KingdomsofOoo WoDhack

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An Unofficial Adventure Time setting

for World of Dungeons

Alpha Test
Hacked by GremlinLegions
With additional contributions from Jonathan Walton and other
G+ Adventure Time fans

Greetings, young Adventurers!


Unfolding before you lie the mysterious and magical
Kingdoms of Ooo, where mythical monsters meander
the lands and maniacal mages menace peaceful
meritocracies.

Strange things whisper in the shadows,

promising dreams of romance and amazing treasures


that distract even the greatest of heroes like candy
enticing small, hungry children.
indeed, brave

Oh yes, much candy

Adventurers!

Do you dare believe you have what it takes to brave


the dangers that lurk within the deep, dark pits
of despair that are buried within dangerous, dark
dungeons of doom? Are you prepared,
Adventurers? Have you the courage,
cubical dice, writing materials, and
colorful tokens necessary to seek this
quest?

Well, do you?!

...oh, you do?


Ah, good! Keep reading then, indeed!

You are an Adventurer!


Name

The most difficult step is at the very beginning choosing a Name befitting
an awesome Adventurer such as yourself! One would think it trivial, yes? Yet
so much time is lost waiting for creative minds to find that ever-elusive perfect
name. Dear oh dear.
Thankfully, names must be simple within the Kingdoms of
Ooo! Pick any normal name, or a pets name, or the name of a
food or household object, or some other nonsensical word, and
that is your name!
Add to it a Title an ever-so-brief description
of who or what you are. Perhaps you are Bob
the Wandering Minstrel, or Princess Lasereyes
of the Robot Kingdom, or The Great Big Toe the
Great! Make it fun, make it memorable, and
make it quick, for you shall start playing in
only a few, short minutes!

Write your name


and title!

Talents

Every Adventurer has five numbers that describe how good they are at things
Adventurers doand so do you! You are an Adventurer, after all! We often call
these Talents, and they are a handy way of comparing yourself to others. You
get to spread a generous helping of points on your five tasty Talentsbut only
fifteen points, yes?
When you do something that Adventurers are expected to do, such as swinging
from ropes, kicking a monster, or sweet-talking a pretty face, you get to roll
two dice and add them to one of your Talents to see if you succeed. Which
Talent? Well, that will certainly depend, won't it?

MBrave means you are daring and fearless; use it to leap into danger or face
terrifying monsters.

MLucky means you are curious and imaginative; use it to make a wild guess
or avoid a surprise.

MSmart means you are wise, clever, and probably a bit nit-picky; use it to
solve a puzzle or recognize a lie.

MTough means you are strong, healthy, and sometimes gruff or mean; use it
to lift really big things or beat up monsters with mighty blows!

MWitty means you are alert, talkative, and maybe mischievous; use it to
Distribute fifteen points among your five
Talents, to a maximum score of 6.

catch someone's
attention or make
them believe what
you're saying!

Traits

Some Adventurers can do certain things better than others, maybe even things
no one else can do! There may be things that they struggle with, too! Perhaps one
is adept with a sword and fly through the air, but unable to tell direction; there
may be individuals with magical skill and a collection of ancient artifacts, but
with a secret past that haunts them! I hear these exceptional things are called
Traits, I am certain, and you will choose three of them no no, no more than
that...that would be quite strange!
Your Traits are short phrases that describe the strange things you can and
cannot do. Start with three of the following, and fill in some details if you would
be so kind:
I can __ ...

I like __ ...

I can't __ ...

I know __ ...

I always __ ...

I must __ ...

They can be silly, strange, or even spicy. Talk with your fellow Adventurers first,
and maybe Key-Per too, just to make sure not everyone chooses to be Storm
Wizards with Staves of Wonder. However would you tell each other apart?
Then, add one of the following to each phrase you chose, again slathering on
details like jelly on toast. Don't choose the same one twice! You have so many
options, you should at least try out some different ones! Write them down and
impress your friends with your penmanship!
... because I __ .

... whenever I __ .

... if I __ .

... except when __ .

... with my __ .

... but then __ .

... instead of __ .

... but I can't __ .

... unlike __ .

What's that? You crimpy


glimmers don't know what
makes a good Trait? Here are
some doobily examples!

MI can stretch my body like rubber, unlike other dogs.


MI like fighting monsters with my Demon-Blood Sword.
MI can't control fire if I am wet.
MI know all about the Nightosphere and junk, but I can't stand going there for
very long.

MI always float around in the air because I'm Lumpy.


MI must rule the Candy Kingdom wisely, because I am their Princess.

Oho, perhaps you would like to know what to do with your Traits, yes?

MWhen you do something Adventurers are expected to do, remember how

you roll two dice and add them to a Talent? Well, if you have a Trait that
can help you out, you can roll one more die, and toss away the lowest of
the three! Oh gee!

MSometimes you will want to do strange or not-normal things. If you are a

scientific genius, perhaps you would want to make a mutant taffy monster!
Or maybe you'd want to grant someone's wish with your Glittery Magic! Do
you think your big, sharp, nasty teeth will allow you to chew through that
thick metal door? If Key-Per agrees that this is something your Trait is useful
for, you can try it! It still requires a normal roll, but oh my, the possibilities!

MYour Trait may also include special insight or wisdom about the

World of Ooo, its Kingdoms, lands, people, monsters, or other fiddly


things. During play, if you describe some person, creature, place, or
event specifically related to your Trait, it will be true! For example,
a Princess would know all about her own Kingdom and its people, a
mighty Hero would know of the mightiest monsters and their lairs, and
a Disco Sorcerer could probably tell you where all the best dance clubs
are. Of course, you will need to give Key-Per a Level Token first, to
make sure that he doesn't exaggerate or twist your idea around, but you
should have at least one or two to spare anyway, right?

What, you don't have any yet? Well, read on, Adventurer...

Level

Ah, yes, those elusive Levels.


In the days of yore, heroic deeds were recorded by scholars in dark, musty
rooms full of scrolls and tomes, as told to them by peasants and wandering
minstrels because they never got out much. But they rarely
agreed what was most important for being a hero. Oh, great
battles were waged in the Libraries of Ooo as they argued
which Adventurers were the greatest. Tsk tsk.
Now, to make things easierand because nothing is
more pathetic than librarians attacking each other with
highlighterseveryone has their deeds measured in
Levels from the lowliest stone to the mightiest of
warriors. You start at 1st Level, and as you prove
your worth, that will improve! Perhaps you may
eventually be 2nd Level...maybe even 3rd! At the
start of each adventure, you receive a number of
Tokens equal to your Level that you can spend to
help you do heroic feats!
You start at First Level!

Experience

There is an ancient and mystical way of showing how much you have learned
during an adventure! Whenever you overcome hardships, failure, defeat, spicy
foods, moral conflict, or other challenging challenges, Key-Per will add a token
of Experience to a shared pool. At the end of an adventure, you and your
friends get to share the Experience, which can be used to increase your Level,
or even add new Traits! You dont get any Experience to start with. I know, I
am sorry about that, getting your hopes up and all. But fret not, for you shall
be earning them soon! Best that these tokens be made of something inedible...
candies are a poor choice, as they will vanish far too quickly! Oh dear...

Alignment

Tell me, dear Adventurer, what drives you on your quests? Why do you do...
whatever it is you do? Think of two or three tasty words that guide your
morality this will be your Alignment! Write them down for posterity...no, not
on your posterior. Ha ha. Silly Adventurer!
What, are you lacking inspiration? Here are some jolly examples of Alignments
that are common in Ooo:

Good
Perhaps you are an orderly and fair Lawful Good, a nit-picky and
argumentative Stubborn Good, a happy-go-lucky but somewhat
Oblivious Good, maybe a friendly and helpful Jolly Good, or a
roguishly scruffy-looking Selfish Good?

Evil
Are you a diabolical Chaotic Evil warlord, a Pervy Evil wizard who
kidnaps potential wives, a ravenous and bloodthirsty Hungry Evil beast,
a plotting and devious Secretly Evil mastermind, or maybe youre just
Not Quite Evil at all?

Neutral
Are you completely uninvolved and detached from the world as True
Neutral, a Contemplative Neutral sage of useless wisdom and advice,
a dangerously unhinged Sociopathic Neutral, an Honorable Neutral
warrior who never fights dirty, or maybe youre an Apathetic Neutral
that just doesnt give a darn anymore?

Others
Don't think of the examples above as some definitive list, my good
Adventurer they are merely the most common Alignments that seem
to get in the most trouble be the most visible. But there are as many as
there are snowflakes in Ice King's beard! You could be an Obsessive
Nerdy librarian, a Daringly Stylish minstrel, someone who's
Stubbornly Nitpicky, or a Whimsically Weird Key-Per!

Stuff

Of course, by now I am sure youre wondering where you can buy gobs of
weapons, armor and other sundry Stuff, yes?
There is no need for such details, you silly Adventurer. Surely, you could not be
a dangerous swordsman if you did not have a dangerous sword, and what kind
of crazed alchemist does not have a pouch of foul powders and vials of potent
potions? These are part of who you are and what you do! If it makes sense to
both you and Key-Per that you would have a specific item, particularly if it is
related to one of your handy-dandy Traits, then you have it. Easy! Make sure,
though, to write down any important Stuff, because you don't want to forget
about them.
You may pick up new Stuff during your travels, too. While you have them, you
treat them like new Traits, as long as the description somehow includes the
Stuff. It could be something like, "I can breathe fire if I drink this bubbling
red potion," or "I always see ghosts except when I take off this magical amulet."
Afterwards, though, if you don't spend some Experience on them, Key-Per will
forget all about them before the next adventure, and they'll be gone forever (or
at least until they become important to a future story). Oh, the loss!

Finally...
What are you waiting for, Adventurer? Are you ready to jump into some daring
quests? Have fun!

You have Adventures!


Doing Stuff

When you do something risky, dangerous, completely bananas, or that conflicts


with someone important, Key-Per may let you know what some of the possible
Problems are if you fail, and ask you to roll 2D6 and add one of your Talents. If
you dont think its worth the risk, you can always change your mind before you
roll.
Which Talent gets added will kind of depend on what youre doing for example,
if youre bashing down a door with your fists, you can rest assured that you will be
adding your Tough, or perhaps youre Witty enough to trick an ogre into bashing
the door in for you!

MA total of 9 or less is a Miss; remember


those Problems Key-Per mentioned?
Yep, some of them are going to happen.

MA total of 1012 is a Pass; you do it, but

it isnt perfect. Maybe not as good as you


want it, or it isnt complete, or something
bad also happens as a result. Key-Per
will let you know...

MA total of 1314 is a Hit; it happens just


like you want it to happen. Nothing to
worry about there.

MA total of 15+ is a Win; you do it so


well, you get some added benefit or
advantage! Mathematical!

Now, take note, dear Adventurer, for only you and your friends will be needing
to roll dice. Whether you are acting upon your own initiative, or in reaction to
someone else's intent, Adventurers are the only characters that ever need to worry
about rolling them bones (or etched plastic cubes, if that is your preference).
Key-Per will never need to roll, only describe what the many strange and sundry
characters he controls are saying and doing...because that already takes a lot of
effort! Take pity on poor Key-Per!

The Die of Ultimate Destiny

Sometimes, there may be events beyond an Adventurer's control...perhaps even


beyond Key-Per's control (though I doubt he would admit to such a possibility),
and so Key-Per would need to roll the Die of Ultimate Destiny!
Did I say Key-Per would never need to roll dice? Perhaps I lied! Huzzah!
The Die of Ultimate Destiny randomly determines the result of any situation
for which Key-Per has not accounted for: Will the weather be sunny or rainy?
Have the bandits anything curious in their hidden stash? Does a wandering
monster come sauntering by? It can also be used to judge an action for which
sheer chance is the only thing separating success and failure!
When rolled, odd numbers are bad (whatever bad would mean in that
situation), while even numbers are good (...or at least nothing terrible).

Problems

When you Pass your roll, you do succeed, but you will have to deal with some
sort of Problem too...oh, what a fickle soul Key-Per can be! Here are some
unfortunate examples of Problems that can happen on a Pass:

M It isn't nearly as effective as you wanted or you get Hurt in exchange.


M It doesn't stop someone from doing something...they just don't do it
very well.

M Something unimportant but interesting nevertheless distracts you.


M It causes you to lose your footing or your hold on something.
M It causes or allows something dangerous to get worse.
M It slows you down or prevents you from proceeding somewhere.
M You hear or learn something that provokes or irritates you.
M You hear or learn something you don't want to know.
M You hear or learn something that surprises or scares you.
M Your perception of the situation is muted or exaggerated.
If you Miss your roll, Key-Per is, most unfortunately, forced to impose some
terrible Problems, such as:

M You are captured, trapped, or lost somewhere!


M You completely ignore something important!
M You believe something that is completely wrong!
M Your action is mistaken for something it's not!
M You get Hurt, stunned, or lose something important!
M The entire situation gets a lot worse!

Getting Hurt

Adventure isn't without its risks,


Do you need me to
Adventurer! You may have to
kiss your Boo-boo?
deal with Problems that get you
Hurt bruises, cuts, getting
stomped, burned, embarrassed, or even craziness!
When you get Hurt, mark it down on your sheet. Later
on, you can choose to Miss a roll because you are
Hurt, and remove one of the Hurt marks. However, if
you collect more than three Hurt marks, you are out of
the action!
But don't worry too much, fearless Adventurer! You will only be out for a while.
At the start of a new scene, or as the ancients would say, "After These Messages,"
you'll be ready for action again, albeit with one Hurt mark still remaining. Not
to mention, my dear hero, who knows what situation you may find yourself in! It
is very possible you could find yourself regaining consciousness while sitting in
a cage full of soup, or frozen within a cage of ice, or buried in a cage of peanut
brittle, or something else equally cagey! The horror!

Being Particularly Heroic

Despite the dangers you may face, reckless Adventurer, you have a great
advantage over the perils and pitfalls in the lands of Ooo your Level Tokens!
I believed I mentioned before that they can be spent when using your Traits,
yes? Well, you can also spend them to do heroic feats!
...what? I said that before too? Oh, I need to explain how it works? Oh, certainly.
There are three ways to spend your Level Tokens to your advantage:

M Spend one to make up details with one of your


Traits, like I explained earlier.

M Spend one to change a roll by one rank, whether

yours or someone else's! For example, you could turn


a Miss into a Pass, or a Hit into a Win. Potentially
you could also do the reverse, such as turning a
friend's roll from a Hit into a Pass. Why ever would
you do that? Well, maybe they're trying to beat you at
a game of Card Wars...wouldn't you want to prevent
that?

M Spend one to remove a Hurt mark.


Be careful not to spend your Level Tokens willy-nilly, for
they need to last you the entire adventure! You wouldn't
want to face a dragon after using up all of your Level
Tokens on fanciful pranks, now would you?

Earning Experience

Now, I am most certain that I explained earlier that Experience are non-edible
Tokens that you collectively earn throughout your Adventures, correct? Ah,
good. Well, this is where I shall explain how it is actually earned.
During your adventures, my jolly Adventurers, Key-Per may be determined
that you face challenges that will test your metal...er, mettle. This can be tricky,
because he normally doesn't have dice to roll!
Instead, Key-Per may offer to add one Experience Token to the pool in
exchange for changing your roll by one rank, typically for the worse, such as
turning a Pass into a Miss (because what challenge would there be if Key-Per
gave you Experience to make your roll better?) If you decline the opportunity,
Key-Per can still change your roll, but only by adding two Experience
Tokens to the pool first.
Also, every time you spend a Level Token to improve someone else's roll, you
put it into the Experience pool. It pays to help others, and everyone gets to
learn from your example!

Spending Experience

At the end of your day's adventure, you and your fellow Adventurers get to
collect the Experience Tokens and divvy them up between yourselves. Good
show! Write down how much you've collected so far, so you don't risk losing any
of the Tokens, and you'll be ready for your next adven...
...what?
...you want to SPEND your Experience?
...oh, yes, I guess I did hint at that. How do you expect me to remember these
things?

M It costs ten Experience Tokens to increase your


Level by one.

M It costs twenty Experience Tokens to add a

new Trait to your sheet. You need to have a good


reason for why you have this new Trait. Perhaps
you gained it from some magical item you found,
or it was granted as part of your adventure!

M It costs ten Experience Tokens to add a new

Trait to your sheet, but on the condition that it


only gets used once per adventure!

M It costs five Experience Tokens to replace one


of your current Traits with a new Trait.

...and sadly, dear, dear Adventurer, you cannot spend


Experience Tokens to improve your Talents. Most
unfortunate, I know...

Advice for Key-Per


I know that Key-Per throwing off the chains
of Goodness and embracing the power of Evil
would be too much to hope for, so I'll not bother
mentioning my first bit of advice. No one who
actually advocates for foolhardy young do-gooders
to venture into dungeons and caves and accursed
swamps to defeat monsters would ever have the guts to take the reigns of a real,
hard-core game of conquest and destruction.

Don't Plan Anything

Instead, I recommend a healthy dose of pure Chaos don't plan anything.


Don't have any pre-planned notes. Don't have a dungeon already drawn out
and fully mapped. Don't know what that strange artifact actually does or what
it really summons.
Figure it out as the adventure progresses, and offer the Adventurers choices.
Terrible choices. Ask them their opinions, and pretend to care about the
answers. Steal copious ideas directly from the Adventurers' own paranoid
mumblings and write them down next to the doodles of monsters and traps,
and look back on them when questions come up in the story. If they're worried
about encountering Whywolves, make a note that there's a class of Whywolves
studying in the library up yonder. Heh heh heh...

Make Up Everything

Scribble and doodle as you go. Draw all over the place. Give things irreverent,
incomprehensible, illogical names. Describe them in colorful, complicated,
and contradictory ways. Mix things up. Catch them off-guard. Disgusting cute
things that have voices as deep as the Pit. Wonderfully monstrous things that
act daintily and quiet. If the Adventurers ask for explanations, turn it back
around on them why don't they know why it is the way it is? They can always
use a Level Token and a Trait to answer...

Monsters

The world of Ooo has spawned many terrible and wonderful creatures, full of
foul odors and spiteful hatreds. In such a diversely evil ecosystem, there is no
limit for your imaginative monstrous creations. Simple or complex, earthly or
cosmic, tiny or titanic, anything goes. Especially since Key-Per rarely has to roll
dice, there is that much more opportunity to make some truly strange things.
When in doubt, put the responsibility for describing a monster on the
Adventurers! Ask them leading questions about the monster, based on a few
rough ideas that you may have. Such as, "As it creeps forward, why does the
monster make a 'plip-plop' sound?" or, "What did the foul beast just use to rend
that stone wall into gravel?" If they can think of a good answer, use it! If you
don't like their answers, but it spurs your own imagination, then yell at them
triumphantly, "Ha ha! No, you fools! It was the butler all along!!"
...uh...ahem...or something like that.

Make Monsters Challenging

Like everything in Ooo, monsters should have Levels.


This is a quick and easy way of comparing how
challenging things might be to an average Adventurer,
and I must grudgingly admit, it is much more efficient
than how I do things in the Nightosphere.
IF I WANTED EFFICIENCY, I WOULDN'T BE
CHAOTIC EVIL!!!
...ahem.
In any case, a challenging monster should have
a Level about equal to the total Levels of all the
Adventurers. It isn't an exact science, so you have to
play it by ear, but it's a good start. Instead of spending
Level Tokens like the Adventurers do (since that would
be much more upkeep than that deranged Key-Per
can handle), monster Levels determine how much it can be Hurt before it is
defeated.
Yes, that does mean that an Adventurer can stand being Hurt more than
a monster of equivalent Level...but that's due to something called "script
immunity," I believe. Key-Per can remove Hurt marks from monsters by
allowing an Adventurer to Pass when they otherwise would Miss, describing
how the monster's weakness or wounds allowed the hapless hero to pierce it's
otherwise cyclopean defenses.

Make Monsters Weird


Like all things in Ooo, don't make your monsters boring. No one likes boring.
I don't like boring. I have a special pit set aside for anyone who tries to
perpetuate the creation of boring monsters.

Give your monsters style, give them dialogue, give them names and families,
give them bow ties and fezzes.
...okay, maybe not the fezzes.
Most importantly, though, give them Tricks, at least two or three of them.
Tricks are similar to the Traits that Adventurers have, helping to explain not
only what the monster is or what they do, but also
Darn it, Gunther!
how they cause the Problems that you heap upon
I can't think of
the Adventurers. The monster doesn't just Hurt
any Tricks!
them, it roasts their toes with its fiery breath! The
Adventurers aren't just slowed down, their bodies get
stuck together with the green ooze seeping from the
monster's pores!
Aura of Sadness
Turns itself inside-out
Is a different monster in disguise
Gets really stretchy
Invites you over for tea or a card game
Insatiable appetite
Inflates like a balloon
Jumps into shadows
Mimics the appearance of your friends
Grows really big or really small
Has blood made of something delicious (jelly, ice cream)
Sprouts extra body parts (limbs, eyes)
Apologizes profusely
Falls in bromance with you
Dances professionally
Its monster weirdness gets in the way of its desires
Divides into multiples of itself
Resurrects itself from being dead
Bounces off things like a ball
Tells you about the many oaths it swore
Brags about something it did
Brags about something you did, but it pretends IT did
Knows the person you're talking about very well
Revels in its lack of information
Dissolves into a puddle
Is the very last of its kind
Becomes two-dimensional
Reveals its obsession for a certain common substance (cake, watches)
Has offputtingly bad manners

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