TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  What brought you to the Castle Ruins? 
   
  What have you heard about the Castle’s cruel owner? 
   
  What experience do you have with adventuring? 
   
  What rumors have you heard about the deadly 
  monster about to be unleashed on the world? 
   
  Do you believe in the prophecy of the return of a 
  rightful lord? 
  IMPRESSIONS 
   
  The smell of rain 
   
  Harsh flash of lightning 
   
  The wail of the storm 
   
  The fiery light of torches 
   
  The rich furnishings looted from the helpless 
   
  The ancient broken stonework from another era 
   
  Distant sound of high pitched laughter 
   
   
   
   
  GOTHIC 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 
   
  "If you make the mistake of creating a monster, don't be 
  surprised when it turns on you." 
   - Dr. Frankenstein 
   
  CUSTOM MOVES 
   
  When you attempt to navigate the castle ruins, describe 
  how you do it, and then roll +STAT. On a 12+, hold 2. On a 
  10+, hold 1. On a 7-9, hold 1, but you also encounter a 
  monster. On a miss you just encounter a monster. On a 1-
  3, but lose all hold, lighting strikes the Mad Alchemist’s 
  ligthting collection rod and the Berserk Flesh Golem is 
  awakened and attacks everyone. 
  When multiple party members navigate in turn, their hold 
  is pooled together.  When you spend 1 hold, find a 
  treasure, an answer, or a missing person and describe 
  where you found it. When you spend 4 hold, find the mad 
  alchemist’s secret lair where the Berserk Flesh Golem is 
  being created. 
   
  
  THINGS 
   
  Chalice of the Vampire 
  Once blood from this chalice is drunk the player will gain 
  the following moves until next touched by daylight. 
  Vampire Fangs: Your hungry bite only causes 1d4 damage, 
  but heals you of the same amount.  
  Vampiric Regeneration: 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. 
   
  Cloak of the Werewolf 
  Your skin has become protected from harm, regardless of 
  what form you are in. You gain +1 Armor, but silver is now 
  an anathema to you. Weapons imbued with silver are now 
  Armor Piercing when they strike you. 
   
  Belt of Golem Strength 
  You have the strength of 10 men. You gain the Bend Bars, 
  Lift Gates (from the Fighter playbook) move if you don’t 
  have it and you always treat your Bend Bars, Lift Gates 
  roll as one step higher than it should be (Miss = 7-9 and a 
  7-9 = 10) 
   
  Monsters 
  Giant Amoeba                              Large, Stealthy, Amorphous 
  Acidic Grab (d10 damage)                                                10 HP  
  A giant amoeba is a shapeless mass of living, liquid 
  protoplasm. Though naturally translucent with darker 
  interior spots, its surface is slightly sticky and tends to 
  collect dirt and other debris from its environment; 
  therefore, a moving giant amoeba looks like muddy water. 
  A weaker cousin of creatures such as the gray ooze and 
  black pudding the giant amoeba is the result of an 
  alchemist's experiment gone horribly wrong.  
  Instinct: Dissolve flesh 
   
  (This Dungeon Starter was inspired by Mary Shelley’s 
  immortal Frankenstein) 
   
  Vampire Rose Bush                                        Solitary, Stealthy 
  Entangle and drain (b [2d10] damage) 
  Close, Near 
   
                         10 HP 
  A vampire rose bush look like normal white rose bush. It 
  can, however, uproot itself to move about slowly. The 
  thorny stalks of vampire rose can whip around a victim, 
  inflicting points of damage. The thorns are hollow. Once a 
  thorn stalk has stuck and wrapped around a victim, the 
  vampire rose injects a hypnotic anesthetic into the victim’s 
  bloodstream, the victim must Roll+CON or lose all 
  willpower, allowing the vampire rose to continue sucking 
  blood until the victim dies (Last Breath roll). If the player 
  pulls free and rolls 10+ they gain an additional attack on 
  the rose. After a vampire rose has completely drained a 
  victim, the roses will be colored blood red instead of white 
  for one day and will not attack while that color.  
  Special Qualities: Hypnotic anesthetic 
  Instinct: To capture and feed 
   
  Mad Alchemist                               Solitary, Magical, Hoarder 
  Throws vials of acid (w [2d10] damage)                         12 HP 
  Close, Ignores Armor, Near 
   
                            
  The Mad Alchemist is a ruthless, cold aristocrat who lives 
  in ruined castle. He brutally murders people to get body 
  parts for his creations. Once he creates a monster, the 
  Mad Alchemist uses it to kill people who get in his way.  
  Instinct: Play God 
   
  Create Monsters 
   
  Master of Alchemy 
   
  Looks like Peter Cushing 
   
  Berserk Flesh Golem 
          Solitary, Large, Construct                                           
  Slam (d10+2 damage) 
   
          24 HP, 3 Armor 
  Close, Forceful 
  Special Qualities: Healed by electricity, Immune to magic 
  A hideous monstrosity crafted from body parts stitched 
  together with thick string, wire, and metal staples lurches 
  to horrific life.  
  Instinct: Kill All! 
   
   
  Reanimated Corpse 
  Group, Construct 
  Pummels (b[2d8] damage) 
   
       6 HP 
  Close 
  Special Qualities: Electrical damage heals, immune to 
  magic 
  Stolen bits and flesh assembled in the night. Graveyards 
  stealthily uprooted and maybe tonight an arm, a leg, 
  another head (the last one came apart too soon). Even the 
  humblest alchemist can make do with what he can and, 
  with a little electricity, well—it's not only the gods that can 
  make life, hmm?  
  Instinct: Smash 
    
   Homunculus (Igor) Solitary, Tiny, Stealthy, Organized, 
  Intelligent, Construct 
  Tiny Teeth (d8-2 damage)                                          7 HP 
  Special Qualities: flight, construct, coma bite 
  This vaguely humanoid creature is about the size of a cat 
  but looks more like a toothy, winged devil. 
  Instinct: Serve the master 
   
  Operate the master's wicked machines 
   
  Put someone into a coma with a venomous bite 
   
  Use telepathy to warn the master 
  Custom Move: When first bitten by the Homunculus the 
  player must roll +CON: On 10+ the player is immune; 7-9 
  the player takes -1 on all rolls until the combat is over. On 
  a fail the player will fall into a coma until the party next 
  makes camp. 
   
   
  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 
   
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Gothic.pdf