What happened here recently?
Running DW for players new to the game (00:20)
What should I be on the lookout for?
Session Zero DW zine (17:41)
What here is not what it appears to be?
The Ritual move (27:05)
What here is useful or valuable to me?
The Cliff of Shuachi (50:57)
The Ever-drilling Shrine of Gnozzinu (58:44)
The Shrine of Alamas (01:05:14)
Session Zero zine
Sword Breaker zine
by Stephen Karnes
Dream is the realm of Alom, and its ruler is Alamas.
An old woman motions for you to lie upon a bed of straw and hemp at the foot of which is laid a blue candle, a bundle of dried cedar, and the decaying skull of a hare.
She begins to hum almost imperceptibly, a droning lullaby like a memory from someone else’s childhood.
She lights the candle and with its flame the cedar, which she places beneath the skull, and as she does this she whispers:
To Know Her
May You Never Awaken
Smoke and shadows play across the ceiling, coalescing into forms which writhe in the acrid air. First one and then another take on likenesses which you can’t quite name, if only they would remain a little longer. A few minutes pass, or is it hours, and a single mass takes shape above you, its eyes the color of the candle’s flame as sleep crashes into you like a wave.
When you sleep beside the Shrine of Alamas, roll +WIS.
- On a 10+, you have returned from Alom with an item. Describe it. The GM will tell you 1 flaw it possesses.
- On a 7-9, same as 10+, and the GM chooses 3 flaws.
- On a 6-, your dreams will forever encroach upon your reality. The GM will describe a permanent flaw, debility, or other weakness you now possess.
- It will last no longer than a day.
- It is a danger to yourself or the party.
- Its effect will be less powerful or have limited uses.
- It requires all your concentration to keep it in this plane, as long as it’s in your possession, you take-1 Ongoing to all rolls.
Upanishad’s Ink 1 use
This simple vial contains a swirling, byzantium ink. When you uncork the bottle and place it beside a blank parchment and quill before sleeping, roll +WIS.
- On a 10+ you awaken to a message written in your own hand. The message may be a portent, forgotten memory, solution to a problem, etc.
- On a 7-9, same as 10+, but the message will require the assistance of an expert to decipher.
- This simple vial contains a swirling, byzantium ink. When you uncork the bottle and place it beside a blank parchment and quill before sleeping, roll +WIS.
- Exile to Alom: You banish a single object to the realm of dreams. As long as it remains there, it will never deteriorate. You may recall it anytime, though it may be slightly different than you remember.
by Daniel Fowler
Discovered by gnomish settlers over eleven hundred years ago this device has never ceased in its work. A constant growl and grinding noise can be heard as it shapes the stone under it. Every few years it moves further down revealing a passageway with rooms, stairs, and stone furnishings. This is the secret of the wealth of the Gnomes, allowing them to expand their city and harvest the earth's resources already refined and stacked in pre-made storage rooms. Some sought to understand and improve the machine but most would not risk losing such gifts. Now they worship it, bringing offerings of grease and pure water which seems to reduce the grinding noise and improve its performance. Only the most respected tinkerers are allowed to touch the controls. Mostly it seems to have no immediate effect but occasionally Gnozinu responds and reveals its latest work. Repeating the same adjustments never seems to work and often causes the machine to shake violently.
If you are allowed to fiddle with Gnozinu’s controls, roll + INT. On a 7-9 the shrine moves revealing a new passage and you choose one. On a 10+ chose another. On a 6- the machine begins to rattle, screech, or otherwise show its displeasure attracting the ire of all Gnome-kind.
* includes a store or rare gems and metals worth 3d10 x 10 gp.
* includes a workshop complete with tools.
* includes an armory with finely crafted mail and weaponry.
* does not include a trap or guardian.
Gnozinu’s Wayward Bit
Left behind after a great earthquake, this device is probably malfunctional. When applied to a stone surface it glows red hot and sinks. Seconds later jerks loose in a shower of broken stone. This process is very dangerous but can easily reduce a fortification to rubble or blast a jagged passage through the earth. Roll a d6 before each use, on a 1 the device works properly and disintegrates leaving a perfectly crafted apartment.
Gnozinu’s spawn (6 weight)
This device is completely dormant while in the domain of its parent but the gnomes will not let anyone carry it away without great cost or bloodshed. It will begin to dig If brought to a new location. Eventually it will unfold to its complete size and start producing passages and rooms shaped to the proportions of whoever activated it.
by Logan Howard
On windswept cliffs, travelers will often find holes drilled into the rock. Religious scholars might recognize the holes as a shrine to the ancient goddess Shuachi. A practitioner would have inserted wooden dowels into the holes and tied long strips of colorful cloth to them. Unable to resist playing with the lovely streamers, Shuachi, goddess of wind, laughter, forgetfulness and secrets would soon arrive.
When you tell Shuachi a painful memory, ask for the return of laughter and throw yourself from her cliff, Roll+WIS.
On a 12+, Shuachi catches you and returns you to the top of the cliff. You forget your painful memory and you gain 2 Wind.
On a 10+, Shuachi catches you and returns you to the top of the cliff. You forget your painful memory and you gain 1 Wind.
On a 7–9, Shuachi catches you and sets you down in a location of the GM’s choosing. You forget your painful memory. The wind will provide you with a secret when the time is right.
At any time, you may trade 1 wind for one of the following:
· Shuachi catches you when you would fall to your death
· Shuachi whispers a secret into your ear
· Shuachi sweeps something evil from a high place
· Shuachi takes a painful memory from a friend
· Shuachi lifts you higher when you jump
· Shuachi carries something from your hand to a friend no matter how far away
The Cloak of Shuachi
3 Armor, Worn, 0 Weight
The silver-gray Cloak of Shuachi will only work when worn by someone who is joyful. It shuns all other armor.
The cloak defends the wearer in a multitude of ways. It can billow out to catch incoming projectiles before they strike the body. It might push an opponent off balance or simply shift to create the illusion that the wearer is in a different position.
The cloak provides perfect balance, aids jumps and cushions falls.
Shuachi’s Pen is a sky-blue stylus used with any ink and paper.
When you write a message with Shuachi’s pen, the wind will pick up and lift the ink from the paper. The wind will blow in such a way that the message will form near the intended receiver. Perhaps the writing will appear in the rivulets of sand or leaves could scatter only to land in perfectly shaped sentences.