TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  What brought you to the Island? 
   
  What have you heard about the Dragon? 
   
  What experience do you have with Dragons? 
   
  What rumors have you heard about the wealth of this 
  mysterious ruined island city? 
   
  Do you believe in the prophecy of the return of a 
  rightful Island Lord? 
  IMPRESSIONS 
   
  The stench of dragon and kobold 
   
  Crash of the waves 
   
  Small eyes peering from the rubble 
   
  The ruins of a wealthy island town around you 
   
  The remains of furnishings of another time 
   
  The ancient stonework from another era 
   
  Distant, deep sound of draconic laughter 
   
   
   
   
  DRAGON ISLAND 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 
   
   
   
   
   
   
   
  CUSTOM MOVES 
   
  DELVE INTO THE RUINS 
  (Move by Dylan Knight) 
  When you move through the monster inhabited ruins of 
  the city, choose one member for each of the roles below: 
   
  The Pathfinder clears rubble and helps the others crawl 
  past hazards. Roll +STR; On a 10+, you uncover a hidden 
  item, or location. 
   
  The Orienteer tracks landmarks and keeps the group from 
  getting lost. Roll +Int; On a 10+, you reduce the amount of 
  Daylight burned to get to your destination. 
   
  The Lookout watches for traps and ambushes from the 
  surroundings. Roll +Wis; On a 10+, you can choose to 
  either avoid or surprise a potential hostile encounter. 
   
  On a 7–9, each role performs their job as expected: none 
  of the group is injured by a hazard, the journey takes 
  about as long as expected, and no one gets the drop on 
  you but you don’t get the drop on them either. 
   
  You can’t assign more than one job to a character. If you 
  don’t have enough party members, or choose not to assign 
  a job, treat that job as if it had been assigned and the 
  responsible player had rolled a 6. 
   
  Distances in the ruined city are measured in Daylight. If 
  you exit through the city gate as soon as it opens, hold 10 
  Daylight. At 0 Daylight, the city gates close, and you cannot 
  enter the city that way. 
   
   
   
  
  MORE CUSTOM MOVES 
   
   Dragon’s Lair 
  When you enter the Dragon’s Lair for the first time, 
  roll+DEX  
  On a 10+, choose two. On a 7-9, choose one.  
  •You notice the location of the Dragon’s Eggs                                   
  • The Dragon is asleep 
  THINGS 
   
  Salamander Amulet        
    
  Bearer of this amulet may not be harmed by any type of 
  heat or fire. 
  Legal Dossier       
    
  This document reveals the identity of the true rightful heir 
  to the Island of the Dragon: a member of the adventuring 
  party! 
  Old Island Map 
   
   
                   500 Coins 
  Gives the party +1 on all delve into the ruins rolls.  
  Dragon Egg       
   
   
                5,000 Coins 
  The Dragon will do anything to protect her eggs. 
  Services 
  Bribing Kobolds Slaves to ignore you: 2-25 Coins with 
  haggling 
  Smugglers to ferry you to the Ruined Island: 50 Coins 
  Scavenger Bob (Warrior NPC) will become an excellent 
  guide for the adventurers if he is freed from a kobold 
  snare (1d4d) and given a share of the treasure. 
  (Visit the Cats of Tindalos (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material) 
   
  Monsters 
  Dragon    Solitary, Huge, Magical, Intelligent, Terrifying 
  2d6 damage (tail)                                        20 HP, 3 Armor 
  Reach, Forceful, Messy 
   
           
  Instinct: To rule 
   
  Burn everything before her 
   
  Demand tribute 
   
  Protect her eggs 
   
  Reveal a PC’s Dragon heritage  
  Custom Move: When a dragon breathes his mystic fire at 
  you, ROLL+WIS. On a 10+, you find suitable cover.  
  On a 7-9, you dodged but choose 2 anyway: 
  Your weapon melts on your hand. 
  Your armor burns and leaves you breathless for a while. 
  Say goodbye to your backpack.  
  On a 6-, all three apply plus 2d6 fire damage. 
   
  Kobold Slave                  Group, Small, Intelligent, Organized 
  Dagger (d4+2 damage)              3 HP                            1 Armor               
  Close, Reach 
   
                            
  Instinct: Obey the Dragon 
   
   Dragon Hybrid Compendium Class 
   
  You bear the taint of your emerging draconic heritage. You 
  will take a -1 to Cha rolls with the superstitious that notice 
  your changing form. You have some small dragon features 
  (dragon eyes, a forked tongue, a small tale, small useless 
  wings) as determined by you and the GM. 
   
  You speak the languages the dragons. Any dragon will 
  understand what you say, and you can understand them. 
  Dragons will not attack you or your party unless you attack 
  them. At the GM’s discretion dragons and related beings 
  will seek you out, giving you what aid and advice they can. 
   
  If you are a Dragon Hybrid, these counts as class moves 
  for you; you can choose from them when you level up: 
   
  Dragon Eyes (Infravision)  
   
  You are completely at home in complete darkness and can 
  see underground even at a distance. You take a +1 on your 
  volley rolls while firing at enemies from complete 
  darkness.  
   
  Dragon Regeneration 
   
  When you make a move in combat you may choose once 
  to also heal 5 HP as your flesh knits itself closed. You can 
  heal up to 5 hp per 2 levels, recharging this ability when 
  you make camp. If you’re dying, you automatically make 
  this move if able. 
   
  Dragon Scholarship 
   
  When you display your superior knowledge of a dragon 
  related subject when spouting lore, you may adjust the 
  detail the GM gives you in some way. You may not 
  contradict it. 
   
  Fiery Breath 
   
  You may breathe fire as per the wizard spell Fireball. 
   
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
  Yevaud the Dragon of Pendor: You can ask me two 
  questions, wizard, and I will give you the answers. 
  Ged: Isn’t it usually three? 
  Yevaud: Yes, but with that you’re back to two. 
  -“A Wizard of Earthsea” by Ursula K. Le Guin 
  (This Dungeon Starter was inspired by Peter Jackson’s 
  Hobbit film trilogy and Ursula K. Le Guin’s Earthsea novels) 
   
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Dragon Island.pdf