TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  How did you first hear about the cursed Lichway 
  Catacombs? 
   
  Who cursed this place?  Why? 
   
  Have you ever heard such strange music before? 
   
  What will the Assassins’ Guild do to each of you each 
  of you if you don’t return with the Devouring Key and 
  Illuminating Eye? 
  IMPRESSIONS 
   
  The endless, confusing dusty stone catacombs lined 
  with racks of broken skulls and yellow bone  
   
  Sudden evil female laughter  
   
  A bluish candle held by a shadowed figure that melts 
  into the darkness 
   
  An inexplicable gloom 
   
  Always the haunting song echoes throughout  
   
  An unexpected vast empty hall with pillars carved with 
  the dancing and feasting  dead 
   
  The stench of death 
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  Moans of inhuman anguish and the shaking of chains 
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  Again that endless tune! 
   
  A defaced statue of the ancient goddess Hecate; 
  looking down on you approvingly 
   
  Deep carven pictographs on a chamber’s walls showing 
  the “Dance Macabre”. 
   
  A chamber of ancient, broken sepulchers  
   
  A child’s toy lost in the dust. 
   
   
   
   
   
  THE LICHWAY V1.0E 
  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 
   
  “LICHWAY” 
  COLLINS ENGLISH DICTIONARY: 
  NOUN  
  “A PATH USED TO CARRY A COFFIN INTO A 
  CHURCH OR TO BURIAL.” 
   
   
   
   
   
   
  CUSTOM MOVES 
   
  When you attempt to navigate The Lichway, describe 
  how you do it, and then roll +STAT. *On a 12+, hold 2 *On 
  a 10+, hold 1. *On a 7-9, hold 1, but you also encounter a 
  Lichway monster or trap. *On a miss, you encounter a 
  Lichway monster or trap. *On a 1-3, also lose all hold. 
   
  If multiple party members navigate in turn, their hold is 
  pooled together for the entire party. To find one of the 
  lichway’s treasures, spend 1 hold and describe the room it 
  is found in. You may spend 3 hold at any time to find the 
  exit to the Lichway. 
   
   
   
   
   
   
  
  THINGS 
    
  The Illuminating Eye (1 Weight) 
  An unbreakable crystal sphere that contains a mystical 
  arcane eye floating closed in mysterious amber fluid. 
  When commanded to open by its owner the sphere acts 
  like a Light spell. The illumination also reveals secret doors, 
  traps, invisible creatures or objects and illusions. 
  The Devouring Key 
  This key will open any lock or door (magic or not) if the 
  key's owner rolls 10+. A 7-9 and the key will require a food 
  ration to open the door. On a fail the key will demand an 
  expensive and rare fruit or vegetable to open the lock. If 
  the owner agrees the key will open the lock but will not 
  function again until it receives the promised gourmet item. 
  The Pipes of the Susurrus (1 Weight) 
  If played correctly these bone pipes will reassemble the 
  Susurrus; if played to a Susurrus it will ignore the party. 
  Lichway Fear Glyph (Trap) 
   
  When you activate an invisable arcane Lichway Fear Glyph, 
  it will briefly illuminate; roll+WIS. *On a 10+, you fight 
  back your fear. *On a 7-9, choose one. *On 6-, choose 
  two. 
   
   
  Take -1 from fear forward until you make camp 
   
  Scream loudly 
   
  Refuse to venture further this way in the 
  catacombs (Lose one Navigate Lichway hold). 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
  For more free Dungeon World material 
   
  Monsters  
  Susurrus                                             Solitary, Large, Construct 
  Pummel (d10 damage)                                    19 HP (1 armor)  
  Near 
  Special Qualities: Music that soothes the undead, Immune 
  to Illusions and Invisibility, Death will create a Zombie 
  Horde 
  “Su·sur·rus”: whispering, murmuring, or rustling.  
  Example:"the susurrus of the stream" 
  Or... 
  A big headless hulk made of honeycombed bone channels? 
  Wind blows through it and makes a sound that forces 
  sleep on the undead? Check and double check. Many a 
  party has destroyed this tomb guardian only to awaken 
  things far worse... 
  Instinct: Attacks tomb raiders 
  •Creates undead pacifying music 
  •Guards tombs 
  •Sees with echolocation like a bat 
   
   
   
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
  Inspired by the classic White Dwarf” Lichway” Dungeon 
  and the Egil and Nix tales by Paul S. Kemp 
   
  Tomb Raiders                                Horde, Stealthy, Organized 
  Sword (b [2d4] damage)                                  3 HP   (1 Armor) 
  Close, Far 
   
  Rob and pillage 
   
  Betray 
   
  Ambush - Summon 2 more raiders once per 
  encounter per group 
  Instinct: Rob 
   
  Zombie Horde 
                                          
      Solitary 
  A flurry of blows (d8x2 damage) 
   
         20 HP 
  Close, Reach, Far 
  Special Qualities: 3x normal health. Every health lost kills a 
  zombie. -1 dmg for every zombie lost. The horde is very 
  slow. 
   
  Created by the destruction of the Susurrus 
   
  Horde will eventually escape Lichway and attack 
  city if not destroyed 
   
  Can be returned to rest by the Pipes of Susurrus 
   
  Special Rules: Fighting a Zombie Horde (Joseph Madigan) 
   
  When you fight the zombie horde, roll 2d6+STR: 
  10+ choose 2 
  7-9 choose 1 
   
  You avoid being caught by the zombies 
  You land a meaningful hit, roll damage against a zombie. 
  You maintain your position in the face of the zombie horde 
  You help another person escape the zombies 
   
  When you're caught by zombies, roll 2d6+STR: 
   
  10+ You escape their grasp 
  7-9 You aren't mauled or eviscerated, but they worsen 
  your position - pin you down, take a weapon away, etc.  
  6- The undead horde tears you to shreds and feasts upon 
  your bits.                                                      
      
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/The Lichway.pdf