Woodfall Revised

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The document provides details about the village of Woodfall and various factions, groups, and locations in the surrounding swamp and darkwood areas that could be encountered by players.

The document describes the village of Woodfall as well as other locations like the Crooked Inn, Mask Shop, Potion Shop and more.

Groups described as inhabiting the swamp and darkwood areas include the Mutant Clan, Hermit Druid, Spiked Goblin Clan, Lonely Troll, Frogmen, Revolutionary Corpse Council, Bog Witches, Cult of the Stag, and more.

DARK FANTASY MINI SETTING

Contents
Hex Map & Random Encounters........1-2
Introduction....................................................3-4

Section 1 - Woodfall Village


Rumours......................5 Ravenry.............................21-22
Hooks.............................7 Necromancy........................23
About Woodfall......8 Healing Tent........................24
Village Map.........9-10 Thieves Guild.......................25
History..........................11 Spell Sharing Society.....26
Economy....................12 Potion Shop..................27-28
Legal System..........13 Hirelings.................................29
Organization...........14 The King's Spy....................30
Mask Shop..........15-16 Faeries................................31-32
Crooked Inn.......17-19 NPC Generator...........33-34
Fence & Forger.....20

Section 11 - The Swamp & the Darkwood


Relation Chart.....39-40
Monster Camp.....63-64
Mutant Clan...........41-42
Swamp People....65-66
Hermit Druid.......43-44
Encounters.............67-76
Goblin Clan...........45-48
Monster Hunting.......77
Lonely Troll............49-50
Treasure...................78-80
Frogmen...................51-52
DIY Magic................81-84
RCC..............................53-56
Flora............................85-86
Bog Witches..........57-58
Changes..........................87
COTS..........................59-60
Events...............................88
Soldier Camp.........61-62
Acronyms.......................89
Hexmap

1
Random

Woodfall Village Lonely Troll Cult of the Stag


pg 5 - 36 pg 49 - 50 pg 59 - 60

Mutant Clan Frogmen Soldier Camp


pg 41 - 42 pg 51 - 52 pg 61 - 62
Hermit Druid RCC Monster Camp
pg 43 - 44 pg 53 - 56 pg 63 - 64

Spiked Goblin Clan Bog Witches Swamp People


pg 45 - 48 pg 57 - 58 pg 65 - 66

Random

Territory Encounters

The spiked goblin clan, the


Cult of the Stag and the
Revolutionary Corpse Council
all have territory encounter
tables. You roll on these
tables when players are in
that group's key hex or any
adjacent hex.

2
Introduction
How to Use
This book is a mini setting for pen and paper role-playing games. It's
designed to be run either as a stand alone or plugged into your
campaign world. Hack the setting apart, alter it in any way or mine it
for ideas or content for your own game.

Fitting Woodfall Into Your Game


The residents of Woodfall exist in opposition to a kingdom and its
king. If you do not have a monarchy or kingdom in your campaign
world, you can substitute the kingdom for any other adversary, ruler
or tyrant. This is the most important world building assumption for
running this setting.

Play Style
This hexcrawl setting can be used with whatever play style you prefer.
But I suggest trying out an old school style of play, where the
following points are assumed to be true:

- Players will be setting their own goals rather than following a narrative that
has been planned out for them by the game master

- Players receive very little or no experience points from killing monsters,


instead receiving experience from treasure

- Monsters will not be balanced to player level, but the GM will communicate
to players a rough idea of how safe or dangerous different areas are through
NPCs

- Wherever it would add more interest, players and game master will interact
and describe game play to each other instead of rolling skill checks

- The game is dangerous; player death is very possible and healing is very
limited

- There is a focus on resource management; resources are being tracked by


the game master and players and there are consequences for running out.

- Players coming up with clever and creative solutions to problems is


encouraged and rewarded
3
4
Woodfall Town

SECTION 1
WOODFALL TOWN
Woodfall is a swamp belonging to a king where witches,
thieves and outlaws are squatting. They have built a town on
top of the swamp and have resisted several evictions. The town
is a hub for black market activity and magical folk.
Woodfall Town

5
6
7
About Woodfall
Deep in a dark wood is a village built on top of a swamp called
Woodfall. It is not a normal village, and is not inhabited by normal
people. It is built of rotting wooden walkways connecting earth
mounds that act as platforms for shacks, tents, and wobbly houses.

Its population is composed of witches, outlaws, misfits, heretics and


magical creatures. Hunted down throughout the lands, this dark
muddy patch of the kingdom is the last place left where these people
can exist in relative safety.

Rumours and tales of the village are whispered far throughout the
lands. Most say the village is a cesspit of criminals and evil demon
worshippers and that the village should be stamped out before it
grows in size. While some folk say that the witches there will heal the
sick if brought to them.

The king had the village evicted and burned to the ground some
years ago, but the village has since been rebuilt and re-occupied. Folk
throughout the kingdom speak of the king's plans for a second
eviction, one that will end the occupation once and for all.

Lighting
The swamp does not get much light, as it is situated in
a valley and the forest surrounding it casts a strange
dark shadow over the village. The people of the village
keep the walkways lit with magical candles and
lanterns and the moon seems to visit much more often
than the sun does here.
Food
The people of Woodfall cultivate giant mushrooms as a staple food
source since most crops will not grow in the dark, watery valley. Many
of the inhabitants keep chickens and rabbits for eggs and meat.
Hunting of swamp creatures is another food source as well as
foraging of edible plants from the dark forest. They also trade
with surrounding villages for crops.

8
Village
Map
Isometric double map spread
A Brief History of Woodfall Village After the wizard died, a long time
Long ago, a powerful wizard lived passed without anyone inhabiting
in Woodfall swamp. the swamp.

Fleeing persecution, a coven of Witches and other illegals from all


witches took up residence in the over the kingdom came to live in
old tower. this ungoverned swamp and a
small village emerged around the
tower.

The king had the swamp evicted, Encamped in the surrounding


burned the village to the ground woods, the dispossessed launched
and granted the swamp to a local a series of sabotage attacks and
lord, who built a small settlement drove the lord away. The swamp
there. was than re-occupied and a new
village was built.
Woodfall's
Economy

A lot of Woodfall's gold profits come through black market activity. But inside the town,
the law dictates that people can be artisans and operate individual businesses as long
as they own all their own tools and resources. People of Woodfall also operate co-
operative businesses, where everyone shares the tools, profits, and decision-making
process.

Everyone in the town is given their own 1/3 acre plot for cultivating mushrooms and
other plants. Some residents combine plots and farm them together. Others own their
plot privately and use it for rearing animals or other uses.

Tax is voluntary in Woodfall; residents opt in to give taxes towards services they want to
support. One of these services is a coin welfare system, which is funded in large part
from the thieves guild.

Property
People in Woodfall own individual property such as their personal possessions, their
plot, their business tools and building, and their houses. But the walkways, healing
supplies, infrastructure, woodlands and rare or large tools are communally owned. It is
law in Woodfall that individuals cannot expand their plots, and all are of equal size. It is
also law that an individual cannot own property that they are not using (except if in jail
or on holiday/travelling etc ). Anyone can build a house in the woods around Woodfall,
but permission is needed to build or move into a house on a mound island, from the
residents who live on the intended island.

12
Woodfall Legal System
The following by-laws have been collectively written up and agreed
upon by residents of Woodfall. A referendum on any law can be called
at any time. Laws are passed if sixty percent of residents agree, unless
more than three percent of the population casts special votes to
block the proposal. In this case, a new version of the law is proposed
until it is passed or dropped. Spontaneous juries deal with cases.

1. Stealing from people within Woodfall is illegal - offenders will be fined;


repeated offenders, banished.

2. If you are being a loud, annoying drunk at night, it is legal for residents to
cast silence charms on you.

3. It's illegal to expand your land plot.

4. It's illegal to own vacant property (unless travelling or in jail).

5. Witch burners will be burned at the stake.

6. Kingdom spies will be fed to swamp monsters.

7. It's illegal to be too wealthy - nobody can hold more than 8000 gold pieces
in personal savings and/or speculative assets.

8. All taxes are voluntary.

9. Each mound is semi autonomous and has power over who can build there,
live there, set up a business there, waste disposal and all decisions
concerning that mound.

11. All residents of Woodfall can own and carry however many weapons and
practice any kind of magic they want as long as it does not involve sacrifice of
intelligent creatures or in some other way involuntarily harms an intelligent
creature as a necessary part of its practice.
- Skin weavers (a school of magic) will be stripped of their powers
- Necromancy is legal as long as there is written consent prior to death, or the
necromancer is raising an animal
- Summoning creatures from other planes is illegal - go far away from the
village if you want to try that
- Charming people is illegal, punishable by compensation or banishment
depending on the severity of the manipulation.
- Love potions are illegal.
13
Organization Structure
Each house in Woodfall is independent and
makes its own decisions about things that
affect it through consensus or voting.

Each island group sends revolving


representatives to a general meeting every
week. The purpose of the general meetings is
to facilitate large decisions, but the
representatives have no power and all
decision making power lies with the island
groups.

Each group of houses on an island make


decisions about anything affecting that island.

Voluntary Associations Woodfall Artisans Guild (WAG)


This is a revolving group of artisan
Woodfall Scouts Association (WSA) residents who offer small grants to help
Is a group of residents that act as folks buy tools and equipment needed to
watchdogs for eviction threats, monster start new businesses.
movements in the swamp and Healers Association (HA)
woodlands, and other dangers. They are Is a group of resident healers. They
equipped with non-lethal wands made operate out of the healing tent. The HA
by the spell sharing society. has limited resources and does not
prioritize healing adventurers.
Woodfall Welfare group (WWG)
This is a revolving group of residents who Crisis Action Team (CAT)
manage and redistribute donated cash, Is a group of female residents (mostly
resources and food to the needy. Any witches) who run a large house of
player who decides to become a Woodfall hospitality that women escaping abuse
resident is entitled to WWG welfare, or arranged marriages in the surrounding
which, combined with farming their plot, country can come and permanently live
would barely cover their living expenses. in. CAT sometimes plans covert transport
Abusing the W.W.G is punishable by operations for people fleeing particularly
fines. dangerous situations. They also offer
witch training to the residents of the
house of hospitality.

14
Magic mask shop

The Magic Mask Shop


Description
Inside
Outside It's cramped inside and as cold
A tiny wooden shack with a as outside. There is a desk inside-
moon painted on the door, a mysterious masked figure sits
above which the words “Mask behind it. On the wooden wall
Shop” are scrawled in black behind him ontop rickety shelves
paint. various masks are displayed.

Mystery Dungeon Mask


When you put this mask on, a
stairway leading down to a
Rebound Mask
dungeon appears wherever you
This mask can absorb a spell cast on its
are. When you enter the dungeon
wearer, and then when the wearer
the entrance closes over. To leave
wants, can release the same spell on
you must find an exit, but there is
any target. It can only hold one spell at
no telling where it will let you out.
a time.
The dungeon changes and is
Spirit Mask totally different on every visit.
This mask reveals the spirit world to its
user, lighting up magic, revealing Mask of the Dead
secrets and colouring lies. However, This mask turns your blood cold
demons from the other side are and your skin grey when worn.
attracted to the wearer, making the Undead recognize you as undead.
mask extremely dangerous to use. Humans still have a 40% chance
of recognizing you.

Mask of Disguise Coward's Luck


If you obtain a drop of a person's blood This mask makes creatures who
and pour it on this mask while wearing are trying to harm you comically
it, you will look like that person while unfortunate, especially if being
wearing the mask for 3 hours. chased. However, every time it is
used, it decreases that character's
Stretch Mask luck permanently.
This mask allows you to make any parts
Foresight Mask
of your body really stretchy, up to 10ft.
When you make artwork while
The magic is faulty and there is a 10% wearing this mask, it gives you
chance of paralysis with every stretch insight into the future (for
example the next random
encounter players will have). It can
Mask of Hunger only be used 5 times total.
This mask imparts a powerful bite
attack and sense of smell on its wearer, Nightmare Mask
as well as an uncontrollable hunger
that increases the longer you wear it. Allows you to fight creatures of
The mask cannot be removed before darkness in your dreams and
its hunger is satiated. harvest nightmare gems from
them, then bring them back into
Mask of Secrets the normal realm. Creatures of
If you wear this mask and live for a day darkness are dangerous and if you
in someone's house whose name you die in the dream, you die in real
know, it will reveal that person's life. Nightmare gems are a
deepest secret to you. powerful magical material used to
increase the power of wands.
16
Tavern

Walking along a rickety, half-rotten, wooden walkway, you see


a large building ahead of you. It's a towering, higgledy
piggledy mess of timber scraps that looks like it's about to fall
over. There are many windows of various sizes and shapes
dotted all over its structure. Two chimneys and four flues all
stream trails of smoke into the dark sky. Raised voices
emanate from inside and a group of people are sitting out on
one side of the gable roof. On the other side a solitary flag
waves in the wind bearing the symbol of a witch's hat.
17
Organization Structure
The Crooked Inn is run by volunteers. The volunteers get free meals,
and a few can have bedding if they are only volunteering for a couple
of months. All the profits from the Crooked Inn go towards:
- The Woodfall Welfare System
- The Artisans Guild
- The WSA
- Funds for the FLF
- The Healing Tent
- CAT

Rooms
The rooms have uneven floors and walls, and are all very small. The
cheapest “rooms” are random nooks with pillows stuffed into them
for sleeping, and the most luxurious room is one that an elf could
stand in and is just a bit bigger than a bed (which is known as “the
big room"). The Crooked Inn is very noisy and it is hard to get good
sleep in it, so if you use sleep healing rules in your game make sure to
decrease the healing rate here.

18
Crooked Inn Regulars
Terry the Troublemaker
Wants: New, interesting things to happen Fears: Boredom
Plot Hooks: Revolve around stirring things up in the town and pulling
elaborate pranks on the soldiers camped nearby, and complex, big bets.

Hawa the Necromancer


Wants: Is in love with a vampire named Richardo who lives in town.
Fears: Rejection Plot Hooks: Helping him win over Richardo
Action: He is blind and his skeletons help him find his way around and
obsess over him, bring his drinks to him and carry him home.

Hayat the Revenant (Intelligent undead construct)


Wants: To solve world hunger through studying magical mycology and
creating new super strains of edible plants. Fears: Woodfall will be evicted
and intelligent undead will be hunted down by clerics and paladins.
Plot Hooks: Revolve around going into the Darkwood and finding magical
plant samples and returning them to her. Rewards include magical
potions and cash. Action: Sits alone in a corner.

19
Fence
The residents of Woodfall collectively
run a trading house that buys stolen
goods and then sells them on for
profit. The profits generated are put
back into funding welfare, causes, and associations in the village.
The building is staffed entirely by skeletons who are controlled
by the necromancers of Woodfall. This protects the residents
from raids and arrests. The skeletons cannot speak, but
negotiate prices by writing numbers down on paper. It is a rule
that any stolen goods brought to the house must have not been
stolen from the peasants or artisans. If it is discovered that a
stolen good was from one of these groups, the house will try
their best to compensate the peasant or artisan, and will ban
the seller from using the house. Twelve skeletons
staff the house and guard the cash at all times.
The house will buy stolen goods at 40% value.

Forger
In the topmost room of the tower, a shadowy group operates
one of the best forgery services in all the land. The group is
normally backlogged with jobs, and places special priority on
requests from CAT and the FLF. The forger group can fabricate
any document that they have an example of with great
accuracy. The group operates from behind a heavy black curtain
on the top tower floor, and any requests to them must be
spoken from behind the curtain. There is a cabinet with doors
on both sides, where characters will be asked to place the
example of the document they want forged. Once the doors are
closed on the character's side of the curtain, the other doors will
be opened on the forger's side and they will take the example,
inspect it and tell the players if and when the job can be
done. Forgeries are expensive. The forgery group is
actually one woman who uses many voices to give
the impression of a group. Her name is Mary
Carleton, a woman the king wants for treason.
20
The Ravenry

The king had a house built on the swamp once the heretics and
outlaws were evicted. The lord of the house and his soldiers
finally fled after a year of terrifying magical pranks, strategic
hauntings and a relentless campaign to sabotage the house's
facilities and food supply. Once the outlaws re-inhabited the
swamp, they repurposed the lord's house as a ravenry. The
ravens deliver messages all over the kingdom, sowing seeds of
dissent.
21
Using the Ravenry
The Ravenry is run by a group of volunteers. They use donations to
pay for bird feed and clean the building out. Any character can use
the ravenry to send messages for up to 300 miles. There is a
suggested donation of 3 silver per message. There is a 4% chance the
raven will be intercepted and the message will end up with someone
else. Messages take 1 day per 100 miles.

Example Messages:

A villain that was foiled in the past by the players sends a message to them,
claiming he has one of their family members hostage in a dungeon, and that
they can be set free if the players make it to the final room of the dungeon
alive.

A well-known noble sends a message claiming that he has captured several


members of the thieves guild when they attempted to steal his property, and
that he will release them if the residents of Woodfall hand over the leader of
the thieves guild.

A group of druids write that they have observed plants failing in the
surrounding countryside, and that the source seems to be coming from
Woodfall. They wish to investigate the swamp, but need a group of
adventurers to protect them.

A letter, signed by many local farmers, explains that strange monsters are
emerging from the woods and pleads that this is investigated, as they fear for
their safety.

A nearby town has had a series of murders occur; a werewolf is suspected.


The kingdom has not sent anyone to investigate despite several requests
being sent. The village is willing to pay monster hunters to take up the
investigation.

A peasant revolt has broken out against a lord. The lord is calling in the local
knights to stamp it out. The peasants are requesting that the Woodfall
residents split into cells and stop the knights from reaching them by blocking
them off on several key roads.

22
Necromancy In Woodfall
Necromancy is legal in Woodfall as long as there was clear expressed
permission from the person who is to be raised before they died.
Because of this, Woodfall has been called "skeleton village" by some
in the kingdom. There are a small number of intelligent undead
residents of Woodfall because this is the only settlement they can
come to where they can live amongst others and not be killed on
sight. Many residents of Woodfall write letters of permission for
necromancers to raise their skeletons after some time. They believe it
is useful for the village because skeletons can perform menial labour
and contribute much without consuming resources.

Necromancers Guild
The necromancers guild is a group that meets monthly in Pale Paul's
house. Currently, there are 13 members including 11 necromancers of
various races, an intelligent skeleton named Kamiko and a vampire
called Sorrow (who only drinks blood donated to him). The guild used
to be much bigger, but there was a schism a few years ago and
several members left. These members secretly went on to form the
Revolutionary Corpse Council (pg 53), but the members of the
necromancers guild are not aware of this development.

Joining
If a player joins the necromancers guild, they have to help pay dues
which are pretty cheap. Once per level, they can get granted one
body to raise as a skeleton.

-At third level they get a necrotic wood staff that contains 20 uses of
an appropriate spell

-At 5th level they get an additional spell

-Members are restricted from raising neutral or good intelligent


creatures without consent or they will loose all guild privileges
immediately

-Members must also commit to helping defend the town if under


eviction or take the town back, if evicted.

23
Healing tent

In many small
villages with only a single
healer who has limited skill, it is not
possible to be healed of uncommon sicknesses. Furthermore, many
poor villagers and country folk cannot afford to pay healers without
going into debt. For these reasons, folk travel from far and wide to
Woodfall to seek free healing. The healers of Woodfall came together
in the early days and set up the healing association to pool resources.
The HA operates out of the healing tent, and is funded by donations
from individuals, the Crooked Inn and the thieves guild. The healers
inside are always busy and backlogged, as the stream of people who
come for healing is endless. Adventurers are not given priority, and
have very limited resources available to them.

24
Thieves Guild
Any character is welcome to join the thieves
guild, as long as they agree to the following:
Funds from the Guild
Thieves keep 40% of the plunder
10% goes back into the guild
10% goes to the healing tent Guild Provides Each Member
10% goes to welfare 1. Two lockpicks a week
10% goes to the FLF 2. A crowbar, grappling hook and
10% is distributed to poor folk in two sleep potions upon joining.
surrounding townlands 3. Access to disguise materials
10% goes to CAT and outfits (must be washed and
(the thief still gets all the returned, if lost the thief must pay
experience points from the full for replacements)
treasure amount before it is 4. Tip-offs for jobs
distributed)
Members of the Guild Agree
Structure 1. To only steal from nobility, lords,
The thieves guild is staffed by certain super wealthy merchants,
three thieves who act as treasure and chaotic monsters.
keepers, deal with internal issues, 2. To never kill when thieving
and facilitate new members 3. To never own more than 8,000
joining. These three staff are GP worth of personal treasure
swapped out for different and/or assets (The value of your
members every month based on thieving equipment does not
random dice rolls. count towards that total)

25
The spell sharing society is a group of magical folk who meet on
Mondays in the ground floor of the tower. It was founded to act as a
club and union of spell casters. Members share spells, potion recipes
and magical crafting skills.

Joining
Players who join gain access to a communal spellbook that they can copy
spells from and add spells to, as well as workshops on recipes for magical
potions, scrolls, wands and orbs (see page 81). The workshops are infrequent
and characters only receive the recipes for the items if they attend. The magic
users in the society use complex secret handshakes and detection spells to
make sure members are who they seem to be and not kingdom spies using
magical disguises to sit in on their meetings. Members usually have a
common obsession with trying to track down legendary or lost powerful
magical items and share clues they have uncovered.
26
The Potion Shop

The largest tree in the village is hollow. Inside, one of the oldest
witches in Woodfall runs a potion shop. Many bottles filled with
various coloured liquids hang from ropes and roots. A large cauldron
bubbles away, its steam trailing out a hole in the tree.

The owner, Maria, is an elderly witch who speaks to anyone who will
listen about magic, potions and the history of witches and Woodfall.

Selling Plant and Monster Components to Maria


Maria will buy all plant components and any monster components
used for potion making for a fair price. (A list of these can be found on
page 82)

Buying Potions
The amount in stock refers to how many potions could be available
for purchase to the players per week. Maria can make a higher
number of stock if a deposit is paid and materials are donated.

27
Green Acid Vial Juniper Potion
A medium strength acid, Confers a +30% success
that can melt through rate to stealth for 2D6
most materials rounds
Price : High Price : Medium
Amount in Stock : 1 Amount in Stock : 2

Potion of Invisibility Fast-Sealing Potion


Invisibility for 1D4 rounds Seals holes up to 1 square
Price : High foot in size instantly.
Amount in Stock : 1 Price : Low
Amount in Stock : 3

Lungwort Potion
Hex Dissolver
Water breathing for 30
Eliminates all magical
minutes.
effects besides curses.
Price : Medium
Price : Medium
Amount in Stock : 2
Amount in Stock : 2

Poison
Bluebell Potion
Fatal to most humanoids.
Stabilizes the dying in a
Takes 6 hours to kill.
coma state for 3D10 hours.
Price : High
Price : High
Amount in Stock : 1
Amount in Stock : 1

Feast Potion
Mana Potion
Sustains your hunger for 4
Restores one spell slot
days. Tastes delicious.
Price : Low
Price : Low
Amount in Stock : 3
Amount in Stock : 3
Experimental Potion Subscription
Maria does not test her potions on animals or monsters. She instead
runs a programme made to incentivize volunteers to test her new
potions. Characters opting in will recieve one non-lethal potion per
week that will have a random magical effect. Half of the potions will
have positive effects and half will have negative effects. Characters will
also receive one free, low or medium priced potion per week as
incentive.
28
Hirelings
Alise the Witch
Alise's sister paid for her to be cured by a healer
back in their town. This bankrupted her sister, and
she was put in a debtor's prison. Alise needs to
send funds to her sister every month to keep her
alive. She wants to break her out, but does not
have the resources, and so wants to earn them as a
hireling.

Blair the Crook (Thief)


Blair is interested in adventuring for one reason
only; she wants to find what she calls "the mother-
load." She believes if she finds a pile of cash big
enough, it could be used to turn the tide on
Woodfall's future and help prevent eviction by
hiring mercenaries, bribing officials and improving
Woodfall's infrastructure.

Alexander the Necromancer


His skull staff allows him to control two skeleton
warriors. However, he is very careful with what he
commands them to do, because it is hard to find
consenting corpses to turn into minions. Alexander
works for the healing tent, and adventures to find
materials and treasure for healing folk with
unusual illnesses.

Marusya Black (Fighter)


Marusya is interested in adventuring to procure
treasure to fund insurrectionary cells of Woodfall
residents. She also wants to build up a collection of
magical weapons with which to equip these cells.
She hates the crown and wants to topple the
power of all those who lord over others.

29
The king has sent a special agent into Woodfall at the request of the captain
of the guard who is stationed at the camp in the hills outside Woodfall village.
The spy is known as Vincent but his real name is Qoèlet. He is a respected
necromancer that moved into the town after the last eviction.
A necromancer would be less likely to be suspected as an informant for the
king since the king executes all who practice this school of magic. He is a
member of the necromancers guild and appears to be against the crown like
all other residents of Woodfall. Nobody suspects him. The spy's instructions
are to:
1. Identify the most effective tactics to ensure Woodfall is not re-occupied
after the next eviction
2. Encourage internal conflict and division in the village
3. Offer bribes to potential heretic dissenters to spy for the king
4. Sabotage key infrastructure and operations to lower the villagers' morale
and weaken their defences to prepare for eviction.
5. Work to create increased conflict between the monster groups of the
swamp and villagers.

To communicate his Intel to the captain of the guard, he writes detailed


reports and leaves them in the woods at night inside a hollow stump. Each
letter is signed "Q". He also receives letters giving him his orders from the
captain in the same stump.

The spy will be ordered to poison the wells in Woodfall, infect the mushroom
cultivation with blight, set fire to the FLF tree, frame prominent persons and
infiltrate the RCC to convince them that Woodfall residents are planning to
attack their headquarters. As a necromancer, he will use his skeletons as
proxies to carry out sabotage actions to avoid detection.

30
Faeries of Woodfall

Faeries are imprisoned as slaves and traded all over the kingdom.
Among nobles, faeries are collected, as they are believed to render
luck on the family's house, bringing power and fortune. Wizards also
use faeries as live subjects for their magical experiments. Faerie-
eaters are a group of monsters who absorb magical powers when
they consume faeries. They often make contact with human societies
and threaten to inflict harm if they are not provided with a stock of
faeries. Most of the magical trees that faeries used as villages and to
remain hidden from big folk have been snuffed out by faerie
catchers. One of the only safe places left for faeries to exist is
Woodfall, where according to Woodfall law, they are treated as
equals. Woodfall is also the only remaining faerie safe place where
faeries live around big folk. The faeries who decide to live there often
do so to join the operations of the Woodfall Faerie Liberation Front,
which is based there and is the most successful branch.

The FLF
The Faerie Liberation Front is a resistance movement among faeries
which fights against the enslavement and exploitation of faeries. In
Woodfall, the FLF's base of operations is in the second biggest tree.
Existing characters can get involved in the FLF's operations, or players
could make faerie characters and play a whole campaign around
these themes and struggles.
31
Donations to the FLF
Donations go towards buying faeries through the market and then
freeing them. Every 250 gold pieces donated frees another faerie.
Funds also go towards launching clandestine operations to futher the
cause.

Secrecy in the FLF


The FLF always uses anti-scrying orbs when conducting meetings,
and missions are only discussed in covert, decentralized cells. The FLF
has no leadership and faeries involved frequently change their
names, use disguises and move around. The FLF also uses magical
ink if they need to write any plans down, which only reveals itself with
a password. These notes are tiny and are hidden in cracks and
crevices that big folk cannot reach.

Oppression of the FLF


The king has decreed that it is illegal for faeries to exist without
human masters. The king fears the FLF's operations will embolden
other magical creatures to dissent. He has created a special wizard
unit whose sole task is to track down FLF cells and eliminate them.
This unit makes use of faeries they have raised and indoctrinated
using magic to act as spies against their own kin. Faerie catchers have
also been offered grants and special privileges by the king. The king
has successfully put forth a narrative that captive faeries are well
cared for and dissenting faeries are a marginal minority that do not
represent the wishes of the vast population of faeries.
32
NPC Generator

33
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Write the name of NPCs you have made or generated in
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36
The Swamp and the Darkwood

SECTION II
THE SWAMP and the DARKWOOD
The swamp beyond the town is a muddy, mischievous and misty
place. It is inhabited by creatures who are even less welcome in the
kingdom than the residents of Woodfall. The woods surrounding the
swamp are dangerous, dark and deep. People speak of ancient
artefacts that lie in wait here for the ambitious and adventuresome.

37
Swamp Factions
Swamp Factions

CotS Mutant Clan Goblin Clan Druid Hermit Bog Witches Swamp People

CotS

Mutant Clan

Goblin Clan

Druid Hermit

Bog Witches

Swamp People

Frogmen

Woodfall Residents

Monster Camp

RCC

Lonely Troll

Soldier Camp

39
Relationship Chart

Frogmen Monster Camp RCC Lonely Troll Soldier Camp


Woodfall Residents

Cult of
the Stag
Mutant
Clan

Goblins
Clan

Hermit
Druid

Bog
Witches

Swamp
People

Frogmen

Woodfall
Residents

Monster
Camp

RCC

Lonely
Troll

Soldier
Camp
40
Hex Mutant Clan
Locations
About the Mutant Clan
Hidden in a grotto of mutant trees lives a group of strange monsters.
They were once normal creatures but have become infected with a
contagious and mysterious sickness that transforms them into
monstrosities.

They gather in a grotto to protect one another and isolate themselves


so their sickness does not spread. They will try to scare away anyone
who comes near the grotto.

A Cure
The clan will not attack anyone unless there is no other option. If a
player takes interest in their plight, they will tell them that they know
how to create a cure, but they cannot go and get the necessary
ingredients without spreading the sickness further. They will give
their secret treasure to whoever brings the ingredients back to them,
which are:

1. A weeper's tears
2. Orb spider venom
3. Puca hair
4. Stone tree bark
5. Soul flower
6. Magical glass leaf

The treasure the mutant clan has is Wave Sweeper which is detailed
on page 79.

Becoming Infected
Characters have a 20% chance of catching the mutation sickness
every time they enter the grotto. Mutations grow for 5 days, at which
time the character becomes contagious and they will be mistaken for
a monster by NPCs.
42
Dermot the
Hermit Druid Dermot the Hermit Druid

Hex Location

In the woods close to Woodfall, there lives a hermit who has made his home
in a giant log. He spends his time listening to the trees and speaking with
the animals, chopping fallen wood for his fire and gathering berries to make
his wines. The animals respect him and stay out of his garden and the
beasts of the wood fear him and do not enter his patch.

Dermot is keeping a close eye on the Cult of the Stag, and suspects they plan
to make an attack on Woodfall Village soon. He plays a song on his magical
flute every night to prevent the buggane (pg 72) from being able to leave the
woods. The Cult of the Stag and buggane are aware that this problem is
happening, but don't know what or who is causing it.

He has also noticed lately that the water of the swamp has been causing
mutation, but does not suspect the Cult of the Stag because they would not
destroy the environment and wildlife.
43
The First Time Players Visit the Druid
He will heal them of any wounds they have, feed them and share his
mead. The druid is very friendly, and will give the players a useful
piece of information about one hex location of their choice.

Second Time the Players Visit the Druid


He tells the players of his suspicions about the Cult of the Stag, as well
as the mutated waters of the swamp and about how he is keeping
the buggane monsters at bay. He will give them a gift of 5 healing
berries (see pg 85).

The Third Time the Players Visit the Druid


He is gone and his log home has been burnt down. If players
investigate they will find that the Cult of the Stag has taken him
captive. If they free him, the cult will be out to kill the players.

Sick Tree
The druid is friends with a very old and important tree. In the past,
the tree allowed a family of faeries to live in it. The faeries have since
moved to another home. A malicious group of parasites have taken
up residence. The druid wants
characters to come to the tree with him.
If they agree, he will shrink them, so they
can go inside and drive the parasites out.

The parasites apear as mushroom humanoids.


They spend most of their time eating the
heartwood of the tree. They speak with deep gravelly
voices. They encourage the players to join them in
their feast.

If characters convince the parasites to leave or kill all


the parasites, than the druid will give them a strange
egg. He found the egg abandoned, and does not
know what creature is inside.
The egg needs special
unknown conditions to hatch.
Spiked Goblin Clan
Goblin Spike Clan
The spiked goblin clan is a doomsday cult who worships and
receives orders from a mysterious orb. They believe the end of
the world is coming soon, and that they are tasked by the orb
with ensuring the safe passage of the souls of all intelligent
creatures to the afterlife.

The orb has instructed them that there are only two ways of
achieving this. The first is to kill creatures and impale their heads
on spikes.

The second is to create a magical blight that will be spread


through spores and wipe out most edible crops in the world and
bring about mass starvation.

The Orb
The orb descended one day from the heavens and issued its
instructions to the goblin clan. Unknown to the goblins, the orb
was actually sent from a group of evil outsiders living in a crater
of the moon. They use the orb for scrying and communicating
their evil designs for the magical spore device to the goblins.

46
Types of Goblins
Spikers
These goblins cover themselves in spikes
and throw themselves at their enemies.
This is the most popular role in the clan and
they are the most common in the swamp.

Drummers
These goblins' incessant drumming
works the other goblins into a frenzy. It
is believed among the clan that fast
drumming and screaming helps to
speed up the end of the world.

Brewers
These goblins run around supplying a
dangerous alcoholic drink that is infused
with a speed potion to their fellow goblins
on the battlefield.

Scrappers
These goblins cover themselves in scrap
metal from head to toe, making them very
difficult to hit. They cannot travel through the
swamp because of the weight of their scraps,
and instead guard the fortress.

Orb Cultists
These goblins have been specially chosen by the orb to
work on the doomsday spore device and have become
exposed to its dangerous magical energy. They now emit a
blue glow and can shoot beams of unstable energy from
their eyes. The beams cause random mutations to occur.
47
Fortress

Cave System

Watch Tower

Guard
Duty
Fighting
Table
Ring
Drinking &
Drumming Doomsday
Room Spore Device

Toilet /
Mushroom Mysterious
The Orb
Cultivation Hole 48
The Lonely Troll

The Lonely Troll

Hex Location

On one of the swamp islands there lives a troll. The troll lives in a cave
and tends to a small garden. They live alone, and have not been able
to make friends with any of the other monsters or creatures in the
swamp. Others tend to scream and run when they see them and this
has encouraged the troll to become defensive and develop crippling
social anxiety.

The troll (who's name is Inge for anyone who gets to know them)
always expects the worst when approached and will try to intimidate
people into leaving. Their common speech is not very good - the only
practice they get is with a hill giant they sometimes visit named
Magnar (who is obsessed with gardening and that's all they ever talk
about together). Inge lives in a cave and survives from cultivating
slime monsters, growing root crops and hunting giant leeches.
49
Inge's Home

Inge lives inside a vast cave system. If characters befriend Inge, then
they will allow them to explore the cave system since they only use
the first couple of caverns for their home. The immense cave system
contains scores of empty passageways and caverns. Once in a while a
skeleton can be found. The skeletons always have horns and have
always met their end in a gruesome fashion. Deeper down, the
tunnels are illuminated by fluorescent mushrooms. Characters must
bring several days' rations and camp for several nights to reach the
bottom levels. Many mechanical traps lie in wait, but are only
triggered when characters are walking back to the surface. If 'speak
with dead' is used on one of the horned skeletons, it will tell them
that it was trying to escape the prison below, but triggered one of the
traps. The bottom lair is a prison dungeon for criminal creatures from
different planes. Opening the entrance door will release them to the
swamp.

50
Frogmen

Frogmen
The frogmen are a race of slimy aquatic
humanoids who live in a watery cave
system in the swamp. The frogmen believe
that they come from a distant planet, and
that they crash landed here in a magical
Hex Location vessel many years ago. They want to return
to their home and so are rebuilding the
vessel. Frogmen society is structured such
that they have a king, but everyone under the king is equal. They do
not reproduce; instead they capture other races and using powerful
magic, transform them into frogmen. They believe that this is every
person's true form, which they have forgotten. Frogmen are very
reluctant to engage in combat, as they believe that if they die on this
planet, they will never be able to return to their home planet.

The Frogmen Cave


Characters will hear rumours about people going missing in this hex
location from Woodfall residents, swamp folk or goblins. There are
also rumours that the frogmen own powerful magic items. Nobody
has gone to the cave systems and come back. The reason for this is
that the frogmen will capture anyone who comes into their cave and
turn them into frogmen. The cave systems have a number of magical
defences:

1. Any armour players are wearing when they enter the dungeon will
become extremely hot. Characters will take damage for every turn
they do not remove their armour. However, when removed, their
armour will become animated and run deep into the caves to alert
the frogmen of your presence.

2. All weapons made from metals will turn to slime upon entering the
dungeon. They must be scooped up in a container and brought back
outside to be returned to their original form.

3. Any magic effects cast in the cave system will immediately cause a
loud alarm to emanate out of the mouth of the caster.

51
The Mirror of Manannán is stored here - see
page 80

Magical Vessel Construction


A strange metal egg with many giant, slimy veins lies
cracked in this room. Many scraps of metal, orbs and
rocks with strange runes on them lie scattered
around the room.

Throne Room
This large cavern is covered
in carpets plastered with
slime to every surface, even
Slime Cultivation the roof. A huge throne carved out
Chamber of stone sits against one of the
Here the frogmen carpeted walls.
grow various
coloured slimes,
which is the only
food they need to
survive. The whole
room is covered in
slime.

Transformation
Chamber

Altar

Recreational Room
The frogmen play jumping
games, fly catching games
and slimeball in here.

Sleeping
Chamber

52
Revolutionary Corpse Council

Revolutionary Corpse Council

Hex Location

3 years ago there was a schism in the necromancers guild of Woodfall. Half of
the members were exiled because their practices and beliefs were grossly
unpopular. They formed a cult called the Revolutionary Corpse Council (RCC),
evicted a local dungeon of its monster inhabitants and started transforming
it into their headquarters.

The goal of the cult includes raising a huge army of the undead so they can
kill the ruling class of the kingdom so the working class can be free of their
oppression. The RCC is a vanguard group that believes they need to steer the
ship of society while it is undergoing this transition and will ultimately step
down from power when all are free and society is stable. The RCC believes
that any work people do not wish to do should be done by undead labourers
for free, and that undead labour will end all poverty. Currently the cult is
looking for ways to expand and gain control over more undead.

Unlike the necromancers guild of Woodfall, the RCC will raise any dead they
find without permission and consider all undead, no matter their intelligence,
to be their slaves.
53
Organization

Brother Number 1 Rotsky Steel Gremlin Throneman Vlad

There are 5 leaders of the RCC who make up its inner circle. Each one
secretly wants to be the supreme leader.

Brother Number 1 (controls 1 skeleton sergeant and 10 undead)


Rotsky (controls 1 skeleton sergeant and 10 undead)
Steel Gremlin (controls 1 skeleton sergeant and 10 undead)
Throneman (controls the Tombstone golem with his magical staff)
Vlad (controls 1 skeleton sergeant and 10 undead)
There are 14 acolytes who make up the outer circle.
Each of these acolytes controls 3 skeletons.
There are currently 6 recruits in training to become acolytes.

Leaders
Skeleton Sergeants Tombstone Golem

Skeletons
Acolytes (each with three skeletons)

You can use these shapes to keep track of the RCC forces and mark
off casualties
54
Operations

Current Goal
There is a powerful magical pendant that the Cult of the Stag has that will
allow the necromancers to raise a dead swamp eyedra (see pg 70). The two
best RCC acolytes have been sent to spy on the the cult and retrieve the
pendant.

Joining
If player characters wish to join the RCC, they will be given a magical tattoo
of the sickle and skull symbol, which cannot be removed . They must give up
all their possessions to the RCC and commit to necromancy training. After 6
months they gain the ability to control three skeletons. All future levels the
character takes must be in a necromancer class.

They will have virtually no contact with the inner circle, but will receive orders
from them to carry out missions. Food and lodgings in the dungeon will be
provided for them.
55
RCC Dungeon
X = magical rune traps
When characters step on these runes, ghostly animated chains will
grapple them and an alarm will sound.
Inner Circle Sleeping Chambers
and Meeting Chamber

Explosives
Workshop Necrotic
Staff
Workshop

Undead
Assassin
Creation Rally Chamber
X
Chamber

Food
Cultivation
Kitchen

X
Storage
Recruits
Sleeping

Acolyte
Sleeping
X Chamber

Acolyte
Training 56
Bog Witches

Bog Witches

ABOUT BOG WITCHES

Hex Location

Deep in the swamp lives a coven of three witches who dwell in an old
rotting mansion. They are practitioners of skin weaving; a school of
magic outlawed even among witches. Skin weaving involves
prolonging one's life by harvesting skin from other living creatures
and magically grafting it to oneself. The witches three haunt their
own mansion, forever plotting intricate traps to lure new victims into
their clutches. They obsess over their wardrobes of skins, each jealous
of the others'. Deeply terrified of death, they work together to
minimize all risk in their lives and all contact with other creatures.
The territory around the bog witches' mansion is filled with an
oppressive silence and is totally devoid of wildlife. Filled with
paranoia about other groups in the swamp, the bog witches go out
of their way to keep a good relationship with the gossip earfish of
the swamp to keep up with all the latest news.

57
The Attic
Full of the witches'
prized wardrobes full
of skins.

The Dining
Room
Plates of
half-eaten
frogmen

Talking
Paintings

Treasure
Under Stairs

Creaky
Library Stairs

Basement
Filled with bones

58
Cult of the Stag

Cult of the Stag

Hex Location

Deep in the Darkwood, where no path leads, a group of druids live.


Their magic maintains a thick mist here and the trees grow close
and knotted together. They grow stange plants that spring to life
and scuttle away into the woods. They gather together for rituals
where they sacrifice lost souls they found wandering in the woods.
They feed blood to the trees and whisper old names to wake those
who have been slumbering.

About
The Cult of the Stag is a group of seven druids who worship a forest
god who appears in the form of a stag. The stag wants to spread the
wilderness back across the lands and destroy civilization. The last clan
of dryads in Woodfall have made an alliance with the cult and are
working together to expand the Darkwood. The cult's activities have
also attracted the attention of the faerie queen of the unseelie court.
She has bestowed a powerful amulet to the cult, which enables them
to control twenty of the queen's buggane warriors. The cult is
growing many bas pods (see pg 71) and releasing them into the
forest. Some unknown magic is preventing their buggane warriors
from leaving the forests (see Hermit Druid pg 43).
The druids are totally self-sufficient and the
only structure they use is a giant, hollow,
rotting tree for shelter. They keep no Buggane
treasure and wear only ragged robes. Amulet

59
The Unseelie Queen
The ruler of a dark magical
woodland realm. She has grand
ambitions to expand her kingdom
into the mortal realm through
Woodfall forest.

The Stag God


An evil spirit of the wood who can
only take physical form by
possessing stags. He has secret
plans to overthrow the unseelie
queen and take over her realm. He
is incapable of passing abilities
onto his followers, because he is not
powerful enough. When the forest
expands, his power and influence
will grow.

60
Soldier Camp

Soldier Camp

Hex Location

After the re-occupation of Woodfall, the king ordered the creation of


a soldier encampment right beside the village. The camp is tasked
with monitoring the village and preparing tactical plans for the next
eviction. A manned checkpoint was set up to catch known convicts
coming to hide in the village, as well as catch young noblewomen
who are being "kidnapped" by the witches and brought into the
village. The soldiers are building up names and descriptions of every
resident of Woodfall, as well as reports on all the offences they are
guilty of. The soldiers are also to gauge any support that exists in the
surrounding countryside and towns. They discovered there is a large
amount of support, largely due to the healers and benefits to the
local economy. This information has made the king hesitant to
march soldiers in and massacre the heretics. Instead, he is offering
grants for residents of the local towns to come to the capital to train
as healers. Soldiers are going door to door, offering cash incentives to
the peasants of the countryside to win over a majority for the king.

The Checkpoint
All characters passing through the checkpoint will be searched and
asked what their reason for visiting Woodfall is. If they are carrying
any magical item it will be "confiscated." If they are carrying dissident
flyers or books or are a wanted convict they will be arrested in the
soldier camp and sent back to the capitol for trial. If suspicion is
raised, the soldiers will take them for questioning. Soldiers will nearly
always appear reasonable and friendly to extract as much information
as possible.
61
Captain Blake to bursts of anger. Endlessly
frustrated with the king's slow
movements with Woodfall,
Captain Blake often takes matters
into his own hands, and develops
new laws and directives to punish
the residents of Woodfall.

He has been the "victim" of a


series of pranks that have caused
The king has appointed Captain him great public embarrassment,
Blake in charge of the soldier even amongst his own soldiers.
encampment. Captain Blake is Captain Blake is cunning and
totally obsessed with seeing works together with the king's
Woodfall Village destroyed and all spy to try and thwart the efforts
its residents put in dungeons or of the residents of Woodfall.
executed. He will stop at
absolutely nothing, and is
incredibly highstrung and prone
To the
woods for
logging and
Captain Blake water
source.

e
s torag
Wood

To checkpoint

Kitchen tent
Food storage

Toilet

62
Monster Camp

Monster Camp

Hex Location

Ahead there is a clearing in the trees. A campfire illuminates a circle


of large monstrous figures, each one horrifying to behold in its own
unique way.

Several months ago, a group of monsters were evicted from their


dungeon home by the RCC. They fled north and set up a camp in the
mountains. These monsters are actually magical constructs, created
by the wizard who lived in Woodfall Tower long ago. They had to
move on with their lives after the wizard was defeated. They were
originally created as household workers but have since developed
their own individual personalities. Previously, in their dungeon, they
reared different small monsters for food and cultivated many types of
cave slimes. Now they are without a home and are divided on what
action to take next.

The monster group could join any faction or group in the swamp.
However, each of the five monsters needs to be convinced separately,
since they all have different motives and fears.

If this group is convinced to help with a battle or eviction resistance,


they will make a significant difference to the likelihood of success.

If attacked, they will argue amongst themselves and then flee.

63
Alex

Is very anxious, and worries endlessly about how they


will survive outside their home. Alex is catastrophizing
about the future, and is always on edge for things that
will endanger the group's security further. They tend to
whisper most of the time, and then suddenly shout
their deepest fear out loud.

Harold

Is full of hope about the future. He thinks that getting


evicted from the dungeon gives the group new
opportunities to re-invent themselves and build a
better home. He has a slow, gravelly, deep voice.

Stephanie

Is full of sadness about being evicted and has slipped


into a deep depression. She hardly ever leaves the
campfire, and doesn't contribute much to conversation.
She has a low, monotone voice.

Ralph

Blames themself for the eviction, since they left the


front door to the dungeon unlocked, and is full of regret
about this. They have not talked about this with the
other monsters yet, and they feel like it's eating them
from the inside out. They are in a constant state of
shame. Ralph's voice sounds like that of a human rather
than a monster, and he speaks very fast and rambles.

Angus

Is terribly angry about being kicked out of the dungeon.


Angus wants revenge on the RCC and is always trying
to convince the others to march back home and
reclaim their home by force. They get really mad when
the other monsters don't agree. They have a harsh, high
pitched voice.
64
Swamp People

Hex Location

Deep in the murky waters of the swamp lives a strange people. They
have webbed hands and feet, green skin and where their face should
be, there is only a strange symbol, each one unique. They live in an
eerie village down where no light reaches. The houses are made of
coral rock with upturned sunken boats placed on top for roofs. Faint
purple and blue light emits from the dwellings. A heavy silence
permeates the place and any noises that are heard sound
prolonged, significant and distant.

The swamp people use an underwater cave system near their village
as their temple, where they worship the Silent One. However, recently
giant diving bell spiders have infested the place. The spider queen is
seen as the enemy of the Silent One and the swamp people are
terrified of the spiders. Characters can visit the swamp people by
using potions of water-breathing or other magical items. The swamp
people will use telepathic communication to tell characters who visit
them about their plight with the spiders and offer treasure to anyone
who will get rid of them. A rare magical glass tree (see pg 86) also
grows in the cave, which is one of the neccessary ingredients for
curing the mutant clan. The swamp people say the only way to drive
the spiders out is to find the queen and kill her.

65
In the cave system, the players will stumble upon a member from the RCC
and the COTS battling each other. Both came here to try and retrieve the
magical portal building book from the temple. They both have 3 water-
breathing potions.
Swamp People Village

= Spider bubble
lair. Characters
can use these for
air. But they
must defeat the
Glowing
spiders inside.
crystals
line the
Secret Treasure
walls
Room. (Roll on
random table
pg 79)

Diving Bell
Spider Queen's
Bubble Lair.
(see treasure on
page 78)

Glass Tree

Treasure
Temple
(Tome of Portal
Shrine
Building. pg 80)

Try and keep track of water-breathing potions and lights


with a timer or hourglass to create tension when players
are swimming down into the dark murky cave system.
66
Swamp Encounters

Swamp Encounters

67
Lamp-Eyed Witch
A ghostly apparition who haunts
the Darkwood. She appears in
the distance and stares at
travellers with her orb like eyes.
This is a terribly bad omen, and
many who are visited by her die
shortly afterwards. Characters
must roll two dice and take the
lower result on all checks and
attacks until they return to a
town and rest for a night.
Random encounters occur twice
as frequently, with the
maximum number of creatures
always appearing. At least one
creature who appears will have a
variation.

Strange Swamp Creature


This creature was created a century ago
by the wizard who lived in the tower
before the witches ever came to
Woodfall. It scuttles around the swamp
at great speeds collecting things which
interest it. It stores its findings in a
hollowed out tree stump it wears, as well
as in its hidden lair. If players leave
anything lying around the swamp, even
if hidden, this creature has a cumulative
5% chance of finding it every day.
68
Rare Creatures
Seirbigh Pod
These creatures exist as pure energy and hatred.
They glide around, emitting a faint crackle. The air
around them feels charged with potential.
Originally grown as bas pod plants, they
have since absorbed so much life force
that they burnt off all their plant
matter bodies. Seirbigh pods can
only be damaged by magic.
Seirbigh pods should cause an
unusual type of damage in
whatever system you are using,
for example stat damage or
experience point damage.
They also recover hit points
for every opponent they kill.

Tombstone Golem

"They say there used to be a graveyard in that swamp, but one night
it mysteriously vanished..."

The tombstone golem is an undead construct raised by the


Revolutionary Corpse Council to further their aims. Standing upright,
it is 16 feet tall. Currently, Throneman controls the golem with a
powerful necrotic staff. The RCC do not have the magical means to
control the golem without the staff, and the golem becomes inactive
when Throneman is not holding the staff. The golem has incredible
strength and is used as a bodyguard, as well as an offensive weapon.
The RCC plans on stealing a powerful magical pendant from the Cult
of the Stag. They will then pit the golem against a swamp eyedra, and
when it is slain, raise the eyedra with the pendant. The only way to
destroy the golem is to gain control of the staff, or to submerge the
golem in holy water.

69
Swamp Eyedra
Swamp eyedras are rare magical creatures who inhabit the swamp.
They have the body of a giant lizard with five necks extending from it,
each one with an eye on top. The swamp
eyedra is extremely reclusive, and only
three currently reside in the swamp.

Eye Colours and Ray Effects.


Green = Acid Ray
Red = Disintegration Ray
Purple = Mind Control Ray
Orange = Fire Ray
Blue = Freeze Ray

Swamp Dryad
The original residents of the swamp, these dryads are now nearly
extinct. Humans and other races practising magic hunted them
throughout the land to turn their wood bodies into wands, orbs, staffs
and other magical devices. These devices were used as weapons
among warring races. The few dryads left are now extremely
distrustful and insular. In Woodfall swamp lives one of the last clans,
numbering twenty. This clan has decided as a last resort to form an
alliance with the Cult of the Stag, and help
them to try and expand what's left of the
Darkwood. If the forest expands then they might
be able to start increasing their
numbers again.

Dryads are wary


combatants and only
fight if they are sure
they will win. They
make use of dense
terrain, their claws, and
ancient magic to defeat
their opponents. They take
double damage from fire.

70
Acolyte (Revolutionary Corpse Council)
Each acolyte is a necromancer who controls 3 skeleton warriors. The
acolytes wear red robes and have sickle and skull symbol tattoos on
the soles of their feet. Each acolyte is trained with a shortbow and
dagger. Some higher ranking acolytes can cast offensive spells that
weaken enemies or cause magical sicknesses.

Bas Pod
Bas pods are malicious magical
plant pods which are grown by
nefarious druids. The Cult of
the Stag has been growing
them en-mass, and instructed
them to kill or capture all non-
wild creatures found in the
Darkwood. Bas pods attack or
grapple with their vines and
also have a stinger that has a
50% chance of paralysis for
D6+1 rounds. Every time a bas
pod takes a life, it consumes
the life force of its victim. If a
bas pod consumes the life
force of sentient 10 victims, it
becomes so energized that it
burns off its leaves and turns
into a seirbigh pod.

Bloat Zombies
These undead have been
created by the Revolutionary
Corpse Council (RCC) and
placed strategically around
their dungeon. They wander
aimlessly through the swamp
water and attack all except the
undead and members of the
RCC on sight. When struck or
pierced, they explode in a
shower of acid, bile and bone.
They frequently make loud,
wordless complaining noises.

71
Buggane
Buggane are 12 foot tall monstrosities covered in black fur with
glowing red eyes and crystaline tusks. Buggane are rare creatures,
but twenty of them have been sent from the Unseelie Queen to the
aid of the Cult of the Stag in their struggle. Each of the twenty act
independently and will never call for another's help. Most of the time
they are sleeping in caves and hollows in the woods, but the Cult
wakes them to carry out missions. They are incredibly strong but
cannot cross running water. They only take half damage from non-
magical weapons.

Carnivorous Stump
Found in the shallower areas of the swamp and the drier areas, these
stumps run around on their roots and eat any living creature they can
find.

Cubetopus
Slimes that swim through the swamp. They feed on creatures by
enveloping them in their gelatinous bodies where the creatures are
dissolved, providing nourishment to the cubetopus. Their tentacle
can dissolve through the wood of row boats in three combat turns,
creating 1D4 +4 holes. A boat can be kept afloat if there is one person
bailing per hole. Boats will sink after 10 combat rounds per 1
unplugged hole that is not being bailed. Subtract 1 round per
unattended hole. Cubetopus are attracted to large disturbances in
the waters.

Dobhar-chu
Dobhar-chu are otter-like aquatic predators who hunt in the swamp.
They are blind but can smell prey in the water across long distances.
Dobhar-chu are 6 feet long and covered in a strange fur that is as
strong as metal. They attack by biting and have huge mouths lined
with two rows of teeth. They stalk prey and wait for an ideal time to
strike.

Giant Acid Eel


20 foot long eels that snake through the swamp. Their acid dissolves
armour and weapons. It can make a large hole in the boat that is not
possible to plug. Two people must bail to prevent sinking, and the
hole must be repaired with wood.
72
Galar Bear
Huge, bald, green-skinned bears who roam the mountains. Their bite
has a 60% chance of causing an infection that slowly turns the victim
to stone. Every day a victim is infected, another part of their body
turns to stone. The healers of Woodfall can treat this infection if they
are supplied with the the skin of a giant acid eel. If the victim is
entirely turned to stone then it's unlikely they will be restored to life;
only a very high level healer could reverse the damage,

Giant Diving Bell Spider


These aquatic spiders are always looking for prey to feed their young.
They will grab onto the bottom of boats, climb aboard, and then focus
on paralysing a single prey and pulling it down into the depths, where
its air bubble dwelling lies.

Giant Leeches
These huge bloodsuckers are found everywhere in the shallows of the
swamp. They are drawn in their masses to blood in the water. Once
they attach themselves, a strength check must be made to remove
them in order to avoid ongoing damage. They cannot climb into
boats.

Giant Orb Spiders


These giant magical spiders have orb bodies, each of which contains
a different treasure. But folk have learned to resist the urge to obtain
their treasure as the spiders have a venom that unravels your
memories. Many adventurers have chased after orb spider treasures,
only to end up not knowing who they are. Attacks from orb spiders
cause 2D100 experience point damage.

Giant Rust Moths


These huge moths feed exclusively on metal. They can go months
without eating. Metals in the swamp are rare and when they spot
some they will go out of their way to devour everything they can.
These moths attack players' weapons, armour and other metal items.
They have an acid in their mouth that breaks down metals. Weapons
have hit points equal to the maximum unmodified damage they can
do. Each point of damage inflicted by the moths decreases the
maximum damage the weapon can do.

73
Gossip Earfish
These ear-shaped fish lurk around the swamp listening in on
conversations. If allowed to live, they will share some gossip or info
with you. If you kill them, word could reach the other earfish, and bad
gossip will be spread about you. They have tiny mouths and
communicate exclusively in very faint wispers.

Hill Giant
A race of hill giants occupies parts of the mountains beyond the
swamp. Each hill giant lives in a subterranean house they have built in
a hill. They are extremely reclusive and don't like to be bothered. If
anyone approaches their hill they will pop their torso out of their front
door (which is usually in the centre top of the hill) and throw rocks at
the person until they go away. Each hill giant has a different obsessive
interest, and if they are offered something related to that interest,
they will offer treasure in exchange.

Long Jaw Spider


Vicious, carnivorous spiders who drag their dead prey back to their
huge colonies to feed their queen. Their colonies are built in multi-
storied fissures in the woodland. They cannot consume metal, so
much treasure builds up in the queen spider's chambers.

74
Owl Wolf
These creatures roam the woods making hooting noises that end in
savage growls or howls. They attack in packs and can glide down
from high places using their feathered legs.

Scathlings
Dark shadows who live in the woods. Forever playing tricks on
travellers, they will imitate the voices of other monster groups or
travellers. The scathlings will cackle with laughter when a trick goes
particularly well. In scathling society, status is denoted by how skillful
one is at tricking non-scathlings. Using many voices, and claiming to
be various entities, the scathlings will attempt to orchestrate conflict
between various groups. Appearing as small shadow people the size
of a hand, scathlings attempt to never be seen. If spotted, they will
flee. If caught, they will give valuable information about events in the
swamp and forest.

Skeleton Warriors
The pawns that make up the Revolutionary Corpse Council's army.
The RCC equip each with either a hammer or sickle. Every one in
three skeleton warriors will be equipped with a shortbow. The
skeletons will grab the bones of their fallen comrades so that they can
continue to contribute to the cause even after second death.

75
Puca
Shape shifters who inhabit the woods. They can take on animal forms,
or human forms with animal features. They often come to camps at
night and either steal from travellers, or organize their campsite and
leave fresh rations, water and firewood. If threatened they will turn
into a bird and fly away, or if cornered, a tiny mouse, to escape.
Depending on their mood, they will either help or hinder those they
encounter.

Soul Flower
These solitary flowers glow faint blue. Growing where someone was
slain, each flower houses a ghost inside. When it is picked, the ghost
will be released and appear, briefly recounting the tale of their death
and then passing on. The tales could contain plot hooks like dungeon
or treasure locations, information that helps solve ongoing mysteries
or warnings about dangers the players could face.

Mutant Frogs
The magical toxins leaking from the spiked
goblin clan into the swamp are causing
mutations in the creatures who live there. The
giant frog population is the first to become
seriously affected. The mutations increase
their hunger and aggression greatly.
Common mutations include claws, fangs and
extra limbs.

Weepers
Tall clay creatures who inhabit the mountains. They
cannot speak but can make whistling noises to
communicate. Weepers were a failed wizard's experiment.
They are incomplete and so are overcome with sadness.
They will lash out at those they come in contact with. Each
weeper has a hole in its chest. If a monster core is placed
there, the weeper will become whole and content. That
weeper will then allow players to use its cave as a rest
stop.

76
Monster Hunting

Monster Hunting
Most monsters in this setting don't drop treasure and it's also
assumed that players will be receiving little to no experience points
for defeating them. Tracking down and killing monsters can still be in
their best interest however, since parts of all monsters they will
encounter are valuable and can be used by the players. Clever
attempts to trap creatures or obtain value from them without
engaging them in direct combat should be encouraged.

Monster materials can be sold by the players at Woodfall for gold, or


can be used by magic users to create potions, scrolls, orbs, or wands.
Tracking down monster materials can be a good solo or side quest for
players when other players can't make it to your session.

Orb Spider Venom

Giant Leech tooth

Owl Wolf Tooth

Long Jaw Spider Tooth


Galar Bear Heart
77
Treasure

Treasure
The following creatures drop treasure:

1. Travellers - 3D10 gp and roll on the random treasure table.


2. Orb Spiders - Roll on the random treasure table.
3. RCC Acolytes - 1D6 gp. There is a 10% chance the acolyte drops a necrotic
staff, which allows control of one skeleton warrior. The staff stops functioning
after the second skeleton controlled by it is destroyed. There is a 5% chance
the acolyte will drop a necrotic wand with 1D20 uses. The necrotic wand
shoots rays that weaken enemies (1D4 strength damage per hit).

Treasure can also always be found in:

1. Hill Giant Houses - 5D100 gp + Roll 5 times on the random treasure table

2. Long Jaw Spider Queen's Chamber - 10D100 gp + Roll 3 times on the


random treasure table

3. Diving Bell Spider Bubble Lairs - 1D100 gp + Roll 1 time on the random
treasure table

78
Wave Sweeper
A tiny wooden row boat, carved with
incredible detail. When it is placed in the
water, it grows into a life-sized version. It
also cannot be damaged by nonmagical
attacks.
Current Location: Held by the mutant
clan
79
Nuada's Hand
Once you put your hand inside this silver gauntlet, it
fuses itself to you and cannot be removed until death. It
confers a permanent strength bonus.
Current location: Worn by a Cult of the Stag member

Tome of Portal Building


A large tome with an emerald encrusted in its cover, its
pages are inscribed silver plates. The book teaches of the
ancient art of portal construction. Anyone who reads the
book can build a portal to another dimension if they
assemble the listed materials and follow the ritual's
directions. The book's contents cannot be memorized or
copied.
Current Location: The swamp folk's underwater temple.

Gert's Lockpick
This onyx pick is indestructible. It also confers a +10%
success rate when picking locks.
Current Location: inside a tree, see pg 44

The Mirror of Manannán


A large mirror with a wooden frame and runic markings
around it. When characters gaze into the mirror, it shows
a beautiful woodland with a path weaving into the trees,
and a figure in the distance. If they touch the mirror,
they are sucked into the woodland realm, and a powerful
trickster sorcerer is freed. To free the character, the
sorcerer must be caught and returned to the mirror
prison. The sorcerer is an infamous interdimensional
criminal.
Current Location: The frogmen's throne room.

Frame of Storing
Any creature who runs into this picture frame is sucked
into a pocket dimension. There is a small lock that can
be turned to release the creature stored inside. When a
creature is trapped inside, a painting bearing their
likeness appears on the canvas.
Current Location: The bog witches' library.

80
DIY Magic

DIY Magic
What follows are some rules for magical item crafting. Ideally, these
rules will make adventuring more fun to players by adding interest in
collecting plants and monster materials and combining them in
creative ways. But make sure never to let the components necessary
to make a magic item be too easy for the players to obtain. To avoid
the game becoming too easy for them, ensure that the players
looking for components are either risking danger, sacrificing lots of
time, or paying a lot of gold. Alternatively, you can make your
campaign so difficult and deadly that players always having magical
items on hand is necessary for them to even survive.

Recipe: The specific magical components needed to craft a magical item.


Recipes are nearly always trade secrets, often never written down and never
shared.

Active: The active ingredient in a recipe. This is usually the hardest


component to find.

Base: This is the corresponding ingredient that the active reacts with to
make a magical potion when a binder is added.

Binder: A binder is the ingredient that fuses the active and the base
together.

Magical Ink: This is a potion made of an active, binder and preservative.


Usually sold in expensive tiny bottles, it is used to create magical scrolls.

Wand Wood: A magical wood used to make a wand.

Wand Core: A magical component that dictates the spell a wand casts and
how many charges it has.

Power Gem: Valuable crystals that can be used to make wands much more
powerful.

Preservative: A magical compound that prevents spell decay.

Monster Core: A spherical object found inside many magical creatures that
can be used to make Orbs or melted into weapons or armour to enchant
them.

Crafting Time
With the correct recipe, magic items still take time to make properly.
If they are made too fast, they can backfire on their creators. This
might mean the item fails to work, or that it is unstable and
dangerous to use.

81
Crafting Magical Items
+ + =
+ + =
Heart Magic Power
Base Active Binder Potion
String Wood Gem Wand

+ + =
Quill Scroll Magic Ink Magic Scroll

Example Recipes:

Wand of Mutation
If you combine elder wood, a power

+ + + = gem, magic string and a mutant frog


heart string you can create a wand of
mutation. This wand has 15 uses.

Greater Fireball Scroll


You can copy this powerful

+ + + = fire spell onto a scroll using a


dragon wood quill and dragon
blood ink.

82
Magical Woods for Wand Crafting
Chime Wood Noble Wood
This strange This wood grows in
wood grows places where great
where the gap feats of bravery
between two planes were performed.
is thin. Wand makers Its berries have
choose this wood when healing properties
crafting experimental and its branches
wands. make powerful
wands.

Elder Wood Mutant Wood


The most
A very rare wood
ancient wood of
that can be used to
all is called elder
make very powerful,
wood. It can be
yet unstable wands.
found deep in
Precautions must
the hearts of old
be taken when
forests. It makes
coppicing because
the most stable
its mutations are
wands.
contagious.
Dryad Wood
This living wood is
Dragon Wood the most sought
When oak is scorched after and powerful
by dragon breath, it Necrotic Wood wood for wand
crafting. Due to its
hardens Identified by its pale
into dragon appearance, spiked high value, monster
wood, a growth and hunters track and kill
powerful abundant red sap, dryads to sell it on the
wood for this wood grows in black market. As
wands graveyards and is a result, most
housing commonly used by diplomatic
offensive spells. necromancers for relations
wand making. between dryads and other
races have been ruined.
83
Orb Materials
Orbs are containers for spells made from monster cores or other spherical
materials. A magic user can trap a nonoffensive spell inside the sphere
through a complex ritual. The orb then emanates the spell's effect
permanently. Magic users can only use one orb at a time. They can also be
smashed to release a once-off powerful magical effect in dire situations.

Nightmare Core Heart Core Wood Sphere


Dragon Core
A person's worst Evil wizards The most simple
One of the most
nightmares must sometimes steal orb material, these
powerful orb
be trapped in a one person's love can only hold the
materials in
glass orb to create of another and seal most low level
existence, these
a nightmare orb. If it in a glass orb. If spells. No effect
cores can house
it is smashed their smashed it will when smashed.
the highest level
nightmares will cause all violence
spells.
escape into reality. in a 60ft area to
cease for 1 day.

Eyedra Eye Glass Sphere Skull in Amber Soul Core


Taken from a A step up from a This orb material A very powerful
swamp eyedra, this wood sphere, a can be used for orb material, a soul
material houses glass sphere can medium level core is made by
medium level hold slightly spells. If smashed trapping a soul in a
spells. If smashed, higher level spells, it will allow the glass sphere. If
it will shoot deadly and can be user to turn back smashed the dead
rays in all smashed to time 1D6+2 rounds. will be summond.
directions. produce a blast.

Buggane Core
Used for medium level spells, Asteroid Fragment
it is found inside a buggane's Housing medium level

chest. If broken, everyone in spells, this rock will open a

a 120ft area decides to portal to another

urgently pursue their dimension if smashed.

hobbies instead of whatever


else they were doing. 84
Flora

Flora
Beast Leaf

Beast leaf grows in very hard-to-reach places, usually on


jagged cliffs. Wild beast and monster behaviour is altered
when they come into close contact with this plant. They
become docile and playful.
Amadou

This magical mushroom can keep an ember alive for weeks


if hollowed out, making it ideal for transporting fire. If many
of them are collected, you can de-laminate them in water,
to form a magical fabric. Armour made in this way counts
as light armour with fire resistance. It usually takes 30
mushrooms to make one suit of armour.

Magical Slime Mould

This magical yellow mould will always grow in the


least dangerous direction. Adventurers make use of
it in dungeons to decide which passages to explore.
It needs to be fed 1 day's worth of rations for every 60
feet it grows. It can be stored in a jar, but will die if
not fed regularly.
Healing Berries

These berries are the active ingredient in nearly all


healing potions. They have very potent healing
powers if eaten directly. The bush only fruits once
per season, with 4-8 berries. The locations of these
bushes are closely guarded secrets. The berries
contain no seeds, and it's not known how they
reproduce.
Concealing Moss

This magical moss will hide anything covered in it


from any kind of magical detection spells or scrying.
Faeries make use of it to hide their homes, while
bigger folk often use it to hide powerful magical
items. It is also used to line vaults, and as storage for
scrying orbs.
85
Soul Flower

These flowers can be used to trap the souls of the


recently departed in order to communicate with
them and obtain information at a later point.
They are also a powerful active ingredient in
potions and other magical devices. They grow at
sites were people died with unfinished business.

Sponge Coral

This plant grows underwater in the swamp. It is


very soft and can be pressed onto surfaces to
create a relief impression. It becomes
permanently solid when frozen.

Stone Tree

This magical tree springs to life when it senses


living beings. It will try to touch creatures with its
leafy branches; if it succeeds, they will turn to
stone. It's said the bark of the tree, if peeled off,
will have great secrets written on it.

Glass Tree

This magical tree is extremely rare. Composed


entirely of glass, its branches are mostly leafless.
Leaves from the tree, if shattered, will transport
everyone in a 20 foot radius back to the tree. If
four leaves are used in this way, the tree will
shatter

Magical Leaves

These strange leaves are very hard to find. You


can sometimes find one of these leaves on an
otherwise normal tree. If eaten, they confer a
random magical effect. Normally wizards cook
them into potions, and then test the potions on
insects to discover what effect was created.
86
Changes Over Time

Changes Over Time


The The Cult of the Stag will attempt to destroy the spore device when
goblin they learn about it. They will attack the goblin fortress with an army
spore of woodland creatures. If they fail, the survivors will be enslaved by
device is the orb and construction of the spore device will hasten. The
completed residents of Woodfall will become sick and move away. The troll's
crops will fail and it will move north. The swamp will become
uninhabitable and the blight will spread to surrounding villages and
beyond.

They will open a new dungeon and increase their recruiting tactics.

The RCC Nobles all around Woodfall swamp will be assassinated. Necromancers,
monsters and members of every race will move from other areas to
continues
Woodfall to join the revolution. Skeleton labour will allow self-
to gain sufficiency for the region and trade with other areas will stop. A diverse
power army will be assembled, largely composed of undead, and be
positioned at the perimeters of the region. The region will secede from
the kingdom and declare itself “The Corpse Republic.” No elections will
be held. The RCC inner circle will have supreme power. A world war will
start between an alliance of other nations and the Corpse Republic.

The Cult The Darkwood will continue to grow and become increasingly

of the dangerous. Residents of Woodfall will eventually leave to form a new


Stag village in a distant isolated mountain range. The unseelie court will

continues establish itself in the heart of the woods and plot to turn the

to gain kingdom into one giant forest. The frogmen will splinter into two
groups, one loyal to their king, and the other loyal to the unseelie
power
queen. The swamp folk will swear allegiance to the queen and the
troll will become a high ranking commander.

Woodfall The kingdom spy will cultivate paranoia and division among
gets residents. A scandal will be manufactured that will force the king to
evicted respond with an eviction. The village will be encircled under siege for
8 months. The spy will continue to inflame internal conflict and the
village will fall when an army of mercenaries are sent in. All faeries
will be enslaved, intelligent undead will be destroyed, witches and
necromancers will be burned at the stake and outlaws will be
imprisoned. Survivors flee to distant lands.
87
Event Ideas

Woodfall Village Event Ideas


1. Bonfire Night: An annual Samhain-like festival where everyone
dresses up as ghosts and evil creatures. But this year the Cult of the
Stag plans to slip in wearing masks and light houses on fire and leave
a message in blood warning the residents to leave the forest.

2. An Eviction Attempt: The players can help resist the eviction. It is


common knowledge that no soldiers should be killed or badly
harmed during an eviction attempt, since that would cause a full
scale invasion of the swamp, so creative tactics must be used to drive
the bailiffs out.

3. Sickness: Illness sweeps through the town from the magical spore
device that the spiked goblin clan is constructing. Players must
investigate.

4. Trouble: A Noble is passing through a nearby town (town from


your campaign). People are going out to protest and throw stones.
Soldiers and protesters get in clashes. 10 people get arrested and are
being brought to the capital on a wagon, they can be cut off if players
go through the woods as a shortcut.

5. The Grand Squatters Tournament: This is an annual tournament in


Woodfall where residents compete in a rickety temporary arena for
the chance to be crowned the nobility of Woodfall and enjoy
bragging rights for the rest of the year. The whole affair is a big joke,
but everyone can get very serious about the competition and bets are
placed. To compete, players need to form a team. Each team is made
up of 5 members and must design its own flag and outfits. The teams
fight two at a time with weapons made from a foamlike mushroom
and non-harmful spells in the arena (use your normal game system
combat rules with non-lethal damage). Prank wars between the
teams before the fighting begins are common. Faeries who compete
make use of magic and encase themselves in a protective bubble.
When the bubble is popped, they are counted as “dead”. Some
residents of Woodfall enter the tournament because of the chance to
show off their style and outfit more than with a mind to win.

88
The purpose of the random findings table is to present the players
with something to pick excitement back up in the game. They are
designed to be mysterious, and you should encourage the players to
ponder them and develop complex theories as to their origin. Take
one of the these theories and run with it to create an adventure seed.
As long as you write down everything you tell the players to maintain
consistency, it's easy to drive the plot by the players' interests. Try not
to reveal which theory is true and twist the plot slightly to maintain
interest.

Acronyms

RCC : Revolutionary Corpse Council


Cots : Cult of the Stag
CAT : Crisis Action Team
WSA : Woodfall Scouts Association
WWG : Woodfall Welfare Group
WAG : Woodfall Artisans Guild
HA : Healers Association
FLF : Faerie Liberation Front

89
Character Sheet
Acknowledgements

Thanks so much to all my backers.

Thanks to all the people I have played pen and paper games with
over the years.

Thanks to my parents and siblings for always encouraging me with


my artwork.

Thanks to all the other OSR creators for their inspiration and support.

Thanks to Tansy for her editing, encouragement and support.

Thanks to Timothy A. Pychyl for his procrastination research and


podcasts for helping me overcome procrastinating.

Thanks to linux developers, packagers and everyone involved in


creating Lubuntu, Scribus, Gimp, Libreoffice, Blender, Inkscape and
Redshift. I could not make this book without these tools.

Thanks to Wayne Canepa for additional editing.

91
Appendix N
Stop, Thief!: The Commons, Enclosures, and Resistance by Peter Linebaugh
Cotters and Squatters by Colin Ward
Burning Women: The European Witch Hunts, Enclosure and the Rise of Capitalism
Legend of Zelda: Majoras Mask
Q by Luther Blissett
Vornheim by Zak S
Don't Starve by Klei Entertainment

Woodfall by Lazy Litch


Editing by Tansy Anthony & Wayne Canepa
Email : [email protected]
Instagram : @lazy__litch
2018 - First Edition

92

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