TEXT: AGENDA 
   
  Make the world fantastic 
   
  Fill the characters’ lives with adventure 
   
  Play to find out what happens 
  QUESTIONS 
   
  How did you learn of the Lovecraft Library? 
   
  How did you gain entrance to the Lovecraft Library? 
   
  What arcane volume or map do you seek? 
   
  What rumors have you heard about this mysterious 
  place? 
  IMPRESSIONS 
   
  The endless, winding stairs leading up and down to a 
  series identical octagon rooms full of books and more 
  books! 
   
  The smell of an odd arcane incense 
   
  A map of the entire Dungeon World spread out on a 
  table before you 
   
  Comfortable armchairs calls to you 
   
  The fiery light of a brazier 
   
  The rich furnishings and tapestries showing astrological 
  symbols 
   
  The ancient stonework from another era 
   
  Distant sound of footsteps 
   
  Books, scrolls, maps, tomes, volumes and more 
  damned books! 
   
   
   
   
  LOVECRAFT LIBRARY V1.0B 
  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 
   
  Arcane Sanctuary 
  When you take a short rest in the Arcane 
  Sanctuary 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 
  Random Tome 
  When you stop to read a random from the library, Roll+Int.  
  On a 10+, choose two. On a 7-9, choose 1: 
  Learn something useful  
  Find a magical scroll of some sort  (GM’s choice) 
  Volume worth 100 coins  
  Map to a faraway treasure 
  Recipe for a magical potion  
   
  If -6 or under you are attacked by a Library Guardian. 
   
   
  
  THINGS 
   
  The Al Azif (Necromicon) (Wizard Only)                1 Weight                                  
  This artifact is one the most dangerous items in the world. 
  It can only be used after long uninterrupted study. With it 
  the wizard may alter reality, as he or she wishes, but at a 
  terrible cost. Roll +INT and the following occur: 
  On a 10+ the wizard is successful and reality is changed at 
  the GM’s discretion. On a 9-7 the wizard is somewhat 
  successful but is driven insane or transformed into a 
  Mythos monster. On a 6 or less the wizard is utterly 
  destroyed. 
   
  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. 
   
  Dungeon World Rulebook 
  When you posses the rulebook and display your superior 
  knowledge of a subject when spouting lore, you may 
  adjust the detail the GM gives you in some way. You may 
  not contradict it. 
   
  Hand of Glory 
   
   
                 1 Weight                
  The Hand of Glory is the dried and pickled hand of a man 
  who has been hanged, often specified as being the left 
  (Latin: sinister) hand, or, if the man were hanged for 
  murder, the hand that "did the deed." 
   
  Old European beliefs attribute great powers to a Hand of 
  Glory combined with a candle made from fat from the 
  corpse of the same malefactor who died on the gallows. 
   
  When the fingers of the Hand close around the proper 
  candle (see above) and the candle is lit, the Hand has the 
  following powers:  
   
  • Any normally locked door, gate, portal, safe, etc. in the 
  candle light unlocks itself.  
   
  • When the wielder utters an incantation (usually given as 
  “Let all those who should be asleep be asleep, and let 
  those who should be awake be awake.”) the Hand will cast 
  a Sleep spell as if it was a wizard of the wielder’s level. If 
  the wielder's wizard level would be too low then the 
  power may not be used. 
   
  • The candle flares up blue in the presence of secret doors, 
  buried treasure, etc. and its light reveals any invisible 
  creature or item. 
  The King in Yellow (play)                                            1 Weight               
  A cursed evil artifact that drives a player insane if read. If 
  the play is performed the players and audience will be 
  transported to Hastur’s hell dimension of Carcosa. 
   
  Monsters 
  Demon Book    
                            Horde, Tiny, Construct 
  Bite (d4 damage)  
           3 HP                 1 Armor 
  Hand 
  A book that bites! 
  Instinct: To harass 
   
  Mythos Cultist                                  Group, Magical, Devious 
  Dagger (d4 damage) 
   
                           2 HP                                 
  Close 
   
                         
   
          
  Special Qualities: Can Summon Book Golem                                                                
  Standard Mythos creepy cultist                                                          
  Instinct: Sacrifice yourself to the Old Ones! 
   
  Inspired by H.P. Lovecraft Cthulhu Mythos, the Harry 
  Potter films and The Name of the Rose (film and novel).   
  Visit the Cats of Tindalos 
  (http://catsoftindalos.blogspot.com/) 
   
  Mythos Librarian    Group, Magical, Intelligent, Terrifying 
  Sacrificial Dagger (d8 damage 1 piercing) 
        8 HP 
  Close 
  Special Qualities:  Grabs a book from the shelves and 
  consumes the knowledge within, next attack gains +1 
  damage 
  A human-like form draped in a black robe a mask covered 
  in strange symbols. Tentacles like appendages hang and 
  hold where you would expect legs and arms. 
  Instinct: To Corrupt 
   
  Book Golem       Solitary, Intelligent, Construct, Amorphous 
  Fists of books (d8 damage)                                              18 HP 
  Close 
  Special Qualities: Command word will deactivate (Azoth)  
  Golem animated from books.  
  Instinct: To Protect the Books! 
   
  Yog-Sothoth Book Guardian  
  Solitary, Magical, Divine, Devious, Planar, Terrifying, 
  Amorphous 
  Globe of Pure Entropy (d6 damage 1 piercing)      15 HP 
  Reach, Ignores Armor, Far 
  Special Qualities: Insane shapes; Summoned when book is 
  touched 
  “Great globes of light massing toward the opening, and 
  not alone these, but the breaking apart of the nearest 
  globes, and the protoplasmic flesh that flowed blackly 
  outward to join together and form that eldritch, hideous 
  horror from outer space, that spawn of the blankness of 
  primal time…” 
  Instinct: Guard a specific Mythos text or map 
   
   
   
  This work is licensed under a Creative Commons 
  Attribution 4.0 International License. 
   
   
   
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Dungeon World/Adventures/Tygart Dungeon Starters/Lovecraft Library.pdf