Lycanthrope rules. But if it became a zombie 
  use Hungry Dead rules instead. 
  Part of the reason for writing Number Appearing 
  was to act as inspiration for others to design new 
  races. There is good advice on how to make your 
  own race moves in the Dungeon World book, 
  but Adam’s advice on RPGnet is a great 
  summary: 
   
  It's really simple to add new races to each class. 
  Just think about what makes a class of that race 
  different, unique or how they connect to what 
  that class "means" in your setting and write a 
  quick rules-change or neat trick they can do. 
   
  Don’t feel you have to describe each race in 
  perfect detail in the moves, just focus on the one 
  or two key things that make that race most 
  interesting. I also recommend that you don’t 
  worry that the ogre can’t carry more than a 
  goblin, or should do more damage, unless that is 
  the cool thing about being an ogre. Rules for 
  large characters to carry more and small less 
  could be made up if you really want. But think 
  about whether this rule will make the race more 
  fun, and don’t include it if it doesn’t. The fact 
  that your race is tall or short and other details of 
  their size will naturally come up in the fiction if it 
  is really important. 
   
  If it helps when dealing with smaller or larger 
  races, think of the weapons as being made for 
  their size. What a giant calls a dagger, is a sword 
  to an orc and a two handed sword to a goblin. 
  You don’t need special rules for this, just cover it 
  through the fiction. 
  
   
  Thanks 
   
  Justin Wightbred wants to thanks to these 
  excellent people (and point you to their work): 
  o 
  The most excellent artists and collaborators 
  you could hope to work with: Mike, Ed, 
  Michael, Demolition and Russ. 
  o 
  These people for ideas, suggestions or 
  playtesting: Stras Acimovic, GT, Jim, Radium, 
  Marshall Miller, rubiconium, Phil (Murgh 
  Bpurn), Keith Stetson, John B, Flashback Jon, 
  Jeremy and others from the Barf Forth and 
  Story Games forums. 
  o 
  Russ Nicholson (Warlock of Firetop 
  Mountain) again for drawing the images that 
  made me want to play a goblin and zombie. 
  o 
  Bruce Heard (Orcs of Thar) for showing a way 
  to do this in a traditional system. 
  o 
  David Petersen and Luke Crane (Mouse 
  Guard) for an award winning comic and 
  game that drew us to other indie games. 
  o 
  Jeff Lower (Giants RPG draft) for the cool 
  idea of drawing up a map together at 
  the start of the game. I’m hoping Jeff 
  will finish his great game one day. 
  o 
  Sage and Adam (Dungeon World) for 
  putting out a cool hack and taking up 
  the idea of this supplement as a 
  Kickstarter stretch goal. 
  o 
  And mostly Vincent Baker (Apocalypse 
  World) for writing a game that is 
  brilliant to play AND hack. ‘The copper 
  age of legend…’ is a spoof of the back 
  cover of Apocalypse World. 
   
  Dungeon World: Number 
  Appearing 
   
  Text, layout (and one bit of art): 
  Justin Wightbred. 
  Colour cover: Mike Wight. 
  Art: Mike Wight, Ed Heil, Michael 
  Maconachie, Demolition and 
  Russ Nicholson. 
   
  Art is Copyright 
   
  All the art in this document is 
  ©2012 the artist or Justin 
  Wightbred, all rights reserved. 
   
  Text is CC BY 3.0 
   
  The text of this document is 
  creative commons by attribution 
  version 3.0. You can use the text 
  for other purposes but must 
  attribute the original work to 
  Justin Wightbred. Details at: 
     http://creativecommons. 
     org/licenses/by/3.0/ 
   
  Fonts 
   
  AR ESSENCE and Ebrima. 
   
  Some Mature Content 
   
  The topic covered means some 
  concepts and art in this 
  document are intended for more 
  mature players. Please check 
  through it before using. 
  
   
   
  MARAUDING HORDE 
   
  Bigger, stronger and harder than goblins. Or so 
  you tell us. Are you really part of an ancient race 
  of tribal warriors, or just the cursed mutant 
  offspring of a sunlover and a slimey goblin? 
   
  The marauding hordes differ greatly. Bugbears 
  are big but sneaky. Hyena-headed gnolls 
  rampage through the forests and badlands. 
  Hobgoblins are big goblins that give the 
  appearance of civilisation. Lizardmen hunt the 
  swamps. And orcs live a violent tribal life in the 
  mountains and dungeons. But all delight in 
  working with their horde to raid sunlovers. 
   
  Names: 
  Brooza, Chock, Crunch, Fantak, Grik, Hauk, 
  Hurai, Karun, Kish, Kol, Mord, Nok, Ravnar, 
  Reaver, Ripper, Smitez, Spit, Spangla, 
  Spud, Thonk, Zimmerk. 
   
  Look: 
  Hard eyes, mean eyes, one eye. 
  Broken body, flabby body, fit body, 
  muscled body, scarred body. 
  Broken nose, crooked nose, flat nose. 
  Crooked teeth, braids, scars, tribal tattoos. 
   
  Alternative bonds: 
     ___________ stole my kill. 
     ___________ is a coward. 
     I will prove to _________ that I am trustworthy. 
     ___________ has slain my brethren. 
   
   
  Racial moves 
  Choose a race below and gain this move instead 
  of the race move on your class sheet: 
   
  o Bugbear Thief: When you Backstab and 
  choose to roll+DEX you may also choose to: 
  strangle them by the throat. When you 
  successfully Defy Danger while strangling 
  someone’s throat, deal class damage to 
  them. 
   
  o Gnoll Ranger: You can Hunt and Track using 
  just your excellent sense of smell. 
   
  o Hobgoblin Cleric, Fighter or Paladin: You 
  can grant your shield’s bonus to Armor to 
  both yourself and a single ally close to you 
  who doesn’t have a shield. 
   
  o Lizardman: Your vicious claws and teeth do 
  class damage. You can swim well and hold 
  your breath for long periods. 
   
  o Orc Fighter: When you suffer damage (after 
  subtracting Armor) take +1 forward against 
  that creature. 
   
  o Troglodyte: Your stench revolts both allies 
  and enemies. They deal -1 damage while 
  they are close to you. 
   
  o Any other Marauding Horde: Name a 
  character who reminds you most of your kin. 
  When you Aid them or they Aid you and roll 
  a 10+ take +2 instead of +1. 
   
  
   
   
  Possible True Facts 
  Those sunlovers don’t know everything. Choose 
  some true facts about your marauding horde 
  race that the learned sages don’t know: 
   
  o Without outside interference your race will 
  naturally form progressive governing 
  structures, like democracies or republics 
  o You will turn cannibalistic when your 
  population becomes too dense 
  o Your people were here first and land itself 
  cries for the blood of the invaders 
  o You hear the voice of the Howler, and have 
  succumbed to it 
  o Pain is holy; suffering it or inflicting it makes 
  you holier 
  o Your bloody rites keep the Black Earth 
  Mother appeased and quiet 
  o Your race live on coals and ash; the coals of 
  burnt buildings are particularly nourishing 
  o You consume the bones of your felled 
  heroes, and their strength lives on in you 
  o Your horde keeps and breeds a particularly 
  dangerous type of animal 
  o The evil spirits that hunt your people revel in 
  misery, death, and ruin, so you leave it in 
  your wake to slow them down 
  o All cattle, weapons or land in the world 
  originally belonged to your race: the other 
  races stole it from you long ago 
  o Your race was created from a village of 
  sunlovers, who tormented and were cursed 
  by a witch into this form. 
   
   
  Compendium Class: Marauder 
   
  After you wantonly destroy a beautiful symbol of 
  civilization, you may take this move when you 
  level up: 
   
  o The Uplifting Lamentations of 
  their Kin: Take +1 forward to 
  your next Hack and Slash or Cast a 
  Spell after you kill an enemy. 
   
  Once you’ve taken “The Uplifting 
  Lamentations of their Kin,” the 
  following moves count as class moves 
  for you. In addition to your normal list 
  of moves, you may choose from this 
  list when you level up. 
   
  o A Butcher Bathed in Blood: 
  When you kill in front of a 
  creature take +1 forward to Parley 
  with them. 
  o Blood Rage: When you suffer 
  damage (after subtracting Armor) 
  take +2 damage forward against 
  that creature. 
  o Me Looks Out for Me: You are 
  always ready for those dirty 
  backstabbers. Gain +2 
  additional Armor against 
  surprise attacks. 
  o This is your blade: Choose one weapon. 
  No-one can ever take that weapon from you. 
   
   
   
  
   
  SMALL & SNEAKY 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The small & sneaky races are all contrast. They 
  appear small and weak but often have elaborate 
  dreams of power. Sure, you’re a vicious bastard 
  when confident, but can you keep it up when 
  you are frightened? 
   
  Names: 
  Balls, Blackie, Bugs, Catcha, Derk, Diver, Ears, 
  Fantak, Firelegs, Foorloom, Gertrude, Gibly, 
  Grimes, Hat, Hot, Lugga, Pain, Rat, Raz, Runna, 
  Shabby, Skoog, Sneck, Spider, Spit, Spud, 
  Squeak, Squagg, Stabby, Tiny, Y’ach, Zero. 
   
  Look: 
  Green eyes, moist eyes, piercing eyes.  
  Lean body, scrawny body, stooped body. 
  Beaked nose, hooked nose, running nose. 
  Clawed hands, curled hands, long hands. 
  Burns, huge ears, scars, twisted grin. 
   
  Alternative Bonds: 
     ___________ beat me. 
     ___________ isn't so big. 
     _____ is wearing something made from my kin. 
     ___________ frightens me. 
   
  Racial moves 
  Choose a race below and gain the relevant move 
  instead of the race move on your class sheet: 
   
  o Goblin of any class: When you Defy Danger 
  to try to get away, take +1. 
   
  o Kobold Thief: When you have time and 
  resources and you can build a trap, roll+INT. 
  On a 10+, hold 4. On a 7-9, hold 2. As you 
  build the trap spend your hold one for one 
  to add these features: 
  •  It does 1d6 damage 
  •  It doesn’t go off unexpectedly 
  •  It is hard to disarm 
  •  It is hard to detect 
  •  It affects more than one creature 
  •  It drops, pushes or throws a creature. 
   
  o Ratkin Ranger: Your vicious bite does class 
  damage. When you Hack and Slash with your 
  teeth on a 10+ you also inflict a disease on 
  them. You can choose a swarm of rats as 
  your Animal Companion. 
   
  o Any other Small & Sneaky: When you Defy 
  Danger and use your small size to your 
  advantage, take +1. 
   
   
   
  
   
  Possible True Facts 
  Those sunlovers don’t know everything. Choose 
  some true facts about your small & sneaky race 
  that the learned sages don’t know: 
   
  o You are not born, you grow from fungus 
  spores instead 
  o Your young are parasites that gestate in the 
  bowels of giants 
  o You come from eggs, just like dragons 
  o You are the immature form of a surprising 
  bigger race 
  o You enjoy eating waste and refuse and 
  would happily just co-exist if they let you 
  o You have an eons old pact with a powerful 
  sorcerer, and are awaiting his return to 
  complete your duty. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compendium Class: Extortionist 
   
  After you have successfully blackmailed 
  someone for more than 100 
  coins you may take this 
  move when you level up: 
   
  o Blackmail: When you 
  mention a debt you 
  are owed it gives you 
  +1 forward to Parley 
  with the debtor. The 
  debt can also count as 
  leverage if you offer to 
  waive it. 
   
  Once you’ve taken “Blackmail,” 
  the following moves count as class 
  moves for you. In addition to your 
  normal list of moves, you may choose 
  from this list when you level up. 
   
  o A Great Help: When Aiding or 
  Interfering take +1 on the roll. 
  o Connections: When a “shady” character 
  appears in the campaign for the first time, 
  you can recall them from before and the 
  debt they owe you. 
  o Observant: When you Discern Realities you 
  can always ask the additional question “What 
  are they hiding?” 
  o Sycophant: When you Defy Danger by 
  cowering or flattering take +1 on the roll. 
   
  Compendium Class: Skirmisher 
   
  If your fellow players ask where your character is 
  or complain that you have gone off again 
  three times, you may take this move 
  when you level up: 
   
  o 
  Swift Exit: Name your 
  escape route and roll+DEX. On a 
  10+ you escape. On a 7–9, you 
  can choose to escape or stay, but 
  if you escape it costs you: the GM 
  will tell you what you leave 
  something behind or take 
  something with you. On a miss, 
  you’re caught vulnerable.  
   
  Once you’ve taken “Swift Exit,” the 
  following moves count as class moves for 
  you. In addition to your normal list of 
  moves, you may choose from this list 
  when you level up. 
   
  o 
  Slippery: When you Defy 
  Danger by moving quickly and 
  decisively take +1 on the roll. 
  o Master Skirmisher: When you Hack and 
  Slash and roll a 7-9 you may choose to 
  dodge, parry or redirect their attack but do 
  no damage of your own. 
  o Hard Target: When wearing no Armor and 
  carrying less than half your load you 
  effectively have Armor 2. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   TOWERING BRUTES 
  Cutting you down in battle is no easier than 
  cutting down a towering tree. Some say big and 
  stupid. But not to your face of course. 
   
  Are you big and dumb or a huge philosopher? 
  Or a giant but sneaky thief? 
   
  While all Towering Brutes are big, they vary 
  widely. An ettin is a giant with two heads that 
  are prone to arguing the point with each other. 
  A troll is green, grey or black and near 
  impossible to kill unless you’ve fire or acid to 
  spare. Ogres were once men, but they found 
  dark gods of their own and grew large and full of 
  hate. 
   
  Names: 
  Argh, Bash, Biff, Boggz, Brooza, Brudda, 
  Demolition, Edgar, Grind, Hammer, Princess, Raz, 
  Smak, Stomp, Titan, Trollbabe, Zannic. 
   
  Look: 
  Bloodshot eyes, one eye, squinting eyes. 
  Fat body, muscled body, stooped body. 
  Beaked nose, broken nose, pointy nose. 
  Burns and scars, huge canines, tattoos. 
   
  Alternative bonds: 
     ___________ left me alone outside the inn. 
     ___________ tricked me. 
     ___________ is too little and lazy. 
     ___________ uses big words for one so small. 
     ________ vastly underestimates my intelligence. 
   
  Racial moves: 
  Choose a race below and gain this move instead 
  of the race move on your class sheet. 
   
  o Ettin of any class: When your two heads 
  loudly and lengthily debate you can get a 
  second opinion and take +1 to Spout Lore. 
   
  o Hill Giant of any class: You can carry +6 
  additional load. The huge weapons 
  appropriate to your size are Messy. 
   
  o Minotaur of any class: Your horns are 
  potent weapons that do class damage. When 
  you charge in horns first take +1 forward to 
  your Hack and Slash. 
   
  o Ogre of any class: When you Defy Danger 
  by throwing your weight around, take +1. 
   
  Troll of any class: All Trolls get both of these 
  racial moves: 
   
  o One Thousand Cuts: Imagine how being 
  sliced up and reforming again and again 
  would affect your ability. Your highest 
  starting ability score is 15 (+1). Reduce all 
  higher starting ability scores to 15. 
   
  o Trollish Regeneration: Unless you are 
  affected by fire or acid: heal 2 HP whenever 
  you roll a 10+; and instead of making a Last 
  Breath move take a short rest and restore 
  your HP to 1d6. 
   
  
   
  Possible True Facts 
  Those sunlovers don’t know everything. Choose 
  some true facts about your towering brute race 
  that the learned sages don’t know: 
   
  o Every mountain has a seed, and when the 
  conditions are right that seed will grow to 
  form a creature 
  o You become aggressive only in numbers, 
  alone your race are artists and philosophers 
  o You were born in the lakes of the North and 
  must return there to bear young 
  o In the summer you wade for months on the 
  continental shelf to keep from overheating 
  o You are often forgotten when you spend 
  decades in silent meditation 
  o You constantly graze and, in time, will clear 
  the forest 
  o You hibernate in the winter. 
   
  Boast about your feats of strength: 
   
  o You pushed over the tallest tree in 
  Blackwood Forest 
  o You wrestled the Stone of Might from the 
  fiery titan that guarded it 
  o When you sleep, you lift the land to be your 
  blanket 
  o You forded the mighty Aluran without 
  wetting your hair 
  o You are the youngest and weakest of your 
  siblings, but you can still lift a hut 
  o You pushed the tower onto the sunlovers 
  o All the inns in Larnetha are named after you. 
   
  Compendium Class: The Chief 
   
  After you kill the leader of a monstrous 
  community in single combat and swear to 
  replace them, you may take this move when you 
  level up: 
   
  o Hail to the Chief: gain 1d4+2 Warriors in a 
  cohort that can be replenished from the 
  community. When you try to make them 
  to do something roll+STR. On a 
  10+ choose 3. On a 7-9 
  choose 2. 
  - 
  They do it. 
  - 
  You don’t have to make an 
  example of one of them. 
  - 
  They don’t fight back 
  about it. 
   
  Once you’ve taken “Hail to 
  the Chief,” the following 
  moves count as class moves for 
  you. In addition to your normal 
  list of moves, you may choose from this list 
  when you level up. 
   
  o Bring it to me: When your Warriors 
  rampage through a community, they bring 
  you one non-magical item you want. 
  o It’s good to be the Chief: Take +1 to Parley 
  when your Warriors stand menacingly 
  behind you. 
  o Wake me if they attack: Your warriors can 
  Take Watch as though they were you and 
  you regain 1d6 additional HP. 
   
   
   
  
   
     LYCANTHROPE 
   
  The sorcerer-kings called it “lycanthropy” in their 
  day—a creature that was both man and beast. It 
  is said to be passed on by a bite, but dark curses 
  and superstitions abound. 
   
  Bear, boar, wolf or spider? Lycanthropes come in 
  a variety curses. But they all have banes that they 
  struggle with. 
   
  Names: 
  Angmar, Biter, Fantak, Firelegs, Gunther, 
  Hellrunner, Lily, Ravnar, Rex, Ripper, 
  Samantha, Shabby, Spinner, Stormbite, 
  Stripes, Tawar, Whistle, Windrunner. 
   
  Look: 
  Red eyes, hungry eyes, piercing eyes. 
  Forest black body, ghostly grey 
  body, raging white body, fierce 
  striped body. 
  No tail, bushy tail, scrawny tail, 
  whip tail. 
   
  Alternative bonds: 
    I will gift _________ with 'the 
  change.' 
     I know a secret about  
  __________. 
     ___________ knows my banes. 
   
  Choose a normal form in which you usually 
  appear: dwarf, elf, goblin, halfling, 
  hobgoblin, human, kobold, ogre, orc, etc. 
   
   
  Choose an animal form which you can change 
  to: bear, boar, fox, giant lizard, giant rat, giant 
  snake, giant spider, panther, tiger, or wolf. 
   
  All Lycanthropes have these three moves: 
   
  o Animal form: You can change between your 
  normal and animal forms whenever you like, 
  unless you are affected by a bane. In animal 
  form you and your possessions meld into a 
  perfect copy of the animal and you have 
  their innate abilities and weaknesses. You still 
  use your normal stats but some moves may 
  be harder to trigger—a wolf will find it hard 
  to open a door for example. 
   
  If you are affected by a bane you must 
  immediately change to your animal form and 
  stay in it until the bane no longer affects you. 
  A Druid Lycanthrope cannot use Shapeshifter 
  while affected by a bane.  
   
  Choose three banes: 
  o The full moon 
  o No moon 
  o Less than half hit points 
  o Inebriation 
  o Anger 
  o Fear 
  o Passion 
  o Close to fire 
  o Touch of silver 
  o Touch of cold iron 
  o Touch of wolfsbane. 
   
   
  
   
  o The Moon Gift: When in animal form your 
  bite does class damage. NPCs you kill with 
  your bite might return as a Lycanthrope not 
  in your control. When a character uses Last 
  Breath and rolls a 7-9, you may offer them 
  your 'gift' of transformation to a Lycanthrope 
  as though you were death itself. 
   
  o Wild Scent: In animal form you can use the 
  Ranger move Hunt and Track using your 
  keen sense of smell. 
   
  If your animal form is a giant lizard, snake or 
  spider, you get this move instead of Wild Scent: 
   
  o Poison Bite: Choose a Touch poison. Once 
  per day when you are in animal form you can 
  inflict that poison on someone you 
  successfully bite. 
   
  When you find out how you can be cured 
  chose a method: 
  o Wolfsbane, picked and prepared under a 
  strict recipe 
  o An exorcism, in a certain place using words 
  from an ancient tomb 
  o Killing the creature that caused it 
  o Agonizingly cutting out the animal parts 
  o Ritualistic piercing with iron nails 
  o It can’t be cured, only endured as long as 
  you can. 
   
   
   
  How did you become a lycanthrope? 
  o The child of a lycanthrope 
  o The curse of a witch 
  o Wounded by a lycanthrope 
  o Drinking from the footprint of an 
  animal 
  o Sleeping with the full moon on 
  your face 
  o The bite of a Worg or other 
  supernatural animal. 
   
  Lycanthropes often have a 
  few “tells” which stay with 
  them in all their forms. 
  Choose one or more: 
  o Animal footprints 
  o Animal shadow 
  o Cat eyes 
  o Fur inside 
  your flesh 
  o Hairy arms 
  o Monobrow 
  o Prominent 
  birthmark 
  o Prominent scar 
  o Scaled arms 
  o Slurred or slow 
  speech 
  o Stooped 
  posture. 
   
   
   
   
  
   
   
  Compendium Class: Greater Lycanthrope 
   
  If you are a Lycanthrope and you successfully 
  use The Moon Gift to transform a comrade, 
  family member or innocent to a Lycanthrope, 
  you may take this move when you level up. 
   
  o Lycanthropic Regeneration: When you are 
  in animal form but not affected by any 
  banes: heal 2 HP whenever you roll a 10+ on 
  any move; and instead of making a Last 
  Breath move after a short rest restore your 
  HP to 1d6. 
   
  Once you’ve taken “Lycanthropic Regeneration,” 
  the following moves count as class moves for 
  you. In addition to your normal list of moves, 
  you may choose from this list when you level up. 
   
  o Additional Form: You gain an additional 
  animal form you can change. This form can 
  include swarms of rats, snakes or spiders that 
  can move through small holes but act as a 
  single creature. 
   
  o The Embrace: When use the Moon Gift on 
  an NPC, roll+CHA. On a 10+ they return as a 
  faithful Lycanthrope and serve you. On 7-9 
  they return, but they only owe you three 
  tasks. On a miss the GM can choose whether 
  they will return or not, but if they do they will 
  try to destroy you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  o 
  Forceful Will: You gain more 
  control over your changes. Remove one 
  bane. 
   
  o 
  Hybid: You can change into a 
  hybrid form which combines the best of 
  both normal and animal forms. In 
  hybrid form you can use all animal 
  moves (including Lycanthropic 
  Regeneration) and also 
  have hands and access to 
  your possessions. 
   
  o 
  Monkey's Tail: 
  To take this move you 
  must have a tail in your 
  animal form. When in 
  animal form your tail acts like 
  an extra hand including to use a 
  weapon or shield. 
   
  o 
  Run with the Pack: If you 
  are not a Ranger, gain an Animal 
  Companion of the same type as 
  your animal form as per the 
  Ranger move. 
  
   
     RESTLESS DEAD 
   
   
  The Restless Dead are all skeletons—flesh and 
  skin and hair all rotted away. They can be ages 
  old and recall a little of their lives. 
   
  The Draugr have come back from an ignoble 
  death, frozen and twisted and empowered by 
  jealous rage. The Mohrg overflows with twisted, 
  knotted guts hanging from their bellies or 
  wrapped, noose-like, about their necks. The 
  Mummy is often ritually wrapped and prepared 
  for burial, and if they have sufficient rage, they 
  may return to drive off the thieves that come 
  looting their graves. 
   
  Names: 
  Alexander, Artaxerxes, Bartholomew, 
  Benson, Boadicea, Bones, Cartimandua, 
  Chomper, Cingetorix, Fariweather, 
  Hematogone, Higgins, Krik, Meryhathor, 
  Sehetepre, Smiley, Sticks, Venifax. 
   
  Look: 
  Glowing eyes, gem eyes, a patch, empty eyes. 
  Fire-blackened bones, white bones, mismatched 
  bones, yellowed bones, bandaged bones. 
  Loose jaw, snapping jaw, missing teeth. 
   
  Alternative bonds: 
     ________ is my distant kin. 
     ________ has something I once owned. 
     ________ reminds me of my long dead lover. 
     ________ is the child of one I knew long before. 
   
   
  What makes you restless? 
  o A desire to revenge for the injustices of life 
  makes you a Draugr 
  o A desire to commit more crimes, murder or 
  mayhem makes you a Mohrg 
  o A desire for more gold or treasures or a 
  hatred of thieves makes you a Mummy 
  o A desire to return to life makes you a 
  Skeleton. 
   
  These two moves apply to all Restless Dead: 
   
  o In Death Sustained: You don’t need to eat 
  or drink and are not affected by poison. If a 
  move tells you to mark off a ration just 
  ignore it. 
   
  o Turned from Life: You must Defy Danger to 
  enter consecrated ground or resist being 
  pushed back by a strongly presented holy 
  symbol. 
   
  You also get a race move depending on the type 
  of Restless Dead you are: 
   
  o Draugr: Your chill touch makes frost appear 
  on objects you touch. It does not cause 
  damage but can temporarily paralyse 
  creatures with fewer HP than twice your level 
  or characters who fail to Defy Danger. 
   
  o Mohrg: When you add the guts of an 
  intelligent creature to the collection you 
  wear take +1 forward. 
   
  
   
  o Mummy: Take +1 ongoing against thieves 
  after you catch them in the act. 
   
  o Skeleton: When you act as if you were alive, 
  but the action serves no purpose now you 
  are dead (like eating, sleeping or wooing), 
  take +1 forward. 
   
  When you find out how you can 
  achieve your final rest choose a 
  method: 
  o Returning to the grave you were 
  spawned from 
  o To be treated as truly alive for just 
  one day 
  o The return of something you owned 
  o Your name cleared 
  o Your living kin honoured 
  o The kiss, or death, of your true love. 
   
   
  Compendium Class: Lich King 
   
  If you wantonly burn a true friend for 
  knowledge, magical power or continued life and 
  you are a Restless Dead or Hungry Dead, you 
  may take this move when you level up: 
   
  o I knew your grandfather: Your power over 
  death and ancient knowledge gives you a +1 
  bonus to spout lore if historical fact is 
  relevant to the situation. 
   
   
   
  You are considered a Restless Dead if you 
  weren’t before and replace your race move with 
  an appropriate Restless Dead move. 
   
  Once you’ve taken “I knew your grandfather,” 
  the following moves count as class moves for 
  you. In addition to your normal list of moves, 
  you may choose from this list when you level up. 
   
  o Eye of the Lich: Once per day you can either 
  cause consecrated ground to become normal 
  or destroy a holy symbol you can see. 
   
  o Hand of the Lich: Your touch causes 1d4 
  damage and heals you of the same amount. 
   
  o Mummy’s Curse: When you curse a 
  creature, roll+CHA. On a 10+ they slowly 
  waste away and become a Restless Dead. On 
  a 7-9 they can choose one: 
  o Take -2 ongoing to damage until you 
  die or lift the curse 
  o Flee in horror 
  o Grovel before you in terror 
  You may have a curse on one creature at a 
  time, and can lift it at will. 
   
  o Phylactery: Choose a small item of 
  emotional significance to the character. 
  Instead of making a Last Breath move the 
  character’s essence will be stored in this 
  phylactery. If the phylactery is not destroyed 
  the character will reform in a dead body 
  close to the phylactery after a day. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compendium Class: Death Knight 
   
  If you wantonly burn a true friend to increase 
  your physical might or as part of a treasonous 
  plot and you are a Restless Dead or Hungry 
  Dead, you may take this move when you level 
  up: 
   
  o Nothing left to lose: Take +1 forward when 
  you Defy Danger to resist fear, love or other 
  emotions being forced on you. 
   
  You are considered a Restless Dead if you 
  weren’t before and replace your race move with 
  an appropriate Restless Dead move. 
   
  Once you’ve taken “Nothing left to lose,” the 
  following moves count as class moves for you. In 
  addition to your normal list of moves, you may 
  choose from this list when you level up. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  o Finger of Death: Once per day when you 
  point at an enemy they immediately take 1d6 
  damage which ignores Armor. 
   
  o Gaping Holes: Gain +2 Armor against  
  arrows, spears and similar piercing attacks as 
  they whistle through the holes in your body. 
   
  o Honor of the Dead: The Turned from Life 
  move no longer applies to you so you are 
  not affected by holy symbols or consecrated 
  ground. 
   
  o Spoils of War: When you take the time to 
  scavenge a battlefield which is littered with 
  bones and replace some of your bones, you 
  heal yourself of 1d6-1 damage. You cannot 
  scavenge from that battlefield again. 
   
   
  
   
      HUNGRY DEAD 
   
   
  Hunger hunger hunger. Desperate clinging void-
  stomach emptiness hunger. Sharp talons to rend 
  flesh and teeth to tear and crack bones.  
   
  The Hungry Dead retain their flesh, but in 
  various states of decay. Sometimes you can pass 
  for the living, but eventually your gnawing 
  unnatural hunger will rise up… 
   
  Names: 
  Bargle, Brains, Crichton, Crimson, Feastly, 
  Godfrey, Gregor, Hugh, Julia Ghoulia, 
  Knightly, Marrow, Rasputin, Ripper, 
  Sebastian, Snappy, Teeth, Trevor, Vladimir. 
   
  Look: 
  Red glowing eyes, piercing eyes. 
  Hanging flesh, taut flesh, bloated flesh. 
  Claws, broken fingers, black fingers. 
   
  Alternative bonds: 
     ___________ looks delicious. 
     I know a secret about ___________. 
     ___________ knows too much about me. 
     ___________ has seen me feed. 
   
  What do you hunger for from intelligent 
  creatures? 
  o If souls you are a Devourer 
  o If flesh you are a Ghoul 
  o If blood you are a Vampire Thrall 
  o If brains you are a Zombie. 
   
  All Hungry Dead have these three moves: 
   
  o Gnawing Hunger: You are sustained by the 
  thing you hunger for rather than normal 
  food. One intelligent creature will provide 
  one ration for you. You can carry this as 
  normal rations – jars of souls or wineskins of 
  blood – and it perishes like real food. If a 
  move says you require rations and you have 
  none available you may go berserk and feed: 
  for every easy opportunity you encounter to 
  obtain the food you hunger for until you 
  have fed, you must Defy Danger to avoid 
  going into a feeding frenzy and attacking 
  any intelligent creatures to obtain it. 
  o Turned from Life: You must Defy Danger to 
  enter consecrated ground or resist being 
  pushed back by a strongly presented holy 
  symbol. 
  o The Gift of Hunger: Your gnawing bite does 
  class damage. NPCs you kill with your bite or 
  hands but don’t consume might return as 
  Hungry Dead not in your control. When 
  character uses Last Breath and rolls a 7-9, 
  you may offer them your 'gift' of 
  transformation to a Hungry Dead as though 
  you were death itself.  
   
  You also gain one of these racial moves: 
   
  o Devourer of any class: Your mere touch 
  does class damage to an intelligent creature 
  as you siphon their soul. 
   
  o Ghoul of any class: Your poisoned claws 
  and bite cause class damage. They will also 
  
   
  temporarily paralyse creatures with fewer HP 
  than twice your level or players who fail to 
  Defy Danger. 
   
  o Vampire Thrall of any class: Your hungry 
  bite only causes 1d4 damage, but heals you 
  of the same amount. Choose two banes from 
  the Vampire Lord Compendium Class that 
  force you to take damage unless you 
  successfully Defy Danger. 
   
  o Zombie of any class: Your dead flesh acts as 
  armor. Increase your Armor by 1, but any 
  attack that specifically targets your head 
  ignores all your Armor. 
   
  Answer these questions if you’d like: 
   
  How did you become a Hungry Dead? 
  o An animal jumped over your corpse 
  o Through an exquisite poison 
  o Your fresh corpse was raised by a 
  necromancer 
  o By the bite of another Hungry Dead 
  o From a fearful plague. 
   
  When you find out how you can achieve your 
  final rest chose a method: 
  o Returning to the grave you were spawned 
  from 
  o Consuming your nemesis 
  o Killing the creature that spawned you 
  o Spiked by iron rods and left painfully for the 
  hunger to eat you from the inside 
  o Acceptance by your perfect victim. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compendium Class: Lord of Filthy Gluttony 
   
  If you are a Hungry Dead (but not a Vampire 
  Thrall) and you feast on a loved one or a 
  comrade, you may take this move when you 
  level up: 
   
  o Sustaining Gluttony: When you feast on 
  intelligent creatures hold 1 per creature 
  consumed up to 6. Spend your hold 1 for 1 
  to avoid using rations while travelling. 
   
  Once you’ve taken “Sustaining Gluttony,” the 
  following moves count as class moves for you. In 
  addition to your normal list of moves, you may 
  choose from this list when you level up. 
   
  o The Embrace: When use the Gift of Hunger 
  on an NPC, roll+CHA. On a 10+ they return 
  as a faithful Hungry Dead and serve you. On 
  7-9 they return, but they only owe you three 
  tasks. On a miss the GM can choose whether 
  they will return or not, but if they do they will 
  try to destroy you.  
   
  o Ghastly Stench: Your stench revolts both 
  allies and enemies. They deal -1 damage 
  while they are close to you. 
   
  o Gluttonous Memories: When you feast on a 
  victim and try to access their memories 
  roll+WIS. On a 10+ the GM will give you 
  good details of their memories. On a 7-9 the 
  GM will give you vague impressions. 
   
  
   
   
  Compendium Class: Vampire Lord 
   
   
  If you are a Vampire Thrall and you help 
  destroy a powerful vampire, you may 
  take this move when you level up: 
   
  o Vampiric Regeneration: Unless you 
  are affected by one of your three banes: 
  heal 2 HP whenever you roll a 10+ on any 
  move; and instead of making a Last Breath 
  move take a short rest and restore your HP 
  to 1d6. 
   
  You are still considered a Hungry Dead and keep 
  your Vampire Thrall and Hungry Dead moves. 
   
  In addition choose one more bane, so 
  you have three in total, from this list: 
  o partially covered in water 
  o a holy symbol presented 
  strongly 
  o seeing your reflection 
  o in direct sunlight 
  o in the presence of garlic 
  o on consecrated ground 
  o a stake in the heart 
  o a cut on the neck 
  o close to cold iron 
  o close to silver 
  o in a dwelling uninvited. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If you are affected by a bane you must Defy 
  Danger or take damage and its ongoing 
  presence prevents you from regenerating. The 
  damage from failing to Defy Danger is usually 
  1d6 and ignores Armor. 
   
   
  Once you’ve taken “Vampiric Regeneration,” the 
  following moves count as class moves for you. In 
  addition to your normal list of moves, you may 
  choose from this list when you level up. 
   
  o Beast form: Choose a form: rat, bat, wolf, 
  snake, drifting mist, or flying head. You may 
  take on this physical form and transform 
  back at will. In this form you and your 
  possessions meld into a perfect version of 
  the form and you have its innate abilities and 
  weaknesses. You still use your normal stats 
  but some moves may be harder to trigger—a 
  wolf will find it hard to open a door for 
  example. You can take this move multiple 
  times and choose a different form each time. 
   
  o The Embrace: When use the Gift of Hunger 
  on an NPC, roll+CHA. On a 10+ they return 
  as a faithful Vampire Thrall and serve you. On 
  7-9 they return, but they only owe you only 
  three tasks. On a miss the GM can choose 
  whether they will return or not, but if they do 
  they will try to destroy you. 
   
  o Physical Manipulation: When you Parley 
  with someone take +1 on the roll if get 
  physically close to them. 
   
  o Powerful Bite: Your bite now causes and 
  heals you of your Class damage instead of 
  1d4. 
  
   
   
  THE REAL MONSTERS 
   
   
   
  These “real monsters” are intended as 
  opponents for a party of monstrous characters. 
  They reinforce that the world is a tougher place 
  for monsters, so they may be less suited to a 
  regular Dungeon World campaign. Additional 
  opponents from the Dungeon World book such 
  as soldiers are compatible with, but not as tough 
  these creatures. 
   
  In this section, Party means a group made up of 
  the various Butchers of about the same number 
  as the players. 
   
  Butchers 
   
  Armored Sunloving Butcher (Human Fighter) 
  Party, Intelligent, Terrifying 
  Eviscerating Blade (d10)+4 
  12 HP     3 Armor 
  Close, Forceful, Messy 
  Special Qualities: Kill seven in one blow 
  The armored sunloving butcher says: “never turn 
  your back on a goblin” and “kill every single last 
  one, no exceptions.” Legends about the great 
  armored butchers of the past that wiped out 
  whole tribes are told in chilling detail by 
  monstrous shamans. Instinct: Seek and destroy 
   
  Charge ahead aggressively 
   
  Call to summon healing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fireballing Sunloving Butcher (Human Mage) 
  Party, Intelligent, Magical, Cautious 
  Fire spells (d10)+4 
   
  6 HP 
      1 Armor 
  Near, Far 
  Special Qualities: Magical fire and protection 
  There has to be a better way to learn magic than 
  traipsing around a dangerous dungeon. But until 
  the fireballing butcher finds it this is their lot. 
  Instinct: Stay back and rain fire 
   
  Ignore any distraction to gain power 
   
  Scream to summon help 
  Forestlurking Deathsinger (Elf Warrior Mage)
   
   
   
  Party, Intelligent, Stealthy 
  Bow and blade (d8)+2  
  10 HP     2 Armor 
  Close, Far 
  Special Qualities: Quick magic, surprise attack 
  They lurk in the sinister forests, live forever and 
  prey on all forms of monsters for sport. Instinct: 
  Everything here belongs to me 
   
  Wait until the perfect moment to strike 
   
  Sing the plants and beasts to fury 
   
  Heretic Sunloving Butcher (Human Cleric) 
  Party, Intelligent, Magical 
  Smashing mace (d8)+2 
  10 HP     3 Armor 
  Close, Divine 
  Special Qualities: Turn undead and heal allies 
  The heretic butcher brings heretic faith to the 
  dungeon, along with healing and the unfair 
  ability to force back the dead. Instinct: Cleanse 
   
  Dispense true wisdom 
   
  Conveniently look the other way 
   
  Longbeard Berserker (Dwarf Warrior) 
  Party, Intelligent, Terrifying 
  Many axes (d10)+2 
   
  12 HP     4 Armor 
  Close, Forceful, Messy 
  Special Qualities: Killing rage 
  Longbeards have a pathological hatred for 
  humanoid monsters, particularly goblins. Instinct: 
  Drink, steal and kill 
   
  Smash in and grab the gold 
   
  Dig a tunnel around it 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Murderous Sunloving Butcher (Human Thief) 
  Party, Intelligent, Stealthy 
  Quick knife (d8)+2 
   
  8 HP 
      1 Armor 
  Close 
  Special Qualities: Sneak and backstab 
  Lots of loot to be had in a dungeon. And why 
  should they share? Instinct: Lurk and strike 
   
  Wait until the perfect moment to strike 
   
  Sneak off and grab the loot 
  Earthcutters 
   
  Bull / Ram 
   
   
   
       Solitary 
  Horns (d10) 
   
   
  9 HP 
      1 Armor 
  Close, Forceful 
  Special Qualities: Charge, butt and toss  
  Cows and sheep are great looting rewards for 
  monsters. But beware not to take a bull or ram 
  by mistake. Instinct: Protect the cows / ewes 
   
  Keep a watchful eye 
   
  Decline forcefully to be moved 
   
  Cat 
   
   Solitary, Tiny, Stealthy, Terrifying 
  Claw-Bite-Rake (d6) 
   
  9 HP 
      0 Armor 
  Hand 
  Special Qualities: Strike without warning 
  Monsters never, ever underestimate cats. A cat 
  can easily kill a goblin. (A quick look at rules for 
  popular fantasy roleplaying games will confirm 
  this.) Instinct: Everything here belongs to me 
   
  Wait until the perfect moment to strike 
   
  Strut of victory 
   
  Frontier Sunloving Earthcutter (Human Farmer)
   
   
   
    
  Group, Intelligent 
  Pitchfork (d8)  
   
  6 HP 
      0 Armor 
  Reach 
  Special Qualities: Keep it at bay 
  It’s a tough life scratching a living on the edge of 
  civilisation, but someone’s got to do it. 
  Instinct: Protect family and farm 
   
  Be outwardly stoic despite calamity 
   
  Demand protection from authority 
   
   
   
  Vicious Dog  
   
   
   
         
  Group 
  Bite (d8) 
   
   
  6 HP 
      0 Armor 
  Small, Close 
  Special Qualities: Bite and hold 
  Earthcutters often keep vicious dogs to protect 
  them and their animals. Instinct: Protect and 
  obey my earthcutter 
   
  Guard this thing 
   
  Chase and hunt it down it if it moves 
   
   
   
   
  
   
        MAGIC ITEMS 
   
   
   
  The Ancient Book of Carnage Amongst 
  the Sunlovers 
   
  This weighty tome was written by 
  the crude hand of the orc warlord, 
  expert slayer, torturer and cannibal 
  Hegor the Glutton on parchment 
  made from the flesh of his many and 
  varied victims. It recounts his exploits 
  in massacring creatures of all kinds 
  during an expedition of discovery, 
  torture, murder, destruction and filthy 
  gluttony 300 years before today. 
   
  A character may consult this tome and 
  study the methods and techniques of 
  slaying a single type of monster, like 
  goblins or sunlovers. As long as the hit 
  points of each of the creatures attacked is 
  less than the character’s level, when the 
  character successfully attacks with sword 
  or spell they roll to discover not how 
  much damage is dealt, but how many of 
  the creatures are killed. 
   
  Once a single type of monster is studied 
  the tome disappears and discretely and 
  finds its way to a new owner. Too much 
  carnage is not palatable even for the filthy 
  followers of Hegor the Glutton. 
   
  Foul Banner of the Rat’s …Backend 
   
  Are we the baddies? … I really can't think of 
  anything worse, as a symbol, than a skull. 
   
  What about a... rat's anus. 
   
  Yes, and if we were fighting an army 
  matching under the banner of a rat's 
  anus I'd probably be a lot less 
  worried... 
  - 
  That Mitchell and Webb Look 
   
  Its history is hidden in mystery and horror. 
  No one has lived to tell accurately of its 
  whereabouts or origins, just that it is a 
  cruelly sewn banner with the likeness of the 
  back half of a rat sketched rudely across its face. 
   
  It is said that when an army displays this banner 
  proudly and marches solely in its disgusting 
  shadow they have nothing to fear from evil 
  armies. Nothing will induce an army of evil 
  creatures to attack unless they are trapped or 
  cornered by the bearers of this banner and 
  forced into a fight. 
   
  If an army of evil marched under this banner 
  they could unite evil forces across the world. But 
  where would they find it? And who could stop 
  them? 
   
  If an army of good could be somehow induced 
  to march under it they could push back all evil 
  before them. But how to induce good folk to 
  march under something so foul? 
  Reincarnation Spell (Cleric, Level 3) 
   
  Tell the GM you would like to reincarnate a 
  corpse whose soul has not yet fully departed this 
  world. When determining their new form the 
  player of the character to be reincarnated should 
  roll (just roll, +nothing—you are in the hands of 
  fate). On a 10+ swap your race to another option 
  on your class playbook. On a 7-9 randomly 
  choose a race from the Small & Sneaky, 
  Marauding Horde, Towering Brute or 
  Lycanthrope racial playbooks. 
   
  It is said that a jester god developed this spell 
  for their amusement at watching mortals 
  randomly inflicted. A righteous god may not 
  even grant it. Yet, this is surely the easiest path 
  to bring back a loved one… as something. 
   
   
   
   
   
   
   
   
   
   
  
   
   
  ADVENTURE TOOLKIT 
   
   
   
  This adventure toolkit is designed to help you 
  run a series of adventures with players using 
  characters from the monstrous races. 
   
  Phase 1: The first adventures 
  The GM should use the Dungeon Worksheet to 
  work with the players to develop a dungeon for 
  them to inhabit together. If the groups in the 
  dungeon do not get along, the players should be 
  the exception. Use the one of the two Campaign 
  Fronts to start giving the characters challenges. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The GM should reinforce the horrors of the life 
  of monsters. At the start the player characters 
  are struggling to survive, not competent 
  adventurers like in regular Dungeon World. 
  Make their life tough initially so all they care 
  about is fighting for their share of food and 
  shelter. Also use the alternative terms “sunlover” 
  and so on to demonise normal humans and 
  other races in the character’s eyes. 
   
  One way to achieve this is to have them initially 
  sent on small scale missions by their local 
  authority figure. These missions could include: 
  o 
  “The vermin in the muck-pile are stealing 
  whelps. Go and get rid of them.” 
  o 
  “One of the slaves has escaped. Go find 
  them.” 
  o 
  "Go to the sunlover farm and steal two sheep 
  for the feast." 
  o 
  "Chief Balag is stealing from me. Go and 
  rough up one of his Bodyguards." 
  o 
  "Blood Shaman Rolig has cursed me with the 
  bludy fluxx. Travel to the human village to 
  bring back mead for the cure." 
  o 
   “The Shaman needs a special type of 
  excrement for our stinky stones.” 
  o 
  "We are at war with the kobolds / orcs / 
  faeries, and you need to scout the edge of 
  the forest."  
   
  And ultimately it will undoubtedly come to this: 
  o 
  “Your stupid raid has stirred up the 
  sunlovers. Join the glorious assault on the 
  armored butchers in the tunnels. What will I 
  be doing? Ah... ducking out this way to get 
  help." 
   
  Or even to this: 
  o 
  “The Chief has been eaten by The Dragon 
  and we are now its slaves. Go quietly and 
  find a good place to hide our treasure, but 
  don’t tell ANYONE.” 
   
  1d20 Loot ideas: 
  1. Bandage (keep using it again and again 
  and then hand it down to your kin) 
  2. Beer keg 
  3. Pot lid that could be a shield 
  4. Chicken 
  5. Coins x 1d20 
  6. Cow or horse 
  7. “Mystery meat” 
  8. Miniature weapons (the sword, trident 
  and shovel called “cutlery”) x 1d20 
  9. Pig 
  10. Axe 
  11. Spear or sword 
  12. Sack of potatoes 
  13. Slave 
  14. Bucket 
  15. Pepper 
  16. Rotten biscuits 
  17. Sheep 
  18. Turned Fruit 
  19. Wine bottle 
  20. Player’s choice from the above 
   
  
   
   
   
  Phase 2: Longer Term 
  Later on they may want to go on normal 
  dungeon crawling adventures. But their 
  monstrous status should make these more 
  interesting social experiences than normal 
  adventurers would encounter. They might also 
  want to start taking over and running their own 
  tribes, communities or even dungeons as part of 
  these adventures. 
   
  Alternatively they may want to launch a 
  significant raid on the sunlovers or take over a 
  forestlurker forest. 
  Phase 3: Visions of The Fall 
  A possible ultimate goal is that the characters 
  should be starting to engage in the reasons why 
  the monstrous races fell from grace with the 
  other races. This knowledge should tie into their 
  battles with the sunlovers or trying to take over 
  the tribe. The nature of “The Fall” of their races, 
  like the Maelstrom in Apocalypse World, should 
  emerge during the game and vary depending 
  on the player characters and their actions. 
   
  Some examples of what The Fall could be 
  and how it might interact with the 
  players:  
  o 
  Some members of your races 
  summoned a daemon in times past 
  and after the other races banished him 
  in a lengthy war your races were cast 
  out as evil. The Lord Necromancer is 
  trying to summon it again. 
  o 
  The other races blamed your races for 
  something they didn’t do. There is 
  proof, but it is hard to get to and 
  who would believe them? 
  o 
  The monstrous races were firm allies 
  to the other races, but one race 
  (longbeards or forestlurkers perhaps) 
  grew jealous and poisoned the 
  relationship. This race is still working 
  its evil against yours. 
  o 
  The other races are invaders into the 
  monstrous races native lands, and 
  spread propaganda about the monstrous 
  races until it came true. 
   
   
   
  
   
  CAMPAIGN FRONT: 
  NOT ENOUGH FOR ALL 
   
  Dangers 
   
  Forestlurkers 
  Impulse: to stir up trouble to keep the monsters 
  from the forest 
  Grim Portents: 
  o 
  A body is found with an arrow of a rival tribe 
  in it 
  o 
  A senior warrior for a rival tribe moves 
  furtively around the forestlurker forest 
  o 
  Forestlurkers steal a weight of gold from the 
  sunlovers and push blame on the monsters 
  o 
  Forestlurkers bribe humanoids to cause 
  problems between the tribes 
  o 
  Forestlurkers force a tribe to attack another 
  Impending Doom: Mutual destruction of the 
  tribes 
   
  Longbeards 
  Impulse: to drive the monsters from above rich 
  mineral deposits by stealth and death 
  Grim Portents: 
  o 
  A longbeard is seen in the distance 
  examining rocks 
  o 
  Longbeards move into the neighbouring 
  caverns 
  o 
  Noises are heard deep underground 
  o 
  Cracks appear in the stone 
  o 
  The longbeards burst out 
  Impending Doom: Eviction or destruction 
   
  Sunlovers 
  Impulse: to drive the monsters from the area 
  Grim Portents: 
  o 
  More earthcutters (farmers) move into the 
  area and clear land 
  o 
  Earthcutters organise watches against 
  monsters 
  o 
  Earthcutters lobby the lord and soldiers are 
  sent to protect the farms 
  o 
  Butchers (adventurers) are hired to deal with 
  the monsters once and for all 
  o 
  Butchers destroy a neighbouring tribe 
  Impending Doom: Eviction or destruction 
   
  Description and cast 
   
  The clash of civilisation and monstrous 
  communities can only bring pain: for the 
  monsters. In a region on the edge of civilisation 
  the dungeon sits at an important location for the 
  communities. 
   
  Elinhol, the forestlurker’s evil king has hatched a 
  plan to have the multiplying monsters kill each 
  other. 
   
  Grim, an agitated local sunlover earthcutter is 
  worried about some of his flock going missing. 
  Watches might work, but maybe he needs to get 
  the steading to hire butchers… 
   
  Longbeard King Jarten has discovered a rich vein 
  of ore running beneath the dungeon. He must 
  have it so starts a secret tunnel for invasion. 
   
  Custom moves 
   
  When you raid the sunlovers the leader of the 
  raid must roll+DEX. On a 10+ the raid cannot be 
  pinned directly on the monsters. On a 7-9 
  choose either to abandon the raid or risk the 
  sunlovers getting agitated and moving to the 
  next grim portent. 
   
  Stakes 
   
  Who will control the dungeon? 
  How will the factions plans intersect? 
  
   
  CAMPAIGN FRONT: 
  THE HORROR OF 
  THE FALL 
   
  Dangers 
   
  A Plague on all your Dungeons 
  Impulse: to infect and spread 
  Grim Portents: 
  o 
  A surprise visitor from the north, who hurries 
  south as soon as they can 
  o 
  A lone sneeze in the night 
  o 
  Grim doesn’t wake up in the morning 
  o 
  The tribe falls to coughing 
  o 
  The Chief dies screaming 
  Impending Doom: The tribes fall to sickness and 
  death 
   
  The Dragon 
  Impulse: to gather wealth 
  Grim Portents: 
  o 
  Tales of the Dragon from old are retold by 
  the shamans 
  o 
  A distant sighting, or was it a bird? 
  o 
  A close sighting of the dragon blocking the 
  sun 
  o 
  Refugees from other tribes 
  o 
  The Dragon arrives, eats the Chief and 
  demands tribute 
  Impending Doom: Poverty and famine or 
  destruction 
   
  Rival Tribes 
  Impulse: to control land and take slaves 
  Grim Portents: 
  o 
  Enemy scouts are sighted 
  o 
  A patrol goes missing 
  o 
  A testing raid 
  o 
  An aggressive raid 
  o 
  Invasion 
  Impending Doom: Enslavement or destruction 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description and cast 
   
  Even without the sunlovers to interfere, the 
  horrors of life after The Fall are very real. 
   
  In the north Gret the goblin fevers and sneezes 
  on his comrades. The goblin flu is upon us. 
   
  In the west The Dragon wakes from a century of 
  slumber. Now is the time to stretch and see the 
  world. And take such tributes as it deserves. 
   
  The gnolls are massing again in the forest under 
  Stripes the Slayer. And the glades echo with the 
  whoops and snarls of war. 
   
  Custom moves 
   
  When you catch the Goblin Flu, roll+CON. On a 
  10+ you’re fine after a day, no problem. On a 7-9 
  take -1 ongoing until you find a cure. On a miss 
  make a bargain with Death as if you rolled a 7-9 
  on Last Breath. 
   
  Stakes 
   
  Can the dungeon survive the horrors of another 
  year? 
  Who will step forward to lead the dungeon in 
  these difficult times? 
   
   
  
   
  DUNGEON WORKSHEET 
   
  This worksheet is intended to help you design a 
  dungeon for the player’s characters to inhabit. 
  Work through it as a group in the first session 
  before you make your characters. 
   
  1. Choose general type of dungeon 
   
  As a group choose one (or roll 1d8) for the type 
  of dungeon: 
  1. A natural cave. 
  2. An abandoned mine. 
  3. An ancient tunnel complex. 
  4. An above-ground ruin such as a castle, 
  temple or windmill. 
  5. A pleasant village near a stream. For now. 
  6. A twisted forest with many hidden 
  glades. 
  7. Sewers under a 
  city. 
  8. What we can 
  carry as we 
  try to 
  make it 
  to ______. 
  The ____ 
  ruined our last 
  cave. (”Dear GM, 
  Please screw with 
  us. Signed, The 
  Players.”) 
   
   
  2. Draw a quick internal map of the dungeon 
   
  One player at a time, choose (or roll 1d20) one 
  of these and draw it on until there are 6 to 10: 
  1. A stream running through the dungeon. 
  2. A special area of strange fungi. 
  3. An area to spy from secretly. 
  4. A pond with blind white fish. 
  5. A garbage dump full of vermin. 
  6. An ancient crypt. 
  7. A crossroad or intersection. 
  8. Stairs, tunnels, paths or bridges. 
  9. A secret way. 
  10. Numerous hidden traps. 
  11. A trap in a well-travelled area.  
  12. A colony of rats, bats or stirges who stir 
  when new creatures pass through. 
  13. The lair of a ferocious monster. 
  14. A cramped living area with a tribe of 
  mostly Small & Sneaky. 
  15. A normal area with a tribe of mostly 
  Marauding Horde. 
  16. An open area with a tribe of mostly 
  Towering Brutes. 
  17. A crypt with a group of mostly Restless 
  Dead. 
  18. A meat store with a group of mostly 
  Hungry Dead. 
  19. A more refined area with evil sunlovers, 
  like bandits or assassins. 
  20. A weird space, like a portal, talking wall, 
  summoning circle or living statue. 
   
  Fill in any additional crossroads, intersections, 
  stairs, tunnels, paths or bridges as needed. 
  3. Draw a quick map of dungeon surrounds 
   
  One player at a time, choose (or roll 1d20) one 
  of these and draw it on until there are 6 to 10: 
  1. A scary forest that is probably full of 
  forestlurkers. 
  2. A longbeard mountain hold. 
  3. A rival Small & Sneaky tribe. 
  4. A rival Marauding Horde or Towering 
  Brute tribe. 
  5. A rival Restless Dead or Hungry Dead 
  group. 
  6. The quiet farm where a murderous 
  sunloving butcher has retired. 
  7. A sunlover castle. 
  8. A training academy for butchers. 
  9. A lake with tasty fish. 
  10. Earthcutter farms. 
  11. A sunlover inn. 
  12. A sunlover village or town.  
  13. A hairytoe community. 
  14. A well-travelled road. 
  15. A twisty path. 
  16. An ancient and deserted road. 
  17. An ancient battlefield. 
  18. An isolated wizard’s tower. 
  19. A road travelled by juicy caravans. 
  20. A hanging tree with free mystery meat. 
   
  Add in additional trails, paths or roads need to 
  connect these areas. If there are less than three 
  details on the map from choices 1 to 8 in the list 
  above the GM should feel free to add a few 
  more to spice up the situation. 
   
  
   
  4. Choose the politics 
   
  As a group choose one (or roll 1d6) of these to 
  describe the relations between most of the 
  groups in the dungeon: 
  1. Collectively the slaves of a necromancer 
  or other evil humanoid. 
  2. Ruled with an iron fist by a Chief. 
  3. An uneasy peace based on the balance of 
  power. 
  4. A loose collective with regular markets 
  and council meetings. 
  5. A democratically elected government 
  with one vote per head. 
  6. Inhabitants are separated by magic or 
  barriers, apart from a few anomalies. 
   
  5. Detail some members of the dungeon 
   
  Add colour to your home by detailing some of 
  the creatures that live with you. The first blank is 
  for a name and the second is for a type of 
  creature. 
   
  Some of the details, like which player they are 
  the sworn enemy of or who they belong to, can 
  be done after character creation. 
   
  A Chief is __________ a __________. They are: 
  1. Indecisive. 
  2. Weak.  
  3. Greedy.  
  4. Ambitious.  
   
   
  A local Shaman is _________ a _________. They are: 
  1. Ancient and wise.  
  2. Ancient and incompetent.  
  3. Young and ambitious.  
   
  A warrior is _________ a _________. They are: 
  1. The sworn enemy of _______________. 
  2. Hiding a terrible secret. 
  3. A dirty thief. 
  4. Ambitious. 
   
  A brute is _________ a _________. They are: 
  1. The sworn enemy of _______________. 
  2. Hiding a terrible secret. 
  3. A brutal bully. 
  4. Always hungry. So very hungry. 
  5. Not as dumb as they look. 
  6. Ambitious. 
   
  A whelp or slave is _________ a _________. They 
  belong to _________. They are: 
  1. Always trying to escape. 
  2. Always getting lost. 
  3. Hiding their discovery of a strange 
  artefact. 
  4. The hardest worker, but also most likely 
  to lead any revolts. 
  5. Able to find “mushrooms”. 
  6. Hiding their importance. 
   
   
   
   
   
  
   
  SAMPLE DUNGEON MAP 
   
  A sample of an internal dungeon map of the 
  (twisted forest) dungeon created as a group 
  which can be used for a one-shot adventure. 
   
   
  
   
  SAMPLE SURROUNDS MAP 
   
  A sample of the external map of the lands 
  surrounding the dungeon created as a group 
  which can be used for a one-shot adventure. 
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Expansion Content/Number Appearing.pdf