How about an adventure front based upon an obscure fairy tale.

How about an adventure front based upon an obscure fairy tale.

How about an adventure front based upon an obscure fairy tale.

A king had his castle shadowed by a great oak tree, and had no well that held water year round. He declared that whoever cut down the oak and dug the well would have the princess and half the kingdom.

Three brothers, who had set out because their father was too poor to give them anything, were going to his palace. The youngest son heard something hewing, and went off. He found an axe that was hewing by itself, and it said that it had been waiting for him. He took it and went back, telling his brother that it had been an axe, and endured their ridicule. Again, he heard something digging, found a shovel digging by itself, and took it as well; then he wondered where a brook came from, and found not a spring but a walnut, which he stopped up with moss.

When they reached the king, he had decreed that whoever tried and failed would have his ears clipped off and be put on a deserted island. The two older tried, failed, and suffered the punishment. The youngest set the axe to cut down the tree, the spade to dig the well, and the nut to fill it.

The story says that it was just as well that the brothers lost their ears, because it spared them hearing people’s comments that their youngest brother had not been a fool to wonder.

Adapted from Dragon Magazine Annual 1998

Adapted from Dragon Magazine Annual 1998

Adapted from Dragon Magazine Annual 1998

Piranha Ant Swarm

Horde, Tiny, Stealthy, Organized

Serrated Mandible (b[2d4-2] damage) 3 HP per 1000 0 armor

Hand, Messy

Special Qualities: Vulnerability to fire, Ignores Armor, Swarm Tactics

About the size of a toddlers thumb the Piranha Ant is often disregarded as a harmless insect. Piranha Ants are not dangerous individually but are deadly as a swarm of thousands that are fearless and can strip a victim to its bones in a few minutes. 

With a head larger than most other ants, the Piranha Ants most deadly feature is its serrated mandibles that can tear flesh in chunks. Its body is similar in color to stone and dirt allowing the Piranha Ant to seamlessly blend with its surroundings. The Piranha Ant can communicate with others in its colony. A colony is mobile and can most often be found in large buildings and abandoned structures.

There are several types of Piranha Ants. The most common and most deadly are Workers, these are infertile females who’s purpose is to provide for the colony. After an attack the Piranha Ants will eat their own dead leaving only the victims skeleton behind

The Scouts have wings and scour a steading for a likely victim, most often a human living alone. When a victim is found the Scouts Summon the Swarm [Roll 1d20*1000 to determine the size of the swarm] 

The Queen is in charge of laying eggs and growing the colony. She will not be found away from the colony.

Instinct: Swarm and Consume them

Leave nothing but bones

Attack when they are least suspecting

Summon the Swarm

http://codex.dungeon-world.com/monster/5734600403845120

Adapted from Dragon Magazine 280 Feb 2001

Adapted from Dragon Magazine 280 Feb 2001

Adapted from Dragon Magazine 280 Feb 2001

Bonetree Group, Huge

Stinging Vines (b[2d6+5] damage 1 piercing) 18 HP 3 armor

Reach, Near

Special Qualities: Poisonous, Immune to mind influence, Blindsight, Resistance to fire

Standing as tall as a hill giant, this tree is pale brown with scores of branches that grow upward from its trunk, its branches are leafless giving it a skeletal appearance. Its trunk is covered in knots and jagged holes. The bonetree can be found in the stinking mire, the river delta and other suitable areas. The bonetree can often be found in glades with others of its kind. Its putrid odor is masked by the decay surrounding it. 

When prey nears the bone tree it begins to rattle its branches creating a sound similar to a nest of rattle vipers. Stinging vines lash out of its trunk extending far out into the surrounding area to grasp prey and satiate its appetite. 

When struck by a bonetree roll + Con on a 10+ there is no additional effect from its stinging vines. On a 7-9 choose 1

The Bonetree has ensnared you and you are unable to flee, but can still make normal attacks

The Bonetree has embedded its stinging vines into your skin take -1 forward to DEX

The Bonetree poison has weakened you -1 forward to STR

The Bonetrees poison has inflicted you with the Sickness debility

For each additional hit received by the Bonetree choose an additional effect.

The bonetree’s trunk is charged with mystical energy. When the bonetree is struck forcefully this energy is released in a flash of blinding light causing you to flinch and avert your eyes roll Defy Danger On a 10+ you are not blinded. On a 7-9 take –1 forward to your next attack.

Instinct: Extract elements from bones

Ensnare all within reach

Blinding Flash when struck

Sprout razor sharp spurs from stinging vines

Heroes shouldn’t feel that every monster is a cake walk.

Heroes shouldn’t feel that every monster is a cake walk.

Heroes shouldn’t feel that every monster is a cake walk. Some things are terrible and should make them fear for their lives. A 10 foot spider that springs from the ground just might do it.

http://codex.dungeon-world.com/monster/5134543275163648

How about a fun GM exercise.

How about a fun GM exercise.

How about a fun GM exercise. Here is the seed of an idea I adapted from an old Dragon Magazine. Below is the original text from the magazine and My re-skin for Dungeon World.

Dragon 333

The Blood Dunes: This vast desert of blood-red particles is known for its withering climate; temperatures here are never below severe heat, and often reach levels of extreme heat. Close inspection of the particles that make up the “sands” of this desert reveals them to be crumbling scabs and clots of dried blood. The blood dunes are infested with all manner of undead, and many powerful mummies and liches lurk in the mysterious ruins that are partially buried in these massive, morbide dunes.

DW reskin:

The Blood Dunes: The searing heat and the copper stench of the blood dunes overwhelm the senses. Getting its name from the rolling hills of red sand that stretch for miles in every direction, the sand, when examined closely, resemble flakes and clots of dried blood. Extreme temperatures sear the flesh and scorch bones. All manner of undead and lost souls wander these badlands and lurk in abandoned ruins. Settlements are few and far between consisting of a collection of few ramshackle huts. The people like the environment are harsh and inhospitable.

 

This seed can be fleshed out as a Dungeon Starter:

Hellchain Weaver

Hellchain Weaver

Hellchain Weaver Solitary, Huge, Stealthy, Terrifying

Chain Flay (b[2d6+5] damage 3 piercing) 17 HP 2 armor

Reach, Close, Ignores Armor, Messy

Special Qualities: Limb regeneration, Damage Reduction, Immune to cold, Detect movement

The shriek of metal on metal howls out as an eight-legged mass of chains drops from the ceiling. Made entirely of cruel hooks, barbed chains, and jagged iron, its metal screams as it moves. The chains turn and twist on each other as knives and barbs dance.

The Hellchain Weavers whirling blades scratch against each other. The noise is terrifying and scintillating. Webs of chain appear from nowhere, entangling the unwary, ensnaring the panicked. A severed limb re-attaches when touched to the body of the Hellchain Weaver.

Instinct: Chase prey for hours to heighten the thrill of the hunt

Spin webs of chain

Seize the unwary

Produce an unholy din

Flay a hapless victim

Whisper words of despair and agony

Terrorize and brutalize

http://codex.dungeon-world.com/monster/5161273876545536

Slings N’ Things

Slings N’ Things

Slings N’ Things

Sling – Thrown, Near, Reload, 1 coin 0 weight

A simple thong of leather, sinew, and hemp to hurl stones or bullets at a foe.

Sling Bullet – Requires sling, forceful, 3 ammo, 5 coin, 1 weight

These bullets made of soft metal are deceptively heavy for their size.

Magic Item: Sling Boulder – Requires Sling, Forceful, Messy, +2 damage, 1 ammo, 1 weight

This plain burlap sack contains simple polished stones usable as ammunition for a sling. When you fire a Sling Boulder the stone changes a simple sling stone to a great boulder. 

Silent Blade

Silent Blade

Silent Blade

Requires Back stab, hand, 1 weight 

This Dagger or short sword is made with the needs of a thief in mind. It is tinted black or deep blue most often. The pommel is bell-shaped, giving the blade the interesting (if useless) ability to stand upright with some reliability. The silent blade makes absolutely no sound when drawn or used. The original intention was to keep guards from calling for help, but it is very effective at preventing the

casting of spells as well. 

When you attack a surprised or defenseless enemy with a Silent Blade, you can choose to deal your damage or roll+DEX. *On a 10+ choose two. *On a 7–9 choose one. 

*Your strike renders the victim mute, unable to call out or cast spells

*You create an advantage, +1 forward to you or an ally acting on it

*Reduce their armor by 1 until they repair it

After a long night of carousing your adventurers may be in a need of some help for their hangover.

After a long night of carousing your adventurers may be in a need of some help for their hangover.

After a long night of carousing your adventurers may be in a need of some help for their hangover.

Alchemists Mercy 1 use, 1 coin, 0 Weight

A fine powder that, when mixed with water or fruit juice and consumed, eliminates the effects of a hangover.