Woodfall Revised
Woodfall Revised
Woodfall Revised
Contents
Hex Map & Random Encounters........1-2
Introduction....................................................3-4
1
Random
Random
Territory Encounters
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.
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
- 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
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.
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.
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.
2. If you are being a loud, annoying drunk at night, it is legal for residents to
cast silence charms on you.
7. It's illegal to be too wealthy - nobody can hold more than 8000 gold pieces
in personal savings and/or speculative assets.
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.
14
Magic mask shop
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.
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 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 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
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.
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
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.
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.
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.
33
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Write the name of NPCs you have made or generated in
the circles to quickly build relationships between them. 34
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
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.
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.
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 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 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
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.
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
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
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
There are 5 leaders of the RCC who make up its inner circle. Each one
secretly wants to be the supreme leader.
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
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
Hex Location
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.
60
Soldier Camp
Soldier Camp
Hex Location
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.
e
s torag
Wood
To checkpoint
Kitchen tent
Food storage
Toilet
62
Monster Camp
Monster Camp
Hex Location
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.
63
Alex
Harold
Stephanie
Ralph
Angus
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)
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.
Tombstone Golem
"They say there used to be a graveyard in that swamp, but one night
it mysteriously vanished..."
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.
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.
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 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.
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.
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.
Treasure
The following creatures drop treasure:
1. Hill Giant Houses - 5D100 gp + Roll 5 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
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
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.
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.
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.
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
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.
Buggane Core
Used for medium level spells, Asteroid Fragment
it is found inside a buggane's Housing medium level
Flora
Beast Leaf
Sponge Coral
Stone Tree
Glass Tree
Magical Leaves
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
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
3. Sickness: Illness sweeps through the town from the magical spore
device that the spiked goblin clan is constructing. Players must
investigate.
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
89
Character Sheet
Acknowledgements
Thanks to all the people I have played pen and paper games with
over the years.
Thanks to all the other OSR creators for their inspiration and support.
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
92