The Spanterhook Guild

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thieves The Spanterhook Guild

Cutpurse– Level 1, 5 HP, 1 Armor, 3 damage (dagger)


The Spanterhook Thieves’ Guild has made a huge score: the Eye of Entrax, pried
Burglar – Level 2, 10 HP, 1 Armor, 5 damage (hidden blades)
straight from the Great Statue of Entrax in the heart of the orc caves. The Eye
Highwayman – Level 3, 12 HP, 2 Armor, 6 damage (sword)
is considered both precious and divine to the orcs, which has upset the uneasy
Larcenist – Level 4, 9 HP, 3 Armor, 6 damage, 1 piercing (rapier)
truce between their marauding tribes and the city itself.
••Disappear into cover
The president of the guild doesn’t care what the orcs think, or what befalls
••Steal something mundane
the city. The Eye is beyond valuable: it’s his ticket out of this city, this kingdom,
••Spring a trap
maybe even this plane if the right buyer steps forward. So he’s hiding out in the
••Attack with surprise
Guild’s secret hall, hoping to broker a deal before orcs besiege the city or someone
Thugs manages to steal the Eye back.
Bouncer – Level 1, 7 HP, 1 Armor, 4 damage (fists, grabs, wrestling) The rulers and luminaries of the city are more worried. Demands and threats
Mugger – Level 2, 12 HP, 1 Armor, 5 damage (mace) come daily from the orc tribes who move threateningly towards civilization. If
Muscle – Level 3, 13 HP, 2 Armor, 5 damage (huge hammer) the Eye is not returned the orcs will storm out of the mountains and the city may
Extortionist – Level 4, 15 HP, 3 Armor, 9 damage (mace) not be able to withstand their onslaught.
Gurneck – Level 4, 20 HP, 3 Armor, 5 damage (club)
••Make a threat of physical violence Starting the Adventure
••Call for help The players start outside one of the entrances, having gotten a solid lead on how
••Fight dirty to get in. Exactly how they found out that information depends on the characters
••Break something (furniture, walls, arms, legs, promises) and their Bonds.
As the players make their characters look for ways they might know about
Poisons and Dangers
the Spanterhook Guild. The Guild takes a cut of most underhanded dealings
Ghostweed (Dangerous, Touch) – Administered through the skin, this poison
in exchange for a modicum of protection so it’s likely that someone, maybe the
renders the target nearly dead. They sleep deeply, with shallow breathing, until
Thief, has dealt with them before. Maybe someone’s even a member.
the poison is cured or a few hours pass.
If none of the characters would already know about the guild, instead look
at who they would know who could give them information. A former soldier
Null Gravity – When you push off a surface in null gravity, roll+Dex. On a 10+
might have overheard something from the tavern next door, or a evil priest may
you get where you wanted to go. On a 7-9 you get there but land badly, -1 forward
have unholy dealings with the guild.
or you’re put in a spot of the GM’s choosing, GM’s choice.
However they know it, start the characters with an opening, dangerous door
and let them see what lies inside.
Summoned Monster – The exact monster appearing is up to the GM. Use the
Introductory adventure T2 for
base stats of the creature of your choice and then make moves appropriate to the
summoned creature’s adaptations, weapons, and skills. Dungeon World
©2011 LaTorra&Koebel – www.dungeon-world.com
Tongue Loosener (Dangerous, Touch) – This poison causes the target to answer,
as best they can, any questions posed to them. Resisting any specific question Names
requires Making a Saving Throw. The effect lasts until the target’s mouth is washed Bubbs, Aimee, Stinks, Jimmy, John, Bryann, D’Argenello, Eton, Bernard, Strings,
clean or they get a fall asleep. Wendell, Rupert, Savvy, Checkers, Namond, Wee, Bodie, Nerren, Butcher, Bob,
Walter, Jen, Alma, Brother, Tommy, Bubbs, Malik, Fitz, Ellis, Aaron, Chess, Ray,
Wormdeath (Dangerous, Applied) – This poison, when consumed in food or Tony, Coxson, Cedric, Kristos, Marla, Dante, Maurice, Clay, Deacon, Bird, Ste,
drink, gives the victim an intense craving. The exact target of this craving is up
to the GM, but is almost always something physical, consumable, and obvious
Bruce, Ken, Lester, Frog, Gerard, Ghost, Shrima, Augustus, Marquis, Hungry,
Shardene, Crystal, Klebanow, Lambert, Little, Serge, Vernon, Old, Clarence, Stoke
Spanterhook
to the victim. The victim takes +1 ongoing when pursuing their craving, but -1
ongoing to everything else. The craving lasts until the victim is cured, the craving Carr, Barksdale, Spamanto, Twofer, Hagen, Griggs, Fats, Reed, Brasi, the Boss,
is fulfilled, or a few minutes pass. Woltz, Tessio, Father, Neri, Greene, Torrett, Big-Eye, Cole, Daniels, Burrell,
Two-time, Hungry, No-name, Mezz, the King, Slim, Walon, Streling, the Tank,
Horseface, Polk, Lee, Diamond, Trim, Reliable, Chucks, the Late, Freamon, Riddle
1. Morcat Street Agenda
A grungy but busy avenue in the bad part of town. 1 ••Make the world fantastic
••Fill the characters’ lives with adventure
2. Secret Entrance
••Play to find out what happens
This entrance is for members only. A worn stone unlatches the concealed door.

3. Gurneck Principles
A dim ogre stands guard, bashing anyone who doesn’t know the passphrase: 2 ••Draw maps, leave blanks
“abundans cautela non nocet.” ••Address the characters, not the players
3 ••Embrace the fantastic
4. Cloak Room
4 ••Make your move, but misdirect
The cloaks of all present members hang here. They may contain evidence of
5 ••Never speak the name of your move
other crimes.
••Give every monster life
12 ••Name every person
5. Practice Traps 10
This room is used by apprentices to practice their skills. New traps added regularly. ••Ask questions and use the answers
6 ••Be a fan of the characters
6. Murderhole 13 ••Think Dangerous
7
Both doors to this room open in and can be locked from the outside. Slits in the ••Begin and end with the fiction
walls allow arrows to easily fly in along with poison or other attacks. 11 8 ••Think offscreen, too
14
7. Bursar
The guild’s bursar takes in payments and hands out tools and other valuables Moves
here , also serving as secretary to the president. ••Use a monster, danger, or location move
9 ••Reveal an unwelcome truth
15
8. Tool Room ••Show signs of doom
Anything a thief could want is stored here. Poison, tools, stranger devices.
Traps ••Deal damage
••Use up their resources
9. President’s Office A selection of triggers and effects that may be found on traps throughout the ••Offer an opportunity, with or without cost
The guild president resides here, with the Eye carefully on display. Spanterhook Thieves’ Guild. ••Put someone in a spot
10. Common Hall Triggers Effects ••Tell them the requirements or consequences and ask
Boisterous stories and the sour smell of beer fill the air. Filled with members who 0. Trip wire 0. Poison darts
would recognize intruders. 1. Pressure plate 1. Scythes Grim Portents
2. Alignment detection 2. Null gravity Escaped Eye
11. Foyer
☐☐The president is unaware of any intrusion
Formal room used to entertain official guests, should the guild have any. 3. Sound (general or precise) 3. Summoned monster
☐☐The president secrets the Eye away
4. Light (or the lack thereof) 4. Cage ☐☐The eye is on the move
12. Rented Rooms
Small bunks rented to members who need a safe house for a few days. Home to 5. Magic (maybe a specific spell) 5. Alarm ☐☐The eye has left the building
the worst of the worst. 6. Blood 6. Flood
7. Movement 7. Indelible mark
13. Test Chamber
Used to test advancing members, filled with dangerous challenges triggered by 8. Heat 8. Charm
pulleys and magical force. 9. Emotion 9. Transformation

14. Trophy Room Before you start play, note three specific traps not in the practice trap room (5)
A collection of famous items, most valuable if returned to their owners. or the test chamber (13):
15. Dogleg Alley
Wretched hive of scum and villainy. Door is concealed behind fake barrels.

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