What this is all about. This is a supplement for the game Dungeon World by Sage LaTorra and Adam Koebel, focusing on weird and dangerous adventures

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1 p r e - a l p h a E D I T E D B Y H A N S C H U N G - O T T E R S O N J O N A T H A N W A L T O N

2 A M O D U L A R S U P P L E M E N T What this is all about. This is a supplement for the game Dungeon World by Sage LaTorra and Adam Koebel, focusing on weird and dangerous adventures among the cosmic planes. Each section of the booket contains optional rules that you re welcome to use, hack, or totally ignore. We ve designed these rules to be used together, as a set, but they also function fine when used piecemeal. Even if you dig most of these rules, you won t use all of them in every session, thank goodness, just the rules about stuff that comes up in play. If you forget or decide not to use a particular rule, no biggie; the core moves will see you through, as always. Just, if someone says something or does something and you think Oh, there s a rule for that! consider using it.

3 S E X & P R O C R E A T I O N Allowing for the intermingling of species. When consenting creatures want to have sex, they can, period. With a little creativity and effort, anyone can figure out some way of pleasuring anybody else. Procreation is only slightly more complicated. Any midwife or moon priestess worth her salt can cook up some magical means for two (or more?) beings to create new life, even if one is a mammal and the other lays eggs, is made of shadows, was never truly born, or is no longer fully alive. When you attempt unnatural procreation, your midwife will need: the full cooperation of the prospective parents some time to conduct a bit of research the proper tools and supplies, some of which may be rare and difficult to acquire the proper conditions Given that, no problem! And, in particularly dire or extenuating circumstances, she may be able to forego one of these four requirements, for a price. Some folks, like gods & demons, break all the rules. Use protection! (i.e. protection from magic). H E R I T A G E M O V E S Replacing the options & moves for races. When you create a new adventurer, decide on your species, ethnicity, and/or cultural heritage, picking anything or any combination of things that sounds interesting to you and the other players. For example, I might play a marsh-dwarf witch who has some spiderlord ancestry several generations back. Then, pick 2-3 starting heritage moves, selecting from the monster moves that best match your heritage (no matter what you are: in somebody s eyes, you and your family are monsters). I pick the Dwarven Warrior move Drive them back; the Spiderlord move Spew web fluid at someone, sticking them to the floor; and invent a marsh-related move: Scavenge the terrain for food and supplies. At the beginning of each session or when you invoke your rights of blood and tradition (however you do that), roll+wis. On a 10+, hold 3. On a 7-9, hold 2. On a failure, you still hold 1. Spend this hold 1-for-1 during play to make a heritage move, just like that. When you gain new appreciation for your heritage, add a new heritage move or change an existing one.

4 T H E C I T Y O F D I S The urban leviathan of the planes. Dis is a living, constantly expanding city that is gradually devouring all the planes it touches. If you go to the lost or forgotten parts of any decadent civilization deserted ruins or squalid sewers you will find that Dis has already begun its invasion, absorbing and remaking things in its own image, but also taking on some characteristics of the plane it digests. Adventurers use these beachheads to travel between worlds, simply by walking the alleys of Dis. The city has already consumed entire planes, and refugees from dozens of worlds fill its streets. Where else is there to go? Plus, grotesque as it is, Dis now contains the last remnants of their homeland The city is a monster with these moves: consume something utterly and completely, as the city makes a minor advance consume something but preserve its essence, as the city makes a major advance manifest, destroy, or alter the city s geography in response to the desires of its citizens reveal the dark heart of Dis open a road to a dangerous, unknown plane Draw a map of each known plane in your game, or use the suggested ones included in this booklet. When the city advances, draw its new boundaries on the appropriate maps. When the map of a given plane is completely filled in with the urban sprawl of Dis, that plane has been fully consumed by the city. The denizens of many encroached-upon planes will attempt to resist the city s advance, but nothing halts its advance indefinitely. Plus, some locals will inevitably attempt to selfishly use the city s invasion to their own advantage. For example, the city s progress at consuming the tiny plane of Aster has been fully impeded by a mystical barrier known as the Unseen Wall. Aster has thus survived for centuries longer than it otherwise would have, but Dis is close to finding some kink in its armor, thanks to mortal error or arrogance. The city is not, in truth, a plane of its own, but an interplanar cancer. That said, having consumed and taken on the traits of several other planes gives it many plane-like qualities. Adventurers can use the planar travel moves in Dis, but with a -2 penalty.

5 T H E S U L T A N A Queen-mother and planarch of Dis. Long ago, the Sultana mated with something hungry and infinite, giving birth to her first child, the city of Dis. She could not deny her child anything, and so it began to consume everything that is. The Sultana is a monster with these moves: become interested in some person or project call for a city-wide festival, with rites overturn the political status quo ignore or disavow an obvious problem send in her thralls protect her child from harm destroy those foolish enough to attack her create a new thrall If you decide to play the Sultana as an adventurer, give her some or all of the above moves as heritage moves, even if you are not otherwise using heritage moves in your campaign. In addition, as an interplanar demigod, she takes half damage from all attacks, and in the event of her death, all thralls are freed from her service. The Sultana is otherwise created using the standard rules for adventurers.

6 T H E R O A D W A R D E N S One possible version of the Sultana s thralls. When someone who s caught the Sultana s attention dies, she offers them the chance to return to life as one of her road wardens, bearing the mask of her authority and wrapped in copper wire to hold their soul firmly in place. Road wardens are rechristened by the Sultana when they are returned to life: Janus, Nix, Erebus, Acheron, Eris, Moira, Thanatos, Hypnos, Aether, Hemera, Ker, Momus, Moros, Nemesis, or Charon. The road wardens are tasked with keeping the streets of Dis clear and open to the free traffic of its citizens and any travelers that pass between planes. This also involves ensuring that the paths into and out of Dis remain unblocked, a formidable task. A road warden is a monster with these moves: clear an obstacle from the road suddenly appear out of (or disappear into) the hustle & bustle of urban life seize a troublemaker speak or act with the full weight of the Sultana s authority If your adventurer becomes a road warden, work with the GM to determine which stats and moves stay the same and which ones change forever. In addition, set your Con to +3 and take at least one road warden move as a heritage move, if you are using those rules. If your adventurer begins play as a road warden, create the character as they would have been before death and then convert them. When a road warden adventurer reports in to the Sultana and she is an NPC, roll+ your levels spent as a thrall. On a hit, the Sultana gives you a mission. On a 12+, she asks for a special favor. On a 10+, the mission aligns fairly closely to your own interests; on a 7-9, not so much; and on a failure, the Sultana suffers an attack, right then & there. When you complete a mission for the Sultana or foil an attack against her, mark XP. If a road warden dies a second death, the Sultana may decide to once again return them to life, but there is no guarantee. Wardens who ask to be relieved from duty or those that have earned the Sultana s displeasure are typically allowed to pass on.

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