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Michael R. Underwood
Michael R. Underwood

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Fear Moves for the Witherwild Campaign Frame

Earlier this week, I saw a cool one-shot prompt page from Jack Panic aka DNGN CLUB, which you should check out for its own sake. You can pick it up along with two other short Daggerheart-compatible supplements here.

I mention it because one of the things it includes is a list of Improvised Fear Moves. I was delighted to see this in a reference doc, and was inspired to create something like that. I decided to focus mine on the Witherwild campaign frame to give myself a prompt rather than "Just write some Fear moves". You'll note that some of these refer to elements of the campaign frame that are non-canonical and come from my own expansions of the frame (specifically the Havenite Godbinders).

Fear Moves for the Witherwild Campaign Frame

1 Fear: The Fanewraith’s rebels launch a raid against Havenite occupation that targets this settlement/location.

1 Fear: 2d4 Havenite Soldiers, a Haven Burn Trooper, and a Haven Lt. arrive on the scene.

1 Fear: Reveal that an NPC has contracted the Serpent’s Sickness.

1 Fear: Rapid Witherwild mutation shifts the natural world, creating a barrier or impediment (Difficulty 15).

2 Fear: A creature spontaneously mutates due to the Witherwild, becoming larger and more frenzied. It gains +1 HP, +1 Stress, and Relentless (Relentless 2 if it did not have the Relentless Feature, +1 if it already had the Relentless feature).

2 Fear: Turn a creature with the Serpent’s Sickness into stone as the disease runs its course.

2 Fear When a PC takes damage, spend 2 Fear to give them a Wither token.

3 Fear: A Haven Godbinder arrives on the scene to purge the influence of the Faint Divinities.

3 Fear: A Faint Divinity manifests nearby, demanding major action from mortals (a sacrifice, routing Havenite occupiers, delivering a cryptic message, etc.)

3 Fear: At the end of the long rest, a PC with a Wither token gains an additional Wither token.

4 Fear: A creature undergoes a major mutation due to the Witherwild, becoming an entirely different creature with the Solo type.

4 Fear: Two creatures within Very Close distance of one another merge into a single creature due to the protean influence of the Witherwild. Combine their unmarked HP, Stress, and add +1 to the higher difficulty of the two. The combined creature has all the features of both adversaries.

6 Fear: A Faint Divinity is corrupted by the Witherwild, becoming an extreme version of themselves. Their warped power unbalances their area of influence to disastrous results (a divinity of rain sends the area into a torrential downpour, a divinity of harvest reaps living things en masse, etc.).

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This text is not official content of Darrington Press or Critical Role and does not represent the opinions or stances of anyone other than Mike themself. This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com. There are no previous modifications by others.

Fear Moves for the Witherwild Campaign Frame

Comments

Yep, looks like part of an edit didn't get completed. I've fixed that so the pre-parenthetical is now complete - "Their warped power unbalances their area of influence to disastrous results"

Michael R. Underwood

Are you missing a word at the end of 6? “into …. (“

Austin Lance


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