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erilous

Almanacs

Adventure-ready regions
for Dungeon World
Contents
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Introduction.............................................................................................. 1
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Kirotoki Marsh by Donna Almendrala ............................................................ 2


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The Ancient Alvar by Rachel Kahn ................................................................ 4


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The Paths of Ateşkazé by Jeremy Strandberg . Illustrated by Billage .................... 6


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Three Faces by Michael Prescott .................................................................. 10


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Ahamaradis, the Pallid Dunes by Josephe Vandel . Edited by Justin Kahler ............ 14
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Vannrik, the Lake Kingdom by Sophie Yanow ................................................... 16


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Edited by Jason Lutes


This supplement relies upon rules and concepts published in Dungeon World, by
Adam Koebel and Sage LaTorra, and The Perilous Wilds, by Jason Lutes; it is
licensed under a Creative Commons Attribution 3.0 Unported license. The text
of this supplement is in kind licensed under a Creative Commons Attribution 3.0
Unported License.
Cover art is ©2015 by Keny Widjaja.
All interior art is ©2015 by the respective artists.

a Lampblack & Brimstone publication


September 2015
Introduction
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This book collects six “almanacs,” or Using an almanac
regional outlines, for use with Dungeon ...................................................................................

World and the overland adventure rules These almanacs are intended as ex-
supplement The Perilous Wilds. It is amples, but they’re also ready-to-run
intended primarily for GM use. regions that can be dropped into play.
These almanacs are all organized using Each has a specific terrain and climate,
the basic categories of Details, Dis- as indicated by its tags, so take these
coveries, and Dangers, but the specific into account before you choose where
application of that structure varies to place it in your game world. Sev-
depending on each author’s intent. eral (notably “Kirotoki Marsh,” “The
The primary goal of this collection is Paths of Ateşkazé,” and “Vannrik, the
to demonstrate how the loose template Lake Kingdom”) have specific cultural/
presented in The Perilous Wilds can be linguistic flavor, which may impact or
adapted, embellished, and modified to affect nearby regions.
suit a range of needs.
Keep in mind that specific geographic
Details are things that may be encoun- relationships between places in a given
tered or noticed at any point during region are not pre-defined; they’re usu-
exploration of the region. A detail may ally nailed down during play. Although
be a bit of background color, described as GM you are of course free to define
by the GM as the characters traverse the that stuff ahead of time, the map of a
landscape (“Against the white sky, you region usually gets filled in at the table,
see birds wheeling in and out of nests heightening the sense of exploration and
in the cliff face”); or something that discovery for all concerned.
encourages further investigation (“A
weird, fluting call echoes off the canyon Finally, remember that an almanac is
walls, with no clear point of origin”). only a kind of outline, and a region is
always bigger than what’s written on
Discoveries are anything the party the page. When the characters encoun-
finds that is interesting, but not imme- ter Discoveries and Dangers in a pre-
diately threatening. A Discovery might written region, you have three options:
be beneficial, like a freshwater spring or
patch of healing herbs; something worth 1) Refer to the almanac. Use one of the
investigating, like an overgrown ruin or Discoveries or Dangers created by the
cave mouth; or an obstacle, like a bog almanac’s author.
or chasm. 2) Make something up. Improvise a
Dangers are anything which, if left Discovery or Danger based on the
unchecked or unnoticed, may be harm- context provided by the almanac.
ful to the characters. Traps and hostile 3) Roll something up. Use the tables in
creatures are the most common types The Perilous Wilds to roll a Discov-
of Dangers, but a Danger might also be ery or Danger, and integrate the
something like a rockslide or region- result into the context provided by the
specific disease. almanac.
Happy exploring!
—Jason

1
Kirotoki Marsh
Temperate, Wetland, Difficult, Perilous, Neutral
Written & illustrated by Donna Almendrala
----------------------------------------------------------------
1d12 Find
Details .............................................................................................................
.............................................................................................................
1-2 an animal skeleton, in repose
U Extremely humid 3 a broken tool (spade, axe, etc.)
U Insect hum, amphibian croaking 4 1D4 rations wrapped in oilskin
U Thick mist obscures everything 5 a bracelet worth 1D6x10 coins
U Abundant peatland, hanging moss 6 a sealed bone tube holding a scroll
U Cypress groves carpeted with fern 7-8 a tunnel leading deeper
U Dark sap, weeping from odd plants 9-10 a trap, natural or constructed
---------------------------------------------------------------- 11-12 a dangerous creature
Discoveries .............................................................................................................

.............................................................................................................
Area . The Corpseway
Area . Kirotoki River Perilous, Chaotic
Unsafe, Neutral Decaying corpses and moss-covered
While foot travel on patchy land or skeletons of various shapes and sizes
through shallow water is possible, the hang on braided vines from the trees,
furthest reaches of the Marsh would be appearing every few hundred feet to
most swiftly reached via the river. But those who penetrate the deepest parts of
instead of a single course, this water- the swamp. The freshest are dined upon
way offers a myriad of interconnected by carrion monkeys; the next-freshest
streams, channels, and kettle ponds. in the process of being scoured clean by
Negotiating these confusing waterways buzzing clouds of swamp-flies.
proves difficult without a map. .............................................................................................................

Site . Kerkashi’s Nest


U Why do locals from outside the Unsafe, Neutral
Marsh shun travel on the River? What looks like an enormous wasps’
U What here are indigenous creatures nest made of sticks and mud in the high
rumored to protect? branches of a cypress tree is actually the
U What is unusual about the insects home an aged, brown-skinned toad-
of the Kirotoki? man called Kerkashi. Living out the
.............................................................................................................

Site . Root Hollow remainder of his days in solitude, this


Unsafe, Neutral erstwhile trickster might reveal a useful
An enormous, moss-covered tree lies secret in return for a special favor.
.............................................................................................................
toppled across part of the Kirotoki Site . The Black Stump
River. Faint animal tracks run to and Ancient, Elemental, Neutral
from a dark opening amongst the roots An ancient black cypress stump, wide
at one end, on the other side of which is enough for an adult human to lie across,
a damp, rocky burrow. crouches in the center of a dense grove.
When you crawl into the Hollow, roll The stump’s perfectly even surface is
+nothing: on a 10+, You find something split across the middle by a black fissure,
—roll 1D8 on the table below; on a 7-9, as if a giant hatchet had been brought
roll 1d12 on the table below. down upon it; and is completely covered
by a dense pattern, seeming to have
2
been carved by wood-worms—until
.............................................................................................................

scrutiny reveals the twisty lines delin- Monster . Abnai


eating a ring of runes or glyphs along Group, Intelligent, Organized, Stealthy
the outer edge. Moss grows up from Damage Crab claws 1d8 (close, reach,
the forest floor to within an inch of the forceful, 1 piercing)
surface of the stump, where it stops in a HP 8 Armor 2 (exoskeleton)
clean line as if cut away. Special Qualities Amphibious
Some powerful elemental force perme- The Abnai are a tribe of crab-people
ates the entire area. who dwell in the the murky depths.
---------------------------------------------------------------- When an Abnai’s exoskeleton is pen-
Dangers etrated, it is overcome by a frenzy for
.............................................................................................................
blood.
Hazard . Swamp Tar
Instinct To hunt down intruders
Poisonous
U Drag them underwater
A viscous, dark ooze covers the trees
U Sever their limbs
and ground in some areas, possibly
U Blood frenzy
indicating an infection from some dark .............................................................................................................

source. Monster . Kushika, the Lost Soul


When you come into bare-skin contact Solitary, Magical, Intelligent
with swamp tar, it burns you; you will Damage Plant surge 1d10+2 (reach, near)
suffer 1 point of damage every few HP 12 Armor 0
moments until you find some way to Special Qualities Insubstantial
remove the glue-like substance.
Kushika was a druid who became lost
in the Marsh while seeking The Black
Stump. Unable to find her way out
even in death, she drifts with the mist
through the hanging moss, seeking to
vent her frustration and anger on the
living, commanding plant life in the
vicinity to rise up and do her bidding.
While mundane weapons cannot harm
her, locating and removing her remains
from the Marsh will grant her passage
through Death’s Black Gates. And who
can say what items of interest a power-
ful witch might have had on her person
before succumbing to the wet and rot?
Instinct To express undying anger
U Entangle them
U Choke them
U Rend them limb from limb

3
The Ancient Alvar
Temperate, Sparse Woodland, Windy, Perilous, Neutral
Written & illustrated by Rachel Kahn
---------------------------------------------------------------- .............................................................................................................

Details Area . Crystal Caves


.............................................................................................................
Unsafe, Neutral
U Rounded rocky hillocks A skeletal system of crystalline caves,
U Pits and cave openings connecting the islets of the Murk below
U Starved trees, clinging to rocks, to the water level. Dangerously unstable
each other to explore, rich with crystals that can
U Fluting, booming sounds from wind be chipped or pried free. Their deep-
blowing across holes in the rock est rooms are grown from oldest rock;
U Echoes bounce uncannily or fall flat somewhere within lies the Eye of the
---------------------------------------------------------------- Earth, a scrying stone from the dawn
Discoveries of time.
............................................................................................................. .............................................................................................................

Area . The Flats Treasure . Eye of the Earth


Perilous, Chaotic 2 weight
A level expanse of limestone in the A rough crystal the size of a human
midst of the otherwise uneven land- head, clouded with hairline cracks.
scape, scoured by a powerful and cha-
When you gaze into the Eye of the
otic wind. Trees here are no more than 3
Earth, it shows you what you want to
feet tall and bent completely sideways in
see, as long as the object of your desire
one way or another.
is on land.
When you brave the chaotic winds in .............................................................................................................

anything other than heavy armor, roll Encounter . Trap Runners


+CON: on a 10+, you keep your footing Neutral
and stay your course; on a 7-9, roll: Solitary trappers who criss-cross the al-
var, recovering prey from pit and snare
1d12 Effect and deadfall, their handiwork creating
.............................................................................................................

1-3 You draw the attention of a flock a treacherous landscape for outsiders.
of Magpie Hawks. They live solitary lives, and will trade
4-6 You’re blown off course and for hunting equipment, food, or warm
become lost blankets. But they do not like talk.
.............................................................................................................

7-9 You’re knocked down Site . Reflecting Pool


10-12 You’re temporarily blinded by a Unsafe, Neutral
flurry of pinecones, limestone A clear pool much deeper than it looks,
dust, and animal bones its bowl-like bottom lined with silver.
.............................................................................................................

Area . The Murk Anyone attempting to reach the bottom


Perilous, Neutral will run out of air before doing so. Due
An expanse of dark water, from which to its shape, the pool acts as a lensed
protrude a scattering of rocky islets col- mirror, and even on cloudy days reflects
ored gray, orange and pink by mineral a bright beam skyward, marking the
deposits and lichen. Home of the fear- spot for all who know it. Trap Runners
some Murk Turtles. use the pool as a shrine, and may some-
times be found praying at its edge.

4
----------------------------------------------------------------
Dangers
.............................................................................................................

Hazard . Runner Trap


Concealed, Neutral
When you step into a trap laid by a Trap .............................................................................................................

Runner, roll +WIS: on a 10+, you notice Monster . Magpie Hawk


in time; on a 7-9, roll below and suffer Group, Small
the trap’s first effect; on a 6-, mark XP, Damage Beak and talons 1d4 (hand)
roll for a trap, and suffer both effects. HP 2 Armor 0
1D12 Trap & Effect Special Qualities Flying
.............................................................................................................
Moving in pairs or flocks, these black
1-4 Deadfall: 1d8 damage; knocked
raptors sometimes team up to move
unconscious
objects larger than one alone can carry.
5-8 Pit: 1d6 damage; poisoned wooden
stakes Instinct To collect shiny things
9-12 Snare: ensnared; suspended from U Strike from the sky
a tree at great height U Seize something shiny
.............................................................................................................
U Take wing and flee the scene
Monster . The Gale .............................................................................................................

Solitary, Cautious, Magical, Intelligent Monster . Murk Turtle


Solitary, Large
Damage Flock of magpie hawks 1d8+2
(close, reach, near, far) Damage Beak 2d6 (close), tail swing
HP 12 Armor 0 (2d6, reach, forceful)
Special Qualities Spellcaster HP 16 Armor 3
Special Qualities Aquatic
Usually found in The Flats, the Gale
appears as a humanoid silhouette of Well-armored, slippery, slow on land,
swirling leaves, grit, feathers, and spar- and able to extend their necks at light-
kling treasures brought by its company ning speed to snap up prey. Their shells
of Magpie Hawks. It will kepe its are prized in some quarters, and some
distance, screaming warnings at outsid- say they can be trained as mounts.
ers over the howling wind. Uncannily
Instinct To find food and protect eggs
sensitive to sound and smell, it may be
U Seize them with beak
approached only by the most stealthy
U Drag them into the Murk
means. It covets and has been searching
U Retract and regenerate
for the Eye of the Earth. .............................................................................................................

Instinct To drive off outsiders Treasure . Murk Turtle Shell


U Blind them with birds 5 weight, 300 coins
U Blow their belongings away An impenetrable shell as large as a
U Scatter them like chaff horsecart, mottled with bright colors.
5
The Paths of Ateşkazé
Underground, Tunnel and Caverns, Unsafe, Neutral, Barren, Dark
Written by Jeremy Strandberg . Illustrated by Billage
---------------------------------------------------------------- ----------------------------------------------------------------
Details Discoveries
............................................................................................................. .............................................................................................................

U Vast tubes curving through the earth Obstacle . Difficult Passage


U Smooth walls, ribbed walls, Perilous
knobby walls
U Dripping with shark-tooth stalactites The passage you are following ends
U Smaller tubes branching at all angles abruptly with (choose or roll):
U Massive chambers, like bubbles in 1d12 Obstruction
the rock .............................................................................................................

U Echoes that carry for miles 1 a cave-in; maybe you can dig
U Rumbling beneath you, all around through?
U Crunch of porous stone underfoot 2-3 a contraction, only a few feet
U More damn tunnels wide; maybe you can squeeze?
----------------------------------------------------------------
4 a sheer rock face, as if the earth
just shifted
Questions 5-6 a precipitous drop; into what?
.............................................................................................................

U What do they make in distant Göyez 7 a vast chasm, a rift in the earth,
that drives the merchants and cara- your passage continuing on the
vans to brave these tunnels? far side; maybe there’s a bridge?
U What about the mountains above 8-9 a chimney, going up/down well
makes these tunnels a safer choice beyond your light
U You don’t believe the tales that a 10 a flooded chamber; maybe there’s
massive fire-worm carved the Paths, an exit underwater?
do you? 11 a brittle crust of hardened
U What properties are the plants of magma, still pulsing with heat
Orman Mağara said to possess? 12 a pocket of foul (dangerous?) air
U How much lamp oil have you
.............................................................................................................

brought? Are you sure that’s enough? Site . Hayal Soluk,


the Dreaming Breath
Warm, Cave, Safe, Neutral, Resource
(food, water)
A vast chamber, honeycombed with
tunnels. Hot springs bubble up from
below, making the air hot and prickly.
Pale molds and fungi cake the walls, col-
umns, and remains of some large beast.
Perhaps a Creature lounges near the
water, stupefied.
When you first drink deeply of the waters
of Hayal Soluk, heal 1d8 damage or
remove a debility of your choice. Then,
roll +CON: on a 10+, you feel pretty

6
.............................................................................................................
good. Kinda invincible; on a 7-9, you
Steading . Seyyah Cay, Pilgrim’s Tea
feel dreamy and euphoric for a few mo-
Village, Moderate, Growing, Militia,
ments, then snap out of it; on a 6-, mark
Oath (Göyez), Resource (food, water),
XP and fall into a stupor until violently
Need (timber, fuel, supplies)
shaken or injured—ask the GM a ques-
tion about the glory of Ateşkazé; your A thin stream of clean water flows
answer will come in visions and dreams. through Orman Magara, and after
some miles drains into a deep under-
When you drink again from the waters
ground lake in a vast cavern. A great
of Hayal Soluk, you do not heal but must
tube enters one side of the cavern and
still roll +CON as above.
............................................................................................................. exits on the far side of the lake. The
Area . Orman Magara, lakeshore is lined with crude buildings
the Forest Caves of stacked stones, and a wide, flat-
(OR-man MAH-ha-ra) bottomed barge—built long ago and
Warm, Forest, Cave, Perilous, Neutral, at great expense by merchants from
Difficult Göyez—ferries merchants and travelers
across the placid water.
In a past age, the caverns here collapsed
and an entire forested valley fell into The village is home to a few old families
the earth. A stream still falls from the —pale, soft-spoken, and bug-eyed. A
surface, catching sunlight for a few few newcomers also live here, as a last
hours each day. The shadowy reaches of resort. There’s water and bottom-feed-
this subterranean wood are home to the ing fish aplenty, but the villagers are
Pale Monkeys. in constant need of candles, lamp oil,
cloth, tools, and wood. Spices and “ex-
U Miles of narrow, rugged cavern otic” meats are a luxury here, though
teeming with life most villagers do not even recognize
U Sheer rock walls, hundreds of feet fruits and vegetables as food. Coin is
high, dotted with tunnels worthless, except among other travelers;
U A stream pouring in from the sur barter is the only means of trade.
face, dissolving into spray
U Thick fog at night U Who was it you heard had taken
U A gray mist, even by day refuge here?
U A deep pool of pure water, shock- U What treasure have you heard is
ingly cold sunk at the bottom of this deep lake?
U Ferns and vines, sprouting from
every crack
U Skinny trees, reaching up forever
U Echoing screech of monkeys, must
be dozens of them
U Something growling in the bush

7
............................................................................................................. .............................................................................................................

Dungeon . Ruined Roost of Kiyamet, Area . The Crucible


Fortress of the First Age Lava, Perilous, Barren, Difficult
Perilous, Medium Size
The deepest tunnels grow hotter,
In ages past, this fortress tower loomed unstable, treacherous. They give way to
over the mountains above. Kıyamet pools of magma, swimming with Atesi,
(kee-YAH-met)—a primordial being of which feed into a sea of magma. Cult-
wind, storms, and chaos—called it home ists gather, enraptured by the ebb and
and lorded over all it surveyed. But pulse of the molten rock, listening for
the mountain beneath it collapsed and the call of the Great Fire Worm, whom
the fortress plunged into the cold, quiet they believe sleeps below. From time to
embrace of the earth. time, they bring her sacrifices.
----------------------------------------------------------------
Lately, Ateşkazé cultists have been pick-
ing through the remains, looking for Dangers
.............................................................................................................
the Gök Gürül (Bell of Thunder).
Creature . Pale Monkey
Themes Horde, Small, Organized
Primordial power mmm
Damage Vicious bite 1d6+2 (hand)
Collapsed & buried mmm
HP 3 Armor 1
Ateşkazé cultists mmm
Special Qualities Natural climber
Common Areas (1d12)
Diminutive, long-limbed, rippling with
1-3 Hallway
muscle under thick white fur. A dog-
4-5 Stairwell
like face, oversized fangs, hateful red
6-7 Storeroom Private quarters
eyes. Cross their territory, they’ll be
8 Latrine
everywhere before you know it.
9 Private Quarters
10 Barracks Instinct To chase off intruders
11 Courtyard U Leap to or from the trees
12 Gatehouse U Screech to deafen and confuse
.............................................................................................................

Unique Areas Creature . Atesi


o Forge Solitary, Amorphous
o Armory
o Great Hall Damage Molten snout 1d10+2 (close,
o Belltower messy, 3 piercing)
o Oubliette HP 15 Armor 4
o Rookery Special Qualities Tremor sense
o Observatory & Orrery My peers at the Collegium don’t believe
o Royal Chambers they exist. Like an earthworm, but
.............................................................................................................
bigger. Make a circle with your arms—
Treasure . Gok Gurul, the Bell of
thus is their girth. And as long as a
Thunder
man is tall. But it’s the face that gets
1 weight
you: a cone of molten rock. Most of the
When you strike Gök Gürül mightily tunnels down here are made by ateşi.
with a hammer of cold-wrought ada- The bigger tunnels? I wonder.
mant, it rings with a peel of unworldly
Instinct To consume raw minerals
thunder, deafening and stunning all
U Radiate intense heat
within earhsot. Surely the earth itself
U Eat through rock, metal, flesh
will grumble and wake, along with
U Burn them with flaming blood
whatever slumbering therein.
8
............................................................................................................. .............................................................................................................

Creature . Ateskaze Cultist Creature . Canan, First Daughter of


Group, Organized, Intelligent Atiskaze
Solitary, Divine, Magical, Organized,
Damage Searing obsidian knife 1d8+2
Intelligent
(close, 1 piercing)
HP 6 Armor 0 Damage Flaming lash 1d10+2
Special Qualities Fireproof (close, reach, messy, 3 piercing)
HP 16 Armor 0
It starts with the calling, the pull to-
Special Qualities Fireproof, spellcaster
wards something great and powerful. A
warmth, then a fire in the soul. Travel She looks at first to be a frail old wom-
the Paths long enough, and you find an, waddling about with stooped back,
yourself carrying around a chunk of jowls dangling. But look closer and see
volcanic glass, chip-chip-chipping away the flash in her eyes, the pulsing fire
at it. Then you’re wandering deeper and in her veins. She has not eaten food in
deeper, joining others who gaze at the decades, subsisting instead on rock and
pulsing flow, basking in the hot breath ash. She moves slowly, patiently, inexo-
of Ateşkazé herself. Eventually, you rably. But when her wrath overflows,
lead someone else to the Crucible, to she erupts with unstoppable power.
show them Her glory. To feed them to
Instinct To awaken Ateşkazé
the Great Fire Worm. And from that
U Send forth Cultists to do ill
day forward your soul, aflame, is Hers.
U Call Atesi to her side
Instinct To glorify Ateşkazé U Cast a spell of earth and fire
U Preach the majesty of the Worm
U Call out for fellow cultists
U Swarm and overtake them
9
Three Faces
Frigid, Snowy Mountains, Perilous, Neutral, Barren, Difficult
Written & illustrated by Michael Prescott

----------------------------------------------------------------
A pass leads through the mountains, at-
tempted only by the hardy or desperate. Area . The Face of Judgement
.............................................................................................................
At its highest, it traverses the faces of Unsafe, Difficult, Chaotic
three inhospitable peaks before descend-
ing to the lowlands on the far side. The peak of judgement stares down,
---------------------------------------------------------------- ready to test any who dare leave the
foothills and follow the trail upon her
Details
............................................................................................................. snowy shoulders.
U A small cairn, the only trail marker
When you prepare your soul for the
U A bleak tumble of shale, not a green peak’s judgement, roll +WIS: on a 7-9,
leaf in sight hold 1. On a 10+, hold 3. Spend hold to
U Patchwork of rock, crusts of snow avoid falling or dropping something.
U The peaks rise impossibly high, .............................................................................................................

never seeming to grow nearer, only Discovery . Site


more massive Climber’s Rest
U A storm blows up from the lowlands, Perilous, Evil
obscuring everything A frozen waterfall of green ice, inside of
U A rocky ledge winding along a cliff which can be seen the faces of travelers,
face, absurdly narrow in places lost or abandoned.
U Wind tearing upslope from below
When you camp within an hour’s hike of
U The mountains groan as sky and
Climber’s Rest, the waterfall thaws and
earth strain against one another
the dead emerge to drag new compan-
U A glance back at the incredible view
ions back with them.
over into the lowlands
U Deep drifts
U An overhanging ice shelf, creaking
U A field of ice, riven by crevasses
10
............................................................................................................. .............................................................................................................

Discovery . Site Danger . Creature


Monastery Ghost Cat
Unsafe, Neutral Solitary, Small, Stealthy, Devious
A dry-stone former monastery clings
Damage Claws or teeth 1d6 (close, messy)
to the mountainside. On a throne of
HP 8 Armor 0
books within sits the goatkin master,
Special Qualities Resurgent
wielder of the three-league bow. He
chews paper and preaches restraint to A rock tumbles behind you. Fortu-
his mercurial entourage. nately, ghost cats don’t exist, so you’re
probably not being hunted by one.
The monastery’s many books and
scrolls have not fared well under his Instinct To hunt
stewardship; their paper has been used U Lie invisibly against the snow
to stuff cracks and window shutters. U Pounce from above to tear out a
The goatkin consider reading undigni- throat
fied, and have no interest in sharing the U Rise from the dead—up here,
books or the learning they contain. nine lives aren’t nearly enough
.............................................................................................................
----------------------------------------------------------------
Danger . Hazard
Sky Sickness
Area . The Face of Cruelty
.............................................................................................................

Unsafe, Neutral Unsafe, Difficult, Ancient, Enchanted


The thin air does strange things to the
minds of those who venture too high. A slope of brittle, porous rock. Thick
plumes of steam curl from finger-thick
U A debility becomes acute holes, and no snow stays here for long.
U Snow blindness sets in
U You’ve been heading in the wrong The sound of singing comes from within
direction for days now. Or have you? the stones. If you appease them, they
............................................................................................................. might show you the way in, but what do
Danger . Hazard stones want?
Avalanche .............................................................................................................

Perilous, Neutral Discovery . Site


A popping gives way to a hurricane Rift of Blood
roar. Not even winter can cling to these Unsafe, Neutral
impossible slopes. A deep, steep-walled gully between two
............................................................................................................. great overhangs of ice. The goatkin
Danger . Creature consider the place holy and have come
Goatkin Aspirant here over many years, to decorate the
Group, Organized, Neutral loose stones with thousands of runes,
one for each of their kills (some of them
Damage Head butt 1d8 (close, forceful),
imagined).
ragged shortbow 1d6 (far, distant) .............................................................................................................

HP 6 Armor 0 Discovery . Site


Special Qualities None Shelek’s Garden
Instinct To impress the Master Perilous, Evil
U Scurry along an impossible slope A volcanic crater some way off the path,
U Tear up an ancient book for from which great white clouds emerge.
some practical purpose Along its the rim, glistening ice feeds a
U Loose a warning arrow from hundred tiny streams which converge at
half a league away the foggy center.

11
.............................................................................................................
A tall wall, topped with the skulls of Discovery . Site
Goatkin and Storm Seals, protects Sealnest
an orchard and lush garden of strange Perilous, Evil
plants, laden with heavy black fruit. The tip of the Face of Secrets catches
A stone arch (the only entrance) is sunlight and glints like a jewel. It ap-
blocked by the gatekeeper, an outra- pears topped by a great sphere of water,
geously stocky man in a dirty cowl. forty yards in diameter. A thin crust
He upholds Shelek’s ban on visitors of ice and slush ripples in strong wind.
resentfully, taking his duty to passive Storm seal minnows wriggle through the
aggressive extremes. water. Let’s hope the flock is not near.
.............................................................................................................

In truth, Shelek is the gatekeeper. Discovery . Site


Within the garden he putters about The Crevasse
contentedly and dismisses the false Perilous, Neutral
gatekeeper as a lunatic. A blue abyss splits the ice shelf below,
waiting claim on any who fall from the
.............................................................................................................

Danger . Creature
path. It cuts down several hundred feet,
Steam Gnome
narrowing to a tight gap before drop-
Group, Small, Intelligent, Organized
ping into a blue cavern of ice.
Damage Pickax 1d8 (close, piercing 1)
An expanse of black water awaits at the
HP 6 Armor 2
bottom. A lamplit leviathan might come
Special Qualities None
to investigate unusual sounds.
Inside the steam gnomes’ tunnels, all .............................................................................................................

smells of sweat and must. Outside, Danger . Creature


they wear goat-hide capes and leggings Storm Seals
encrusted with ice. Group, Organized, Evil
The pack circles high above, slow-mov-
Instinct To teach intruders a lesson ing specks against the cirrus clouds.
U Retreat, then attack in numbers
U Force them to a ledge or cliff- Instinct To enjoy the thrill of the hunt
face door U Bide time, winding ever closer
U Leave them to weaken, dang- U Tear them from the mountainside
ling from a tethered harpoon U Toy with the injured
.............................................................................................................

---------------------------------------------------------------- Danger . Creature


Area . The Face of Secrets Gothla Walks-in-Fire
.............................................................................................................
Solitary, Intelligent, Devious, Evil
Unsafe, Difficult, Ancient, Neutral,
Probing Damage Tongue of fire 1d10+1 (close, near)
The sun whorls about but never casts HP 12 Armor 1
light on the Face of Secrets. The trail is Special Qualities Spellcaster
a crumble of shale across the steep slope, A sorcerer whose footprints flicker with
the peak stabs directly upwards. The orange fire.
cold here is deep, and those who keep
secrets are not safe from the wind. Instinct To seek power over everyone
U Lure them to where there is no
When you look up at the peak of secrets, easy escape
it sees something in you that you didn’t U Strike a cruel bargain
realize until now. Say what it is. Was it U Throw molten lead from a sleeve
worth risking death to learn it?

12
Illo of all the Saddle, lowlands in distance

---------------------------------------------------------------- .............................................................................................................

Area . The Saddle of Heaven Danger . Creature


............................................................................................................. The Mothbear
Unsafe Solitary, Large
At the top of the pass, the trail crosses a
Damage Talon-claws 1d10+1 (close,
ridge slung between two mist-shrouded
reach, messy)
peaks. On a clear day, the lowlands on
HP 16 Armor 1
both sides of the mountains can be seen.
............................................................................................................. Special Qualities Flying
Discovery . Site A drab bear as large as a grizzly,
Forlorn Camp pawing at the rocks. The shale near
Neutral the saddle crawls with a certain larva,
You’ve smelled nothing for days; now, hungrily gathered by the mothbear day
the tang of smoke. A flag snaps against and night.
the cold sky, above a sad-looking camp
of three tents, half-buried in the snow, Instinct To grow fat on whatever comes
refuge of the Cragmen. Smoke rises if U Scatter them with a bluff charge
they have plenty, otherwise they huddle. U Trample those that flee
.............................................................................................................
U Reveal giant brown moth wings
Danger . Creature and take flight
Cragman .............................................................................................................

Group, Intelligent, Organized Danger . Creature


The Lord of Heaven
Damage Rusty knife 1d6+1 (close) Solitary, Intelligent
HP 6 Armor 0
Special Qualities None Damage Indirect (see moves)
HP 12 Armor 0
Survivors, guides, outlaws, exiles. Torn Special Qualities Immaterial
between hospitality and hostility; may
feign having nothing to spare and beg A haughty and needy spirit haunts
for alms. If they need to escape, they The Saddle. It presumes that travelers
leap into the wind on great silken sheets, have come to beg and pray for succor,
descending rapidly to the lowlands. wisdom, or insight. Recognition fuels
its pride; anything else, its desperation.
Instinct To ensure food doesn’t run out
U Feign poverty, hoard provisions Instinct To demand recognition
U Make a collective stew, contribut- U Insist
ing only snowmelt U Beg
U Find an excuse to eat the guests U Hurl them from the heights
U Escape by leaping into the wind
13
Ahmaradis, the Pallid Dunes
Torrid, Coastal Desert, Unsafe, Holy, Barren, Neutral
Written & illustrated by Josephe Vandel . Edited by Justin Kahler
----------------------------------------------------------------
with desert may be confounded by the
Details moody nature and unexpected move-
.............................................................................................................

U Bone-white sand, bright with the sun ments of the dunes, which ebb and
U Gentle wind, like whispers of the dead flow to a hidden pattern beyond mortal
U Tall chalkstone formations understanding.
.............................................................................................................
U Pale-feathered carrion birds
Area . Valley of the Dome
U Fossilized trees, hard as steel
Unsafe, Evil
U Indistinct, low-frequency humming
Among whirling dunes lies a valley of
U A lone figure atop a flowing rise
windstill ruins, the remains of a vast
U Rainy season: white grass grows
dome that once spanned nearly half a
and dies rapidly
mile. No known civilization could have
----------------------------------------------------------------
created this wonder. Strange iron chains
Discoveries of great length snake hiter and yon,
.............................................................................................................
imbued with some dark energy; what-
Site . The Lonely Light-Tower
ever they once bound may still roam
Safe, Neutral
this place. The sands sweep over heaps
The sole landmark of note on the coast
of rubble, among which may be found
of Ahmaradis, a crumbling spire whose
intact rooms and stairwells descend-
ageless arcane light shines bright in the
ing into the earth: one connects to the
night. Members of The Pallid Ward
Halls of Silent Vows and another to
maintain a shrine here, and warn those
the the Necropolis of Balredim.
who put ashore not to enter the sacred .............................................................................................................

dunes. They trade precious silken fab- Area . Halls of Silent Vows
ric, produced in their sanctum, for food Safe, Holy, Lawful
and herbs from itinerant merchants. The Pallid Ward built their temple out
.............................................................................................................
of marble blocks—carved with a confu-
Encounter . The Pallid Ward
sion of waving lines and circles—scav-
Lawful
enged from the Sunken City. Unlike
An ancient order of paladins who seek
their brethren elsewhere in Ahamara-
revelation by observing the movements
dis, all but one of the two score paladins
of the dunes. Peaceful but honoring the
dwelling here have taken an oath of
ways of the sword, they are charged
silence. The one who has not guards the
with the protection of the Sunken City,
front gate, warning off those who would
where their order originated. They are
disturb the peace.
well-equipped to defend against raiders
and fortune hunters. Anyone who speaks within earshot
.............................................................................................................
of the Pallid will be escorted out and
Area . The White Sea forbidden to return. Anyone speaks out
Unsafe, Holy, Neutral of earshot will be visited at night by the
The dunes and heat of the desert play Silent Sisters.
tricks on the traveler’s mind. The way
is easily lost, and some are doomed to
wander in circles. Even those familiar

14
.............................................................................................................

Area . Necropolis of Balredim


Unsafe, Evil
A large, domed subterranean crypt full
of mummified corpses, bound tightly in
bright white silk, as if freshly wrapped.
The corpses sit upright on blocks of
white marble, alone or clustered in
groups. All face inward toward the
center of the crypt, where a spiral
stair leads down. A deep humming
envelops any who descend, rising to a
deafening level as the cathedral prison
of the White Princess is approached.
.............................................................................................................

Area . The Sunken City


Unsafe, Lawful
Splendor and beauty, buried beneath
the sand. The city appears completely Map of Ahmaradis
intact, under a timeless white sky. .............................................................................................................

There is no treasure, so sign of life, and Monster . The White Princess


no exit, as any point of access vanishes Solitary, Large, Terrifying, Evil
upon entry. Only a low hum emanating Damage Bite 1d12+4 (hand), spearlike
from a huge cathedral in the center of forelegs 1d12+2 (reach, 2 piercing)
the city breaks the dead silence. Within, HP 24 or 12 (elven form) Armor 3 or 2
the White Princess awaits. Special Qualities Poisonous
----------------------------------------------------------------
Dangers Black as the eldritch void, she dwells in
............................................................................................................. the cathedral, bound therein by the the
Monster . The Silent Sisters eternal screams of those entombed in
Horde, Small, Holy the Necropolis, which combine to create
the maddening, enveloping hum. Her
Damage Bite 1d4 (hand) bite causes unbearable pain and unstop-
HP 3 Armor 1 pable screaming.
Special Qualities Poisonous
The Princess can transform into an
Dog-sized, white spiders, nearly invis- elven noblewoman who speaks an
ible amongst the marble ruins. They ancient tongue understood by all. She
punish all who break the sacred silence. offers freedom from agonizing death
Anyone bitten multiple times will lose to any who survive first contact, asking
their voice and feel the need to sit and them to release her by throwing open
rest as their heart slows to a near stop. the cathedral doors. Only the Lawful
The Sisters encase victims in silken have the power to do so, and only by
webs—the same stuff use in trade by this action can she leave her prison. If
the Pallid Ward—and then nest in she reaches 0 HP in elven form, she will
their still-living bodies. turn back into her original form.
Instinct To punish silence-breakers Instinct To escape the Sunken City
U Swarm them U Poison them
U Poison them U Feed on their screams
U Encase them in silk U Bathe in their agony
15
Vannrik, the Lake Kingdom Temperate, Lake, Cool, Safe, Lawful
Written & illustrated by Sophie Yanow
---------------------------------------------------------------- .............................................................................................................

Details Area . Munn Skjærgird


.............................................................................................................
(MUNN SKYARE-geerd, “Lakes-
U Small islands, narrow causeways mouth Archipelago”)
U Wooden piers jut out from mossy, Rocky Islands, Cool, Rainy, Neutral
smooth, grey rocks
U Coral flowers At its westernmost point, the Lake
U Tall, thin white trees opens into the Bay, through an ar-
U Mountains to the north chipelago of rugged, scrubby islands.
U Moderately windy Fishing boats (from Fiskin) ply the
U A lilting tune, carried on the breeze Lake side, and traders’ barks (sailing to
U Summer: bright green shrubs, grass or from Nyby) ply the Bay side.
.............................................................................................................
U Winter: light snow
Steading . Fiskbin (“Fishtown”)
----------------------------------------------------------------
Village, Poor, Steady, Militia, Resource
Discoveries (Fish), Oath (Nyby), Lawful
.............................................................................................................

Site . Gamle Byen Small painted houses cluster along the


(GOM-luh BYEN, “Old City”) shores of several islands of the Munn
Ruin, Unsafe, Neutral Skjærgird, their residents piloting
dories through narrow, deep channels
At the easternmost point of the Lake
and under the high wooden bridges that
sits a small group of two-story stone
tie the shards of land together. Out in
buildings. Overgrown with bright green
the water, a constant lilting murmur:
grass, they give the appearance of a
bards accompany fishing parties, to sing
small hill. Beyond, a grass-covered
the fish out of the water, as dictated by
stone wall encloses a large area, protect-
local tradition. In recent years fish have
ing what must once have been wooden
been scarce, but lately the songs have
structures, now rotted into scattered
changed, and now the fruits of Lake
heaps. This is the Old City, abandoned
and Bay are abundant.
years ago for safer steading, after one
too many raids from the East. U What subtle difference has been
noticed in the catch of late, and how
U Who or what is fabled to reside here
have the Fiskbini reacted to it?
now, that even the raiders avoid?
.............................................................................................................

Site . Lutterskog
(LOO-tur-skoke, “Luther’s Wood”)
Forest, Perilous, Neutral
The mainland south and east of Nyby
is dominated by a hardwood forest, the
wood from which is particularly excel-
lent for the crafting of musical instru-
ments. However, Raderfroste have
been known to haunt the place, preying
upon travelers and logging parties alike.
16
.............................................................................................................
practice without distraction. Bards
Steading . Nyby
are employed by nobility far and wide
(NEE-bee, “New City”) as record keepers, as well as aids in a
City, Moderate, Steady, Garrison, variety of other tasks—land cultivation,
Market, Guild (Bards), Oaths (Fiskbin, forestry, and so on.
trading port to the north), Lawful
U What is rumored to have happened
The largest island in the archipelago, in the Academy in recent history,
circumscribed by tall stone walls, which respectable folk refuse to
broken by gates to the north and south discuss?
which open onto bridges connecting the .............................................................................................................

city to the headlands on either side of Encounter . Yrda the Aspiring


the Lake’s mouth. A thriving trade port Quality +1, Loyalty +1
has grown up around the southern gate Song-wise
and bridge. Instinct: question authority
Cost: knowledge
U Who sits at the head of the Bystyret HP 3, Armor 0, Damage 1d4, Load 2
(City Council)?
U In what way does religion regiment Yrda is a student in her second year at
the daily lives of Nyby’s citizens? the Sangenskole. She tells of a profes-
U What resource to the north has sor there who teaches songs that have
recently become scarce? nothing to do with the great bardic tra-
............................................................................................................. dition she hopes to master. One of her
Site . Sangenskole, friends was recently sent to prolonged
the Poetical Academy isolated study after voicing questions
(SANG-gin-skol-uh) about the new material, and Yrda seeks
Safe, Lawful to know why.
.............................................................................................................

Within the city walls, surrounded and Site . Baten Takk


isolated by a willow grove and a large (BAH-tin TAK, “Cog of Thanks”)
garden, the Sangenskole is renowned Safe, Lawful
even beyond Vannrik. Ambitious
students from the South make the Each year, the Bystyret (City Council)
trek each year to join its ranks. The of Nyby sails to the middle of the lake,
Academy consists of one large building, and drops a treasure into its depths, in
with a great teaching hall at its center, thanks for the protection granted by the
and surrounded by a series of window- waters. Year round, a small anchored
less recitation cells, where students may boat remains, occupied by a detail of the
city garrison that keeps watch over the
sunken treasures. Among the offerings
on the lake bottom is the Rusty Dirk.
.............................................................................................................

Treasure . The Rusty Dirk


0 weight
A small blade of flaking iron.
When you point the Rusty Dirk at an
enemy, they become drowsy, and will
fall asleep in time.

17
---------------------------------------------------------------- .............................................................................................................

Dangers Creature . Raderfroste


............................................................................................................. (ROD-ur-frose-tuh, “Raiders from the
Creature . Mudhoppe East”)
(MOOD-ah-puh, “mudskipper”) Group, Organized, Intelligent, Chaotic
Horde Damage Curved blade 1d8 (close) or
Damage Sharp teeth 1d6 (hand) short bow 1d8 (near, far)
HP 3 Armor 0 HP 6 Armor 1
Special Qualities Amphibious, vulner- Special Qualities None
able to fire
Bands of filthy, untrustworthy humans
Fish-like things with arms and jagged raid the Lutterskog from base camps
teeth, they move rapidly in or out of wa- all along the southern and eastern
ter. Called in from the Bay and driven shores of the Lake.
to fury by the new bardic songs, but un-
Instinct To acquire resources
able to differentiate between singing and
U Use past victims as bait
spoken language; they therefore attempt
U Demand all goods of value
to silence both.
U Strip them bare
Blue slime secreted from their eyes is a .............................................................................................................

sign of rage and the source of con- Personage . Professor Sorn


taminated water, which they spread Sorn’s ideas about the potential of
wherever they swim. poetics raised eyebrows in his home city
in the South, so he removed himself
Instinct To silence human voices from the scrutiny of his peers and ac-
U Tear out their throats cepted a position at the Sangenskole.
U Devour their tongues He brought with him a tome of ancient
U Return to the deep when the songs, forbidden in his homeland, but
infernal lilting ends now being put to the test.
.............................................................................................................

Hazard . Contaminated water Instinct To prove them all wrong


Wherever the Mudhoppe swim, the sur- U Follow lines of inquiry, new and
rounding water becomes contaminated. ancient, at any cost
U Dissuade interlopers
When you ingest or allow an open
U Silence dissent with a song
wound to come into contact with contami-
nated water, roll +CON: on a 10+, you
will feel unwell for a day or two; on a
7-9, you become sick until treated by am
apothecary in Nyby.
18
Contributors
-------------------------------------------------------------------------------------------------------------------------------------

Donna Almendrala is a cartoonist who usually likes to draw chimps and submarines,
but by day she works at the Schulz Studio, so lately she’s been working more on her
Snoopys and Charlie Browns. She spends most of her free time playing or obsessing
about board games and RPGs.
You can find her work at donnaalmendrala.name and follow her RPG adventures
on rollpluswis.tumblr.com
...................................................................................................................................................................................................................................

Rachel Kahn is an illustrator-cartoonist with a love of heavy metal, megafauna, and


mighty-thewed barbarians.
She illustrates and designs concepts for indie and small-press videogames, tabletop
games, and fiction, and self-publishes her sword and sorcery comics on Weald Comics.
When not in the studio, Kahn can be found continuing her studies in drawing,
painting and prehistoric natural sciences, or playing any number of roleplaying
games with friends.
You can read her comics at www.wealdcomics.com and see her illustration work at
www.portablecity.net
...................................................................................................................................................................................................................................

Jeremy Strandberg has opinions about role playing games, especially Dungeon
World. Some are nitpicky, others grandiose, and still others downright hereti-
cal, but he’s usually willing to share them. You can find him at plus.google.
com/+JeremyStrandberg or by posting at the Dungeon World Tavern.
...................................................................................................................................................................................................................................

Michael Prescott codes by day, games by night, and squeezes in a little illustration
and writing on the side. He publishes a collection of two-page adventures at blog.
trilemma.com
...................................................................................................................................................................................................................................

Josephe Vandel is an illustrator and mapmaker who has scribbled maps since he
could hold a pen. He still has many worlds to explore, like those in his Patreon proj-
ects at www.patreon.com/mapforge
...................................................................................................................................................................................................................................

Sophie Yanow is a cartoonist and lover of many things fantastical, although her
usual work tends towards “reality.” She is thrilled to have finally written a small
world for adventurers to explore. Her more mundane projects can be seen at www.
sophieyanow.com

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