TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  What terrible favor do you owe Baba Yaga?  
   
  What does she want from the Black Kremlin 
  Catacombs? 
   
  What do you know about Ivar the Cruel? 
   
  What have you heard about the Codex of Wonders? 
   
  What terrible things are rumored about the Chapel of 
  the Hungry God? 
  FOLKLORE 
  Baba Yaga is a supernatural being who appears as a 
  deformed and/or ferocious-looking woman. Baba Yaga 
  flies around in a mortar, wields a pestle, and dwells deep 
  in the forest in a hut usually described as standing on 
  chicken legs (or sometimes a single chicken leg). Baba Yaga 
  may help or hinder those that encounter or seek her out. 
  She sometimes plays a maternal role, and also has 
  associations with forest wildlife. According to Vladimir 
  Propp's folktale morphology, Baba Yaga commonly 
  appears as either a donor or villain, or may be altogether 
  ambiguous. –From Wikipedia 
   
   
  CATACOMBS OF THE 
  BLACK KREMLIN V1B                
  A Dungeon Starter by Mark Tygart 
  For Sage LaTorra and Adam Koebel’s 
  Dungeon World 
  www.Dungeon-World.com 
  GOA LS 
   
  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 
  DU NG EON M OVES 
   
  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 
  IMPRESSIONS 
   
  Staircase that only leads downwards to a collapsed 
  corridor 
   
  The constant drip of foul water 
   
  The endless twittering of rats 
   
  A chamber of ancient, broken sepulchers 
   
  The ancient stonework from another era 
   
  The endless, stone corridors lined with racks of broken 
  skulls and yellow bone 
   
   
  CUSTOM MOVES 
  Exploring the Maze (the Catacombs) 
  Move was developed by Kasper Brohus Allerslev 
  Note: The party must be properly equipped before it can 
  attempt this move 
  When you explore the maze, choose one party member as 
  the spotter, one as the rear guard and one as the 
  cartographer (the same character can only have one job). 
  If you don’t have enough party members or choose not to 
  assign a job, treat that job as if it had rolled a 6. The 
  spotter roll+DEX, the rear guard roll+WIS and the 
  cartographer roll+INT. 
   
  On a 10+, the spotter can find a way around any traps on 
  your way. On a 10+ the rear guard will spot any trouble 
  quick enough to let you get the drop on it. On a 10+, the 
  cartographer marks an efficient path on their between the 
  room the left and the new room the group enters. 
   
  On a 7-9, each role perform their job as expected; you do 
  not blunder into any traps but you still have to deal with 
  them, no one gets the drop on you but you don’t get the 
  drop on them either, and you find a new room without 
  getting lost. 
   
  Retracing your steps 
   
  When you seek your way back to a previously visited room, 
  if you have an efficient path marked on your map you get 
  there quickly, though you still have to deal with any traps 
  left behind on that route. 
   
  If you do not have an efficient path marked on your map, 
  you still take +1 for each time you visited it when rolling 
  for Exploring the Maze, though on a hit you will get back to 
  the previously visited room instead of a new one. 
   
  
  ADDITIONAL CUSTOM MOVES 
  (by Mike Horam) 
  When you attempt to pick a Poisoned Lock, roll+DEX. On 
  a 7+, it unlocks. On a 9-, you feel a tiny pain in your finger, 
  like a scrape or a pinprick at the edge of your nail. When 
  next you miss a roll, it goes numb. When next you miss, 
  the numbness spreads and the finger won't move. When 
  next you miss, both conditions spread and the finger is 
  stone. The process will continue. What do you do? 
  When you end a life in a Chapel of the Hungry God (Cleric 
  Only), you hear a voice whisper "Another". Anytime you 
  sleep makes the voice grows louder. Any rolls you miss 
  make the voice louder. Every subsequent life you end 
  outside the Chapel makes the voice louder. Each life you 
  end within the chapel makes it louder. Every life but yours. 
   
  When you hear the voice of the Hungry God, roll d6. On a 
  one, it sounds like "more". On a two, it sounds like "more" 
  and "often". On a three, "more" and "number". On a four, 
  "more" and "further". On a five, "more", "larger" and 
  "again". On a six, "again", "new" and "replace". It always 
  sounds like "Hungry". When you end a life at the behest of 
  the voice, you become a Priest of the Hungry God. 
   
  These moves create the front "Cult of the Hungry God". 
  Priests of the cult, alone or in a congregation, eventually 
  acquire a church from another religion by killing the 
  existing priest and congregation. They then widen their 
  net of sacrifice. When a priest of the Hungry God dies in a 
  new church, it becomes a consecrated Chapel of the 
  Hungry God. A new voice issues from the new chapel; the 
  voices from the previous chapels persist. 
  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 
   
  Baba Yaga’s Amulet        
                                      0 Weight          
  Bearer of this amulet may neither harm or be harmed by 
  the undead. 
  Codex of Wonders  
  Wizard Only 
  1 Weight              
  When you research the answer to a question about 
  magical items or relics with the codex; roll +Intelligence. 
  On a 10+, you can ask the GM one question concerning the 
  subject, the GM must answer truthfully. On a 7-9, the GM 
  will tell you where you can find the information at a price. 
  Constantine’s Sword             Paladin Only                1 Weight                                                                                        
  Does double damage against undead. 
  Services 
  A greedy Kremlin guard smuggles your group into the 
  Catacombs: 300 Coins  
  Visit the Cats of Tindalos for more free Dungeon World 
  material (http://catsoftindalos.blogspot.com/) 
   
  Dungeon Starter Inspired by Russian folklore and 
  the legend of the Lost Library of Ivan the Terrible 
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
  Monsters 
  Dire Rat   
   
                 Small, Horde Devious 
  Bite (d4 damage) 
  Hand 
   
        3 HP, 0 Armor 
  Dire rats prefer to live underground, only venturing to the 
  surface at night. They skulk in the sewers of large cities, 
  and inhabit dark caves, ruins, and occasionally dark 
  thickets in the wilderness. Dire rats are stealthy, and like 
  to hunt in small packs, sneaking up on prey and ganging up 
  on one creature at a time.  
   Instinct: To nest and breed near an abundant food source 
   
  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 
   
  Wight 
             
                     Stealthy, Undead, Intelligent 
  Claws (d6 Strength damage) 
  Close, Ignores Armor 
   
          16 HP, 1 Armor 
  When you take damage from a wight, it does its damage 
  as Strength damage instead of HP damage. When your 
  Strength score falls to zero or below, set your Strength to 
  0, you are paralyzed until your Strength is at least 1. Take 
  your Last Breath [move]. If you have been Strength 
  damaged and you receive the benefits of something that 
  would restore HP, you may choose to restore the same 
  amount of Strength instead. 
  Instinct: Corrupt life 
   
  Drain the strength of the living 
   
  Burst forth from its burying place 
   
  Raise a slain foe as a wight 
   
  Reread  Lord of Rings 
   
   
   
   
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Catacombs of the Black Kremlin.pdf