Here is Miasma of Fear 2.0, taking all of the advice from my previous post…

Here is Miasma of Fear 2.0, taking all of the advice from my previous post…

Here is Miasma of Fear 2.0, taking all of the advice from my previous post (https://plus.google.com/101824580455031797035/posts/PWUe59Cr5Tv) into account.

Miasma of Fear

The forest’s dark magic causes fear to seep into your very being. Even those who are normally immune to such feelings recognize a growing sense of dread.

When you enter The Dark Forest or have a few hours of uninterrupted sleep there, hold Courage equal to your WIS. Whenever you narrate an action and roll 6-, in addition to whatever the GM says, lose 1 Courage.

While you’re in The Dark Forest, before rolling for an action you narrated you must Defy Danger with Courage.

On 10+ Your companions are heartened by your steadfastness and they each gain 1 Courage. You may roll for the action you narrated as normal.

On 7-9 You’re rattled but are otherwise fine. You may roll for the action you narrated as normal.

On 6- Your fear has gotten the better of you. Narrate how you flinch or hesitate, causing your action to fail. Do not roll for the action.

Note: Courage is a resource. You may use it up with the terrifying tag, or let a player add to it when healed, or in the presence of a courageous or pure act.You’ll also notice that rolling 6- when you Defy Danger with Courage does not decrease your Courage, because your are not narrating the Defy Danger, it’s compulsory.

Yochai Gal, Colin Kierans, Jeremy Strandberg, David Perry

This is a “Feature” I wrote for Issue 3 of Session Zero.

This is a “Feature” I wrote for Issue 3 of Session Zero.

This is a “Feature” I wrote for Issue 3 of Session Zero. It’s meant to simulate a “fear track” that shows a slow burn from Courageous to Fearful (which is why is uses wisdom rather than WIS). It was changed dramatically and directly because of a move several people contributed to in a post by Robert Doe recently. Any and all comments and criticism are welcome, I just want to make it the best it can be for the issue.

Miasma of Fear

A strong sense of fear permeates the Dark Forest. Even those who are normally immune to such feelings recognize a growing sense of dread.

When you enter The Dark Forest, hold Courage equal to your wisdom.

When you have a few hours of uninterrupted sleep, your Courage becomes equal to your wisdom.

Whenever you roll 7-9 for a move, in addition to the normal outcome lose 1 Courage (courage can go below 0)

Whenever you roll 6- for a move, in addition to whatever the GM says, lose 2 Courage and then roll + Courage.

7+ You’re rattled but are otherwise fine.

6- Your fear has gotten the better of you, and it becomes difficult to concentrate on actions that were once second nature to you. Until you’ve had a few hours of uninterrupted sleep you roll + 0 for all moves, unless you would normally roll lower.

THOUGHTS: Courage is a resource. A GM can use it up, and something terrifying can decrease it. On the same note, something pure like a Unicorn may increase a characters Courage.

All of the writing for Session Zero Issue 3 is done.

All of the writing for Session Zero Issue 3 is done.

All of the writing for Session Zero Issue 3 is done. I’m sifting through artwork to get the last few images I need and I’ll go into Edit-and-Tweak mode over the weekend. Layout is on schedule for next week, so I should have the final PDF ready by the 30th or 31st.

Just a reminder, it will be available to my patrons first ($2 and $4 pledge options) and then be available on DTRPG for $2.99 at the end of the following month.

https://www.patreon.com/user?u=5996619

https://www.drivethrurpg.com/browse/pub/11364/Brian-Holland?affiliate_id=330920

This Harry Potter themed issue contains 6 Forest Features, 10 creatures, an essay on how I would use wands in Dungeon World, 5 Cleric and 5 Wizards spells, 5 Legendary Artifacts, an essay on a couple different uses for the Ritual move for your consideration and a one-roll generator that will help you customize The Dark Forest by building content so that you can Ask Questions and Use the Answers to portray a setting in motion with creatures big and small pursuing their own goals.

I used Inkarnate to draw a map for The Dark Forest issue of Session Zero, based on the nodes I rolled with my…

I used Inkarnate to draw a map for The Dark Forest issue of Session Zero, based on the nodes I rolled with my…

I used Inkarnate to draw a map for The Dark Forest issue of Session Zero, based on the nodes I rolled with my one-roll generator. I built a custom one-roll generator for the issue for rolling up a quick “dungeon”. You can use this in lieu of some of the world building questions, or in addition to them. Here’s a teaser, using the same die results I got when I posted the original picture…

The characters are here to protect a Unicorn. They may encounter a Ranger attempting to find a friend who never returned from the forest. This NPC knows some lore about the Alchemist’s Stone. This part of The Dark Forest is home to the last Giant.

Writing for Issue 3 is nearly complete!

Hmmm, looks like a cool trap or puzzle you can use to separate someone from the party.

Hmmm, looks like a cool trap or puzzle you can use to separate someone from the party.

Hmmm, looks like a cool trap or puzzle you can use to separate someone from the party… Two people are required to open it and a third is across the room flipping the switch (or whatever)

Originally shared by Adafruit Industries

A Cookie Box That Can Only Be Opened With Two People That Helps Teach Self-Control

https://blog.adafruit.com/2017/05/15/a-cookie-box-that-can-only-be-opened-with-two-people-that-helps-teach-self-control/

Friends Gustav and Thijs recently developed a project that hinges on collaborative self-control, using a notoriously irresistible item: cookies. Check out the process photos up on Imgur and well as detailed instructions of the build on Google Drive.

https://youtu.be/CJAiNZ9G-Po

Do you remember the one-roll generators I posted a while back (I’m going to list some links in the first comment…

Do you remember the one-roll generators I posted a while back (I’m going to list some links in the first comment…

Do you remember the one-roll generators I posted a while back (I’m going to list some links in the first comment down below)?

After watching the Oath of the Frozen King video that Matt Click posted yesterday I applied the method he used but instead of just noting the die type I recorded the result as well and used my own Dungeon Generator to tell me about the dungeon.

d4 = 4: Entrance is hidden, guarded and magically locked

d6 = 2: Its purpose is a tomb or crypt

d8 = 6: It was built by a religious order or cult

d10= 3: What’s worth finding here is evidence about what’s really going on

d12 = 7: Movement is treacherous or difficult because of webs, ice, etc. (I’m going to go with ice as homage to Oath of the Frozen King)

d20 = 13: There is evidence of battle everywhere.

Now, from a purely world building POV (because that’s my bag) I appplied to same results to my other 3 one-roll tables:

Unique Monster in the Dungeon: The unique monster is a huge, tough, leathery twisted experiment adept at defending itself whose instinct is to take or steal (something to free it perhaps???)

An NPC you might encounter here will support you and is lawful. He/she is a ranger from the same town that you are from and found this place while out tracking and hunting something to hone his/her skills. This person also knows where it (whatever it is) is hidden.

Region = The tomb is in Perilous Mountains full of undead where a plague originated. There’s a unique, magical fruit and an unblemished well somewhere in the region at the center of a ruined town.

Applying your who’s, what’s and why’s can create something really unique and give you a dungeon ready to run.

EDIT: Should I include stuff like this in my Session Zero zine?

I’m a little over half-way done with writing for Issue 3 of Session Zero, and I have about half of the pictures for…

I’m a little over half-way done with writing for Issue 3 of Session Zero, and I have about half of the pictures for…

I’m a little over half-way done with writing for Issue 3 of Session Zero, and I have about half of the pictures for it as well.

Something I’ve added for my patrons only is links to some of my Google Docs and I’ll also be adding “Patron Only PDF’s” that cover some “extra content” like examples using the questions presented.

https://www.patreon.com/user?u=5996619

https://www.patreon.com/user?u=5996619

I’m working on wands for my next issue of Session Zero.

I’m working on wands for my next issue of Session Zero.

I’m working on wands for my next issue of Session Zero. Wands are very prominent In Harry Potter, but I want them to be less common and more like a lightsaber for Dungeon World. I feel a Wizard should go on a journey to collect the materials he needs to make his/her own unique wand, and then perform a ritual to complete its construction (because I feel rituals are woefully under used).

Here’s what I have so far to give the GM some direction…

Two primary components: Shaft and Core.

Secondary components: Whatever you feel is required for the ritual.

Shafts offer a benefit of some kind, and cores offer a completely different type of benefit. It’s up to the player to tell the GM what he wants to create, and then it’s on the GM to tell them what they need.

Doing it this way prevents me from creating a “Signature Weapon” type list of options, allows players some customization and gives the GM some quest fodder. It also wraps it all up snugly in the Ritual move so that there aren’t any additional rules and moves to be concerned with.

Wizard: Since we’re going to be trekking deep into a burial tomb I want to build a wand that is so strong and sharp I can use it in melee and pierce through armor, and it allows me to turn undead – with an INT roll of course.

GM: Because of its long, slender nature, to avoid breaking the wand would need to be made of unobtainium that can only be found at the core of the underwater volcano Dreadblaze. To turn undead you’ll need to find an Angel Feather for the core.

Thief: Can we steal some unobtainium?

GM: Sure, who do you know that can put you on the right track to finding some?

Thief: I know a fence down by Logrun who should know where to look.

Bard: When I was a lad living in Gotheim I heard tales of angels aiding the sick. Might be a good place to start for the Angel Feather.

Wizard: Yeah we can do this… what about the ritual?

GM: You’ll need to find a smith who can work with unobtainium, and it’ll need to be quenched in sanctified forge oil. Then you’ll need to find a place of power on desecrated holy ground to infuse the Angel Feather into the shaft…

It’s now up to the GM to decide on the actual effects of the wand, but he has plenty of time to think about it while the players are off finding the components. The completed wand might be something like this…

Deadbane – 1 weight, hand, 2 Piercing

A Wizard may roll+2 when using Deadbane in melee

When you hold Deadbane aloft and call upon its core for protection, roll+INT.

On a 7+, so long as you hold it aloft, no undead may come within reach of you.

On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal.

…but they had to go through a lot to get it.

What are your thoughts please? All discussion and criticism is welcome!

My Patreon is up!

My Patreon is up!

My Patreon is up!

I’ve already gotten a few pieces of art. Right now I’m going to say end of June for Issue 3 of Session Zero just because I’ve never worked with artists before. It may be much sooner than that!

Thanks in advance to everyone who sponsors me!

https://www.patreon.com/user?u=5996619

https://www.patreon.com/user?u=5996619