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 Inn that Wanders? 
   
  Do you believe the stories? 
   
  What terrible fate happens to unruly or insolvent 
  guests? 
   
   Who is the Innkeeper? 
  IMPRESSIONS 
   
  The warm light falling from the windows of a 
  welcoming inn 
   
  A happy burble of friendly tavern conversation. 
   
  Someone orders “a vodka martini, shaken not stirred”. 
   
  The smell of delicious food 
   
  Soft pillows, a real bed! 
   
  The kindly face of the Innkeeper 
   
  “Doctor Who?” 
   
  A man named Rod Serling buys you a drink 
   
  A sudden shift as the landscape changes completely 
  outside 
   
  An overheard conversation: “Captain, this place is not 
  logical.” 
   
  Ale almost as good as the stuff brewed at the Green 
  Dragon in Hobbiton. 
   
   
   
   
  THE INN THAT WANDERS 
  BETWEEN WORLDS V1.0B 
  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 
   
   
  “It is not the inn that wanders but the worlds.” 
  ― Innkeeper 
   
   
   
   
   
  CUSTOM MOVES 
  Unexpected Inn (The Inn That Wanders Between Worlds) 
  When you find this Unexpected Inn, roll +Charisma.  
  •On a 10+, you are invited in to rest and enjoy all the Inn 
  has to offer free of charge. The Innkeeper will allow the 
  party to stay for a week or more and return the party to 
  their home base or location of their choice. 
  •On a 7-9: The Innkeeper allows entrance and charges 
  normal rates. Patrons will be returned to the location 
  where the Inn appeared.  
  •Less than 6: The Inn vanishes like a mirage before the 
  party can enter. 
  The Inn never appears in the same place twice.  
   
  When you take a short rest in the Inn that Wanders 
  Between Worlds Roll+WIS: 
  On a 10+, choose 3. On 7-9, choose 1. 
  •You Recover as if you have rested for three days 
  •You eat and drink to your fill and collect 3 rations 
  •You experience a vision 
  •You do not collapse into mystical sleep 
   
   
   
  
  THINGS 
   
  The party may use or “borrow” the following free of 
  charge: 
   
  •A parrot named “Captain Flint” in the tavern that’s 
  overheard a lot of things better left unsaid. 
   
  •A private dining hall that seats a dozen or more 
  people. 
   
  •An Alchemist’s Lab, fully stocked with materials and 
  equipment. 
   
  •A “live” zombie’s head in a jar in the Alchemist’s 
  Lab. 
   
  •A pantry stocked with 6 rations worth of food for 
  each party member. 
   
  •A comfortable study (treat like a non-portable bag 
  of books). 
   
  •Three scrolls with a level 1 spell each in the study. 
   
  •An armory containing 120 coins worth of 
  weaponry. 
   
  •A magic mirror in a random player’s room that will 
  act like a non-portable crystal ball or show old 
  Hitchcock films. 
   
  •A partially decomposed corpse of a rare monster 
  on ice in the kitchen (Dinner?). 
   
  •A cabinet labeled “First Aid” containing three 
  antitoxins, a healing potion, and one use of each 
  poison on the equipment list.  
   
  Note: The free items available for inn guests may 
  change without warning between visits. 
   
   
  INN FUN FACTS: 
  Persons may enter the inn without difficulty. Those 
  inside can leave only with the permission of the 
  Innkeeper. Persons who try to exit by simply walking 
  through a door or climbing out a window find that 
  they have reversed direction and are reentering the 
  inn through that same door or window. Regardless 
  of the attempted method of exit, the result is always 
  the same. In each case, the person simply comes 
  back in. 
  This curious effect has a number of equally curious 
  side effects. First, it also blocks the passage of 
  magical energies into or out of the inn unless those 
  energies are bound within some object or entity. 
  Thus, spells cannot be cast on the inn from outside, 
  but magic items can be freely carried in and out of 
  the inn, and spells can be cast inside. 
  The inn seems able in some fashion to repair itself. 
  Thus, at midnight the inn regrows a shingle that may 
  have falled or resecures a shutter that has come 
  loose or glazes a window that has been broken. 
  Monsters 
  Tavern Ghost (Former Adventurer)             Solitary, Devious 
  Phantom touch (d6 damage) 
  Close, Reach 
   
   
   
       16 HP 
  Special Qualities: Incorporeal 
  A friendly ghost! 
  Instinct: To haunt  
  •Loves to talk 
  •Provides good advice 
  •Tells morbid jokes 
  •Don’t ask about how he died 
  •Tavern employee (Waiter) 
   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) for more free 
  Dungeon World material.                                                                 
  Inspirations include Milliways: The Restaurant at the 
  End of the Universe from The Hitchhiker's Guide to 
  the Galaxy, Paul Anderson’s Old Phoenix Tavern and 
  Callaghan’s Crosstime Saloon. 
   
   
  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 Inn That Wanders.pdf