TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  Why are you searching for this treasure? 
   
  How did you learn of its secret location? 
   
  What reason do you have to hate or love the sea? 
   
  What experience do you have finding pirate booty? 
   
  Have you heard about the Mermaid Eye gem? 
   
  Do you believe in the legend of the pit’s curse? 
  IMPRESSIONS 
   
  The cry of sea gulls 
   
  The constant salty wetness in the air 
   
  The crunch of sand beneath your feet 
   
  The ocean’s crash against a rocky shore 
   
  Tackle hanging from tree indicating the pit is near 
   
  Cold-eyed grins of shattered skulls along the path 
   
  The flash of green at sunset 
   
  A cold feeling of doom in your guts 
   
   
   
   
   
  THE TREASURE PIT V1.0F                
  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 
  Treasure Pit Water Trap 
  In a raging torrent of water, ROLL +CON 
   
  10+ You are shaken but safe 
   
  7-9 Choose one: 
  You don’t lose a valuable item 
  You don’t take damage (1d8) 
  You don’t take -1 ongoing until you warm up and rest 
   
  All three on a failure and you end up in the Cavern 
  Devilfish’s Lagoon. 
  False Entrance Sliding Wall Trap (by Sersa Victory) 
  When this trap is triggered, a sliding block of stone grinds 
  away from the wall, threatening to trap slow victims in the 
  far end of the hallway. Each character in the hallway 
  should roll+DEX, one at a time. *On a 10+, they pick 3. *On 
  a 7-9, they pick 1. 
  You don’t get wedged between the sliding stone for 2d10 
  damage. 
  You don’t accidentally drop something useful in the sealed 
  hallway. 
  You don’t inadvertently hinder another character’s escape. 
   
  
  THINGS 
  Arcane Map 
   
  3 Uses                        0 Weight 
  A blank map on withered parchment. After a player spends 
  a few minutes concentrating on the item the map will 
  show a route to his or her greatest desire. Note that the 
  map does not usually show monsters, traps or hidden 
  doors. After three uses it crumbles. 
   
  Ring of Triton 
   
                                      0 Weight  
  When worn allows the characters to gain the tag Aquatic 
  by transforming into Merman or Mermaid when in 
  immersed in water. Think Harry Potter and the Goblet of 
  Fire.       
   
  Mermaid’s Eye 
                                                        1 Weight               
  A large azure gem that allows the bearer to summon and 
  control the Sea Serpent. 
  Services 
  A local fisherman to take you to the rocky island: 200 Coins 
  Monsters 
  Cavern Devilfish 
   
                        Large, Stealthy 
  Tentacles, Beak (d8+1 damage, 2 piercing) 
   Close, Reach, Messy                                   HP: 10 Armor: 0 
  It waits quietly on the cavern lake floor; camouflaged with 
  so much skill it is indiscernible from the sea floor or reef. It 
  bursts out so quickly you hardly have time to react. It 
  grabs you from 15 feet away and brings you to its 
  poisoned beak in seconds. Would you corner it, it would 
  squeeze out anyway. Would you pursue it, it would blind 
  you with an impenetrable cloud of black ink.  
  Instinct: Hunt prey 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
   
   
  Crab, Giant                                                                         Group 
  Pincers (d8 damage, 1 piercing) 
  Close, Messy 
   
          6 HP, 3 Armor 
  The storm had washed ashore the old fishing boat, broken. 
  And his crew had been scattered all along the beach, 
  unconscious. They were coming for fresh and tasty meat. 
  Crabs were getting off the sand, swimming out of the sea, 
  or bursting out of water holes. Most were quite large... 
  Larger than a cart wheel, with pincers strong enough to 
  cut an arm off, and mandibles chopping their way through 
  leather and fabric.  
  Instinct: To eat on carrion 
   
  Ghost 
      Solitary, Devious, Terrifying 
  Phantom touch (d6 damage) 
  Close, Reach 
   
   
   
       16 HP 
  Special Qualities: Insubstantial 
  Every culture tells the story the same way. You live, you 
  love or you hate, you win or you lose, you die somehow 
  you’re not too fond of and here you are, ghostly and full of 
  disappointment and what have you. Some people take it 
  upon themselves, brave and kindly folks, to seek out the 
  dead and help them pass to their rightful rest. You can find 
  them, most times, down at the tavern drinking away the 
  terrors they’ve seen or babbling in the madhouse. Death 
  takes a toll on the living, no matter how you come by it.  
  Instinct: To haunt 
   
  Reveal the terrifying nature of death 
   
  Haunt a place of importance 
   
  Offer information from the other side, at a price 
   
  Pirate                                           Horde, Intelligent, Organized 
  Cutlass (d6 damage) 
  Close 
   
          5 HP, 0 Armor 
  A rogue not to be trusted by anyone. 
  Instinct: To rob 
   
  Inspired by the legend of Oak Island and the Money Pit 
   
   
   
  Pirate Captain         Solitary, Stealthy, Intelligent, Cautious 
  Cat-of-nine-tails (b [2d10+2] damage) 
  Close 
   
          12 HP, 4 Armor 
  This salty dog will stop at nothing to gain access to the 
  treasure. 
  Instinct: Challenge someone to single combat (and cheat!) 
   
  Sea Serpent                                       Solitary, Huge, Intelligent 
  Bite (d10+5 damage 2 piercing) 
          20 HP, 2 Armor 
  Reach, Forceful 
  Instinct: To sink ships 
   
  Skeleton            
                                             Undead, Horde 
  Rusty weapon (d4 damage)  
            7 HP, 3 Armor 
  Close 
  The pile of bones suddenly stirs, rising up to take on a 
  human shape. Its long, bony fingers reach out to claw at 
  the living.  
  Instinct: To increase their ranks 
   
   
   
   
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Adventures & Monster Manuals/Dungeon Starters - Tygart/The Treasure Pit.pdf