Dungeon World Denizens of the Moathouse (Temple of Elemental Evil)

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I'm in the process of preparing to run the Moathouse portion of the Temple of Elemental Evil.  I posted a list of monsters over on my blog (http://takeonrules.com/2012/06/28/dungeon-world-denizens-of-the-moathouse/) and was wondering if you might have any additional suggestions.  I've reposted them here:

Brigand [Group, Organized, Intelligent, Cautious]
  Spear (d6) 3 HP, 1 Armor [Close, Reach]
  Instinct: To get rich
  Waylay travellers, Spring an ambush

Brigand Leader [Solitary, Organized, Intelligent, Cautious]
  Spear (d10) 12 HP, 1 Armor [Close, Reach]
  Instinct: To get rich
  Order a hasty retreat, Execute a plan

Bugbear [Group, Intelligent, Large, Stealthy, Hoarder, Devious]
  Spear (d8+1) 10 HP, 2 Armor [Close, Reach]
  Instinct: To gain treasure
  Strike the unaware, Investigate the light source

Crayfish, Giant [Solitary, Large]
  Mandibles (d10+1) 16 HP, 3 Armor [Close, Reach]
  Special Qualities: Aquatic, Landcrawler
  Instinct: To drown its meal
  Lunge out of the water, Retreat into the depths

Frog, Giant [Group]
  Bash (d8) 6 HP, 0 Armor [Close, Reach]
  Special Qualities: Amphibious Instinct: To eat
  Entangle with tongue, Swallow, Digest the swallowed

Ghoul [Group]
  Talons (d8 1 piercing), 10 HP, 1 Armor [Close, Messy]
  Special Qualities: Undead
  Instinct: To eat
  Gnaw off a body part, Gain the memories of their meal, Temporarily paralyze their victim

Gnoll [Group, Organized, Intelligent]
  Longbow/Bite (d8) 6 HP, 1 Armor [Close,Near, Far]
  Special Qualities: Scent
  Instinct: To obey the alpha
  Doggedly track pray, Strike at a moment of weakness, Bite your face

Gnoll, Alpha [Solitary, Organized, Intelligent]
  Longbow/Bite (d10 1 piercing) 12 HP, 2 Armor [Close, Near, Far]
  Special Qualities: Scent
  Instinct: To get the best for his pack
  Demand obedience, Send the pack to hunt, Bite your face

Green Slime [Group, Gibbous]
  Drip (0) 9 HP, 1 Armor [Close]
  Special Qualities: Amorphous, Slow Moving
  Instinct: To assimilate all life
  Cover in slime, Transform the slimed to slime

Guardsman, Elite [Group, Organized, Intelligent]
  Longsword/Crossbow (d6) 6 HP, 1 Armor [Close,Near, Far]
  Instinct: To do as ordered
  Investigate unusual noises, Call for help

Lareth the Beautiful [Solirary, Organized, Intelligent, Devious, Magical]
  Staff (d10) 12 HP, 5 Armor [Close]
  Instinct: To survive
  Bolster allies through unholy prayers, Channel unholy energies of the demon spider goddess

Lieutenant [Solitary, Organized, Intelligent]
  Longsword/Longbow (2d10•b 1 piercing) 12 HP, 4 Armor [Close,Near,Far]
  Instinct: To protect Lareth
  Get between Lareth and enemies, Channel unholy fury

Lizard, Giant [Solitary, Large]
  Bite (d10+1) 12 HP, 2 Armor [Close]
  Instinct: To protect its nest
  Engulf prey, bite with great force, tail lash

Lubash <Ogre> [Solitary, Large, Intelligent, Horder]
  Polearm (d8+5) 10 HP, 1 Armor [Close,Reach,Forceful]
  Instinct: To grind bones to meal
  Destroy something, Throw large rocks, Smash two heads together

Rat, Giant [Horde, Small]
  Bite (d6 1 piercing) 7 HP, 1 Armor [Close, Messy]
  Instinct: To devour
  Swarm, Rip apart something

Sergeant [Solitary, Organized, Intelligent]
  Longsword (d10+1) 12 HP, 2 Armor [Close]
  Instinct: To abide by the chain of command
  Command my men, Patrol the area, Raise the alarm

Snake, Giant [Solitary, Large, Stealthy]
  Bite (d10+1) 12 HP, 2 Armor [Close, Poison]
  Instinct: To eat
  Sicken with a bite, Encoil, Slither away through maze of tunnels

Spider, Giant [Solitary, Stealthy]
  Bite (d10) 12 HP, 1 Armor [Close, Poison]
  Instinct: To eat
  Weaken with a bite, Entangle with webs, Spring from hiding place

Tick, Giant [Solitary]
  Bite (d10) 12 HP, 3 Armor [Close]
  Special Qualities: Slow Moving
  Instinct: To drink blood
  Latch onto victim, Drain blood

Re: Dungeon World Denizens of the Moathouse (Temple of Elemental Evil)
« Reply #1 on: June 29, 2012, 02:28:13 AM »
Ah!  This is fantastic.  Hommlet is one of my favourites.

Re: Dungeon World Denizens of the Moathouse (Temple of Elemental Evil)
« Reply #2 on: June 29, 2012, 02:47:52 AM »
Good stuff!

Re: Dungeon World Denizens of the Moathouse (Temple of Elemental Evil)
« Reply #3 on: June 29, 2012, 01:11:03 PM »
Awesome! I would LOVE to see the front for this!

(However isn't Lareth a bit strong stat-wise? I mean: he's devious but has d10 damage, and 5 armor without being cautios?)
Oh, the things we tell ourselves to feel better about the long, dark nights.

Re: Dungeon World Denizens of the Moathouse (Temple of Elemental Evil)
« Reply #4 on: July 01, 2012, 11:04:45 AM »
Lareth is ridiculously strong when converted as is (I think I forgot his cautious tag). I'm going to tone him down.

Actually I have two fronts from the ToEE – the bandits and the agents.  The bandits are somewhat ancillary, but have a possible role to play in Hommlet. These are my current working notes for the two fronts.

Brigands Laying in Wait
Impending Doom
The bandits steal the entire tax payment from Hommlet to Verbobonc.

Stakes:
Which of the village elders gave up information relating to the tax payment?
Which treasure guard betrayed his liege?
Whom amongst the brigands will try to claim all the loot for their own?

Cast: Yryan, Dadam, Esage, etc.

Grim Portents:
Brigands learn about the payment through a drunken elder.
Brigands prepare for the ambush.
Brigands escape with the tax payment.

Dangers: Yryan, Dadam, Asage, etc.

The Moathouse contingent of the Temple of Elemental Evil
Impending Doom
Lareth the Beautiful amasses enough weapons, armor, and mercenaries to subjugate the region in the name of the Temple of Elemental Evil.

Stakes:
At what price will the gnolls betray Lareth?
Why is Lieutenant Vornan so unquestioningly loyal to Lareth?
Why is Lareth so favored by his master?

Cast: Lareth the Beautiful, Lieutenant Vornan, Guards, Bugbears, Gnolls

Moves: Agents infiltrate the village militia.

Grim Portents:
A large shipment of vile orcish blades are brought to the Moathouse by way of the secret agents that have infiltrated Hommlet
Lareth the Beautiful secures mercenaries of the unsavory kind
Lareth the Beautiful attacks the village of Hommlet under the cover of darkness

Dangers: Lareth the Beautiful, Lieutenant Vornan, Guardsmen and Sergeant, Bugbears, Gnolls

*

Jeremy

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Re: Dungeon World Denizens of the Moathouse (Temple of Elemental Evil)
« Reply #5 on: July 01, 2012, 04:14:37 PM »
I'd suggest taking a different approach with your stakes questions.  Most of them are about stuff that has already happened. I totally get not wanting to decide some of that stuff in advance and just roll with whatever happens narratively, but I don't think that makes them stakes questions. 

Per the book (p155):
Quote
Stakes are about important changes that affect the PCs and the world. A good stakes question is one that, when it's resolved, means that things will never be the same again.

Which elder gave up information?  That reveals a troubling detail from the past, but doesn't wreak change on the world once it's established in play.  I think a better stake question might revolve around what happens to the traitor after he is discovered.  Is he punished as a traitor?  Forgiven by the town?

Similarly, asking "at what price will the gnolls betray Lareth?" assumes that they will betray him.  I'm more curious about whether they will be betray him.  (Also, about what happens if they do... do they leave the region or become a plague on the locals?)

In general, I'd try to avoid "why" or "whodunnit" questions as stakes, and instead ask yourself "will" questions?  Will the gnolls betray Lareth?  Will Elmo get his act together and survive the events to come?  Will Rufus and Burne believe the PCs and prepare for the ambush/invasion? 

And then make sure that those questions are ones that will be resolved in play (or at least, ones that require play to resolve).

Related, for the Grim Portents of the Brigands:  hasn't the first one already happened?  If so, it's not really a grim portent... it's back story.  I'd get rid of it, add some like "the bandits bury the treasure" and then "the bandits all turn on each other and knowledge of where the treasure is buried is lost." 

Also, whats the real impending doom?  The tax payment going missing isn't very grabby, nor is it tyrrany, chaos, usurption, etc.  What are the concsequences of the tax payment being stolen/lost?  Will Verbebonc march on Hommlet (destruction)?  Will Rufus and Burne's militia fall apart, leaving the town defenseless (impovershment)?