You are on page 1of 24

Swamp Troll Witch(es)

About
Swamp Troll Witch(es) is a roleplaying game designed for solo journaling, epis-
tolary play, or small group play.
Gameplay focuses on the daily adventures of one or more troll witches living
in a hut in the swamp. Each day, they travel into the swamp to search for
potion ingredients. Because of strange geological and magical conditions, the
landscape of the swamp frequently changes, and they never quite know where
their ingredients will be found. There are always problems to solve, ranging from
the minor, such as feisty raccoons, to the serious, such as adventuring parties
set on ridding the swamp of troll witches. After collecting ingredients, they
return to the hut for an afternoon of brewing potions and an evening of relaxing,
perhaps with a nice hot bath and a cup of tea. At the end of the week, they
usually go to the night market to sell whatever potions they have made.
As players, you are encouraged to focus on keeping a record of these daily
activities in the form of letters, a journal, or a group chronicle, and perhaps by
mapping out the swamp as it is revealed. Success, if you choose to measure it,
could be based on the value of what is earned at the night market. However,
consider that the real success may just be the stories you collect along the way.

Basics
This section describes the basics of the game and how it is played.
This game is based on the Motif framework. Rolls of three six-sided dice (3d6)
are used to answer all questions about the world and resolve the outcomes of all
actions in the game. Each die represents a different aspect of the roll, and they
will differ based on the question that is asked or the action that is attempted.
Often, skill proficiencies or external conditions will modify the roll positively or
negatively. It is helpful to choose dice of three different colors to designate as
the first, second, and third die prior to rolling.

The Oracle
The Oracle is the simplest form of the 3d6 rolls used in this game. It is used
for any questions about the game world or what is happening in it that are not
covered by one of the other specialized rolls discussed later.
To use The Oracle, phrase a question in a way that may be answered simply
with yes or no. Then, roll 3d6 and interpret the dice as follows:
First Die (Answer)
1–3 No
4–6 Yes

1
Second Die (Wrinkle)
1–2 Negative side effect
3–4 No side effect
5–6 Positive side effect
Third Die (Favorability)
1–6 scale of less (1) to more (6) favorable to the one asking the question

Oracle Example A troll witch asks, “Is there a bridge over the river?”
They roll 3d6 and get the following:
First Die – 5
Second Die – 1
Third Die – 1
They interpret the roll to mean that there is a bridge (Answer), but it is guarded
by a goat (Wrinkle), and that goat is very angry at them for once taking a carrot
he claimed belonged to him (Favorability).

Modes of Play
The basic game structure may be used to play a solo journaling game, an
epistolary game, or a small group game. These modes of play are similar, but
with minor differences.

Solo Journaling In solo journaling mode, you will create journal entries for
each day of your week describing the events of the day in as little or as much
detail as you wish. You may also wish to create a map of the swamp as you
explore it. If you wish, you may play multiple troll witches to make solving
problems in the game easier. The more troll witch you play, the more chances
you will have to solve a problem before it forces you to go home for the day.
Decide before playing if you simply wish to play for a certain length of in-game
time, or if there are any particular goals that would mark a successful endpoint
to the game for you.

Epistolary In epistolary mode, you will write letters to one or more other
players describing what your troll witch does. Before playing, decide how many
players will participate, who will write the first letter, how often you will write,
and how long you will write for. This mode could be played as a duet game with
only two players corresponding, but could also work with a larger group. Decide
who will write the first letter, and then alternate through the group after that.
You may wish to write once for each in-game day, one per in-game week, or at
another frequency. Decide before playing if there is a certain length of in-game

2
time you wish to play for, or if there are any particular goals that would mark
a successful endpoint to the game for you. You should also decide if you all
inhabit the same swamp or different swamps. You may wish to create a map of
the swamp or swamps, either collaboratively or individually, as you explore.

Small Group In small group mode, you will play collaboratively at a table
in person or virtually. There is no gamemaster, and all players have an equal
say in describing the world as it emerges through die rolls during play. Despite
experiencing the story together in play, you are encouraged to still keep a group
chronicle describing the events of each day. You may also wish to create a map
of the swamp as you explore it. Decide before playing if you simply wish to
play for a certain length of in-game time, a certain number of game sessions, or
if there are any particular goals that would mark a successful endpoint to the
game for you.

Safety Tools
For games with multiple players, it is important to consider safety tools to ensure
the game remains safe and enjoyable for everyone involved. None of the content
presented in this book is intended to make players feel unsafe, but everyone’s
safety needs are different, and other content not spelled out in the book may be
introduced during play.
At a minimum, it is recommended to establish boundaries known as lines and
veils before play, and to adjust them as needed during play. Other tools for use
before, during, and after play may be found in the TTRPG Safety Toolkit.

Lines Lines are content that a player is not comfortable with appearing in the
game in any way. Respect any lines by not introducing such content into the
game.

Veils Veils are content that a player is not comfortable engaging with in detail
in the game. Respect veils by not describing such content in detail or “fading to
black” when it is introduced.

Getting Started
This section describes what players should do before starting to play the game.

Describe Your Swamp


Think about what your swamp is like. Is it an endless sea of reeds? A dark
cypress swamp? A mass of mangroves on the edge of the sea? Do not feel
limited to swamps in the technical definition; marshes, bogs, fens, and any type
of wetland are equally suitable for your troll witches.

3
What kind of animals live there? What is there to eat? Are there any landmarks
of particular note?
Write down a short description of everything you picture about your swamp to
guide you in describing what you see and experience during the exploration and
problem solving phases of the game.
If you are making a map, draw your hut and any major landmarks on the map.

Describe Your Hut


Think about the hut where you live, brew potions, and relax at the end of a
hard day. Is it a log cabin? Is it made of stacked rocks? Is it a simple thing of
reeds? Does it have a warm fireplace? Is there a garden nearby? Does it have a
hot spring? What is your favorite part, and what would you most like to change
about it? Write down a short description of everything you picture about your
hut to guide you in describing what you see and experience in the potionmaking
and relaxation phases of the game.

Describe the Night Market


Think about the night market. How far is it from your hut? Is it in a town
or village, or does it appear in an otherwise empty location at the right time?
Is it made of established buildings or a maze of colorful tents? What kind of
creatures come to buy and sell there? Is it a safe space, or the type of market
where you have to keep a close eye on your coin purse?
Write down a short description of everything you picture about the night market
to guide you in describing what you see and experience during the night market
phase of the game.

Describe Your Troll Witch


Think about your troll witch. Are they short or tall? Wide or narrow? Covered
in warts or with scaly skin? What color are they? What type of clothes do they
favor? Do they have a favorite smell? A favorite food?
Think about their personality. Are they gruff, warm, mischievous, or intellectual?
How do they best like to relax? What is their favorite type of potion?
Write down a short description of everything you picture about your troll witch
to guide you in roleplaying them throughout all phases of the game.
Think about the type of resources they would bring with them on expeditions
into the swamp that might help solve problems. Weapons? Tools? Containers?
Magical items? Animal companions?
Write down six resources that you might use during the problem solving phase
of the game.

4
Assign Skills Your troll witch has six skills that may affect the outcome of
your rolls. Each has its own flavor used for the third die when rolling in the
problem solving phase:
Craftiness — Used for creative problem solving and potionmaking.
Flavor — Hairbrainedness — How complicated or weird your idea is.
Personality — Used for solving problems with words and negotiating at the
night market.
Flavor – Friendliness — How friendly you are in your approach to the problem.
Brute Force — Used for solving problems with brute force.
Flavor – Brutality — How brutal your solution to the problem is.
Magic — Used for solving problems with magic.
Flavor – Chaos — How chaotic the form of magic you choose is.
Relaxation — Used for low-effort problem solving and relaxing.
Flavor – Chill — How well you maintain your relaxed state while solving the
problem.
Determination — Used for high-effort problem solving.
Flavor – Sweat — How much effort you commit to solving the problem.

Assign Skill Proficiencies Assign one of the following proficiency levels to


each skill. Each proficiency level may only be used once:
High Control - You may rearrange the dice after rolling
High Skill - Add +2 to the first die
Good Skill - Add +1 to the first die
Plain Skill - No modifier
Weak Skill - Add -1 to the first die
Bad Skill - Add -2 to the first die

Playing the Game


This section describes the five phases of gameplay and their special rules, as well
as the recommended sequence of how to use those phases.

Recommended Sequence of Play


The following is the recommended sequence for playing through the scenarios
described in these rules. It uses a structure of days, with certain scenarios
playing out each day. The sequence is as follows:

5
Days 1 to 5:
Morning – Exploration and Problem Solving
Afternoon – Potionmaking
Evening – Relaxation
Day 6:
Morning and Afternoon – Relaxation
Evening – Night Market
Day 7:
All Day – Relaxation
While this is the recommended sequence, feel free to experiment with mixing
around the basic elements of the game, or using these rules to explore other
types of swamp troll witch experiences. This is intended as a story-focused game.
Although the story told by this recommended sequence focuses on making and
selling potions, many other types of stories are possible.

Exploration
The exploration phase defines the potion ingredients, problems, and conditions
of each location the troll witches visit during the day. They may visit up to three
locations in a day before needing to return home, to ensure they have enough
time for potionmaking and relaxation.
If the troll witches have already visited three locations but not collected enough
ingredients to make any potions, they may choose to visit a fourth location, but
they will then only have enough time for potionmaking or relaxation, not both.
At the start of the day, choose three potions the troll witch intends to collect
ingredients for. You may invent these potions and ingredients yourself, or roll on
the potions and potion ingredients tables. Each time you make an exploration
roll, choose one potion that the results of the roll will apply to.
The problem the troll witches encounter at a location must be solved before they
can collect any ingredients present there and/or move on to a new location. You
may invent a problem of your own or roll on the appropriate problems table.
The conditions at a location will affect rolls made at that location during problem
solving. Unfavorable conditions apply a -1 modifier to the first die of the problem
solving roll, if the problem may reasonably be affected by that condition, while
favorable conditions apply a +1 modifier. Neutral conditions have no effect and
do not need to be described. You may invent conditions of your own, or roll on
the appropriate conditions table.
When entering a new location, roll 3d6 and interpret the dice as follows:

6
First Die (Ingredients)
1–2 No ingredients are present
3–4 Half of the ingredients are present
5–6 All of the ingredients are present
Second Die (Problems)
1–2 Serious problem
3–4 Mild problem
5–6 Minor problem
Third Die (Conditions)
1–2 Unfavorable conditions
3–4 Neutral conditions
5–6 Favorable conditions
In addition to these aspects, you may also wish to describe the notable vegetation,
landmarks, and oddities of that location. These do not necessarily affect the
rolls made at that location, but they may if you wish, and they should inform
the type of events that take place there. You may invent these aspects of the
location yourself based on how you previously described your swamp, or roll on
the notable vegetation, landmarks, and oddities tables.
For small group play or individual play with multiple troll witches, each troll
witch chooses three potions at the start of the day. Roll once for the entire group
at each location. The results of the first die apply to each troll witch equally,
meaning each troll witch might find half of the ingredients they need, all of the
ingredients they need, or none of the ingredients they need. All troll witches
must solve the same problem together. Conditions affect all troll witches equally.

Problem Solving
In the problem solving phase the troll witches deal with the problem present at
a location in order to be able to collect the ingredients at that location and/or
move on to a new location.
Problem solving takes place in rounds consisting of three steps per round: talking,
doing, and fighting. Each troll witch in the game, in whatever order you choose,
may take an action during each step to attempt to solve the problem. A doing
action may be replaced with another talking action, and a fighting action may
be replaced with another talking or doing action.
Continue attempting to solve the problem for as many rounds as necessary until
it is solved, or all of the troll witches become too bothered and need to go home.

7
The number of successful action rolls required to solve a problem is based on
the level of the problem. Minor problems require two successes, mild problems
require four successes, and serious problems require six successes.
Failure at an action causes that troll witch to take a botherance, enough of
which will force that troll witch to go home to relax for the remainder of the
day. A minor problem causes one botherance, a mild problem causes two
botherances, and a serious problem causes four botherances. A troll witch with
twelve botherances must go home for the remainder of the day. They cannot
brew potions, but they may relax in order to remove botherances.
Side effects affect the next roll made to solve the current problem. A negative
side effect applies a -1 modifier to the first die on the next roll, while a positive
side effect applies a +1 modifier. Decide the most appropriate side effects based
on the nature of the problem and the intended action.
Non-player characters do not take actions; their actions are represented by
the consequences of failing a roll. The oracle may be used to determine how
non-player characters act during these scenes.
When attempting to solve a problem, state the action and its intended outcome.
Decide which skill is most appropriate to the action. Use the troll witch’s skill
proficiency to modify the roll and the skill flavor to interpret the third die. Roll
3d6 and interpret the roll as follows:
First Die (Answer)
1–3 Failure
4–6 Success
Second Die (Wrinkle)
1–2 Negative side effect
3–4 No side effect
5–6 Positive side effect
Third Die (Flavor)
1–6 scale of low (1) to high (6) flavor

Potionmaking
In the potionmaking phase, the troll witches attempt to brew potions with the
ingredients collected during exploration and problem solving. Determine how
many potions the troll witches can make based on how many ingredients have
been successfully collected, and roll once for each potion. For small group play
or individual play with multiple troll witches, the troll witch that collected
ingredients for a particular potion at the start of the day must also make the
potionmaking roll to brew that potion.

8
To brew a potion, roll 3d6 and modify the roll based on the troll witch’s craftiness
skill proficiency. Interpret the roll as follows:
First Die (Success)
1–3 Failure
4–6 Success
Second Die (Quantity)
1–6 Potions created
Third Die (Potency)
1–6 Potency of potions
Record the type, quantity, and potency of the potions created during this phase
for use during the night market phase. The potency determines the value of the
potions when they are sold at the night market.

Relaxation
In the relaxation phase, the troll witches relax to unwind from the day and
recover from their botherances. Each troll witch rolls once to determine the
quality, duration, and coziness of their relaxation on a scale of 1–6. Alternatively,
you may choose to make a single roll for all troll witches if they choose to relax
together with the same activity. Describe the relaxation however you wish based
on the description of the troll witch(s) and the results of the relaxation rolls.
Each troll witch may also remove a number of botherances equal to the total
of the three dice, divided by two (rounded up). Any botherances not removed
during relaxation carry over to subsequent days.
To relax, roll 3d6 and modify the roll based on the troll witch’s relaxation skill
proficiency. If rolling once for a group, choose the best relaxation skill proficiency
from the group. Roll 3d6 and interpret the roll as follows:
First Die (Quality)
1–6 scale of quality
Second Die (Duration)
1–6 scale of duration of relaxation
Third Die (Coziness)
1–6 scale of coziness of relaxation

Night Market
In this phase, the troll witches attempt to sell the potions they created during
the week. Each troll witch is responsible for selling their own potions, either at

9
their own stall or at a group stall. Each troll witch may roll up to six times to
attempt to sell potions before the end of the night market.
For each roll, determine which potions the troll witch intends to sell, and note
the quantity and potency of the potions. If you wish to measure success by
tracking the value of the potions sold, multiply the quantity of potions in the sale
by their potency, and record that result as the total value of the sale. Selecting
an even number of potions of the same potency (to account for the possibility
of only selling half the intended potions) is the simplest way to begin each sale,
but you may choose to make the math as difficult as you wish. You may also
choose to ignore quantity and potency, and narratively describe the events of
the sale, if you do not care to track value as a measure of success.
Fortunate or unfortunate events may occur around the time of each sale and
may modify the roll for the next sale. An unfortunate event applies a -1 modifier
to the first die of the next roll, while a fortunate event applies a +1 modifier.
You may invent these events yourselves, or roll on the appropriate events table.
Many odd forms of payment are used at the night market. You may invent how
you are paid for each sale using the oddness scale of the third die as a guide, or
you may roll on the night market payments table.
To attempt a sale, roll 3d6 and modify the roll with the troll witch’s negotiation
skill proficiency. Interpret the roll as follows:
First Die (Success)
1–2 Sell no potions
3–4 Sell half the intended potions
5–6 Sell all the intended potions
Second Die (Events)
1–2 Unfortunate event
3–4 No event
5–6 Fortunate event
Third Die (Oddity of Payment)
1–6 scale of less (1) to more (6) odd

Tables
These tables may be used to guide storytelling during the various phases of play,
but they are not required. When asked to roll on a table for a story detail, you
may instead choose to invent your own detail, or choose whichever entry on the
table you wish, rather than rolling. Each is a d66 table. Roll 2d6, selecting one
to represent the first number and one to represent the second.

10
Potions

11 Invisibility
12 Health
13 Sickness
14 Flight
15 Water Breathing
16 Giant Size
21 Tiny Size
22 Sleeping
23 Alertness
24 Stone Skin
25 Long Fingers
26 Love
31 Hate
32 Forgetfulness
33 Remembrance
34 Creativity
35 Relaxation
36 Many Languages
41 Luck
42 Misfortune
43 For Curing Coughing
44 For Curing a Fever
45 For Curing a Sore Throat
46 For Curing Sneezing
51 For Curing Hiccups
52 For Curing Burns
53 Cold Resistance
54 Heat Resistance
55 Imagination
56 Magnetism
61 Stretchiness
62 Animal Friendship
63 For Birth
64 For Death
65 For Causing Dreams
66 For Stopping Nightmares

Potion Ingredients

11 Swampwort
12 Knotweed
13 Lion’s Tongue

11
14 Hollow Grass
15 Flameberry
16 Muckweed
21 Tenderroot
22 Goldenfrond
23 Nigglecress
24 Goosebuds
25 Hagglebeans
26 Basil
31 Blackthorn
32 Goblin’s Balm
33 Pink Currant
34 Kofferleaf
35 Dragon’s Milk
36 Queen of the Swamp
41 Beavertwigs
42 Mansy
43 Phoenix Moss
44 Catnip
45 Gomo
46 Otter’s Whiskers
51 Bramblegold
52 Leafy Sunbeams
53 Lemons
54 Thome
55 Peppermoss
56 Green Salt
61 Slippery Elm
62 Corbander
63 Fairybells
64 Zangerzest
65 Summermint
66 Oregano

Minor Problems

11 Feisty raccoon
12 Thick Swampberry bramble
13 Sharp pointy rocks
14 Big rock in the way
15 Angry crows
16 Overly-talkative owl
21 Small carnivorous plants
22 Boiling water spring

12
23 Grumpy snake
24 Small wildfire
25 Ingredients are high up in a tree
26 Pixie steals your ingredients pouch
31 Curious child
32 Uncontrollable giggling
33 Plants giving off mild opiate dust
34 Big glowing mushroom
35 Small meteor shower
36 Lone adventurer hunting trolls
41 Rabbit stampede
42 Land surveyors
43 Nearly identical plants, one of which is
the one you want
44 A riddling Sphinx
45 Confused newly-created vampire
46 Big beehive
51 Territorial gnomes
52 Bubbling mud puddle
53 Pompous but incompetent wizard
54 Lost cat looking for help
55 Beaver built dam in inconvenient spot
56 Otters fighting over their favorite rock
61 Jumping fish that like to bite trolls
62 Bridge over creek is broken
63 Really big snail slowly moving
through path
64 Baby alligator learning to bite things
65 Strange magical darkness
66 Pesky bats

Mild Problems

11 Quicksand
12 Angry wild boar
13 Party of drunken revelers
14 Group of human herbalists
15 Goblins pulling nasty pranks
16 Chomping alligator
21 Small but inexperienced adventuring
party hunting trolls
22 Humble but competent wizard’s
apprentice

13
23 Skeletons looking for lost relic for their
necromancer
24 Deer stampede
25 Swamp lion
26 Large carnivorous plants
31 Adult alligator looking for baby
32 One big bat
33 Hungry hungry hippopotamus
34 Lizardfolk kids throwing rocks
35 Pretty big toad croaking loudly
36 Banshee warning everyone of their
imminent death
41 Cloud of despair
42 Badger with pheromones that make
everyone nearby argue with each other
43 Baby hydra stuck in mud puddle
44 One unfriendly troll
45 Too many spiders
46 Strange floating eye
51 Dwarves seeking their lost treasure
52 Rodent of unusual size
53 Squatters making settlement in swamp
54 Hidden pit trap
55 Really big stork
56 Lost angry bull eating the ingredients
you need
61 Cow-sized beetles
62 Ingredients are halfway up sheer cliff
63 Ingredients are on other side of acid
stream
64 Floating orb with aura of forgetfulness
65 Big skull rolling around through
swamp
66 Bridge that is actually an illusion

Serious Problems

11 Rival group of unfriendly trolls


12 Noxious swamp gas
13 Mud geyser
14 Raging mudflow
15 Roving dragon
16 Murderous, experienced adventuring
party

14
21 Nasty necromancer
22 Flash flood
23 Randomly appearing portal to the
astral plane
24 Rockslide
25 Lighting strike
26 Swamp sharks
31 Giant spiders
32 Adult hydra looking for baby
33 Arrows start flying in from an
unknown source
34 Wall of flames blocks path
35 Ancient stone carved with runes
glowing and giving off an evil magical
aura
36 Sirens on a rock singing
41 Abandoned cabin that is actually a
mimic
42 Zombies heading toward the nearest
town
43 Really big snake trying to eat trolls
44 Lizardfolk adults looking for their kids
45 Real estate developers planning to
drain part of swamp
46 Giant snapping turtle
51 Trees start falling down all around you
52 Big rock falls from sky
53 Lava river from nearby volcano
54 Group of bandits
55 Fast moving, bubbling mold spreading
from a single tree over everything
nearby
56 Flammable gas from swamp bubbles
catches fire
61 Master vampire wandering around
62 Adult hydra looking for baby
63 Giant toad indiscriminately jumping
and pulling things in with its tongue
64 Zone where time slows down and
moves backwards at random
65 Two trees whose branches form an
arch that are actually a crossing to the
Feywild
66 Elephant stampede

15
Favorable Conditions

11 Pleasant breeze
12 Good smelling plants
13 Perfect moon phase
14 Songbirds singing
15 Nice crunchy leaves
16 Comfortable weather
21 Good memories
22 Wandering bard playing your favorite
song
23 Beautiful sunrise
24 Beautiful sunset
25 Pretty flowers
26 Just a really good day
31 Had a good breakfast
32 Thought of perfect way to relax later
33 Cute baby animals
34 Recently got a gift from a friend
35 Found a cool rock
36 Found a cool mushroom
41 Saw your favorite bird
42 Easy path to get to ingredients
43 Helpful herbalist points out secret
spot with the perfect thing you needed
44 Wearing your favorite shoes today
45 Found a snack in your pocket
46 Had a really good sleep
51 Get a compliment from a passing satyr
52 Hat fits just right today
53 Old wound feels better than normal
54 Got up on right side of bed
55 Good hair day
56 Bee shares some honey with you
61 The moon is out and beautiful
62 Find a note from an old friend
63 See a rainbow
64 See a cow
65 Almost trip but regain your balance
and feel good about it
66 Nice soft moss

Unfavorable Conditions

16
11 Heavy fog
12 Thunderstorm
13 Wrong moon phase
14 Very hot weather
15 Very cold weather
16 Blinding sunlight
21 Wandering bard playing your least favorite song
22 Bad memories
23 Had a really bad sleep
24 Shoe falls off
25 Cut your finger on a thorn
26 Splinter in your toe
31 Very itchy
32 Hiccups
33 Coughing
34 Sneezing
35 Runny nose
36 Have a bit of a fever
41 Old wound really bothering you
42 Find an angry mouse in your pocket
43 Someone throws a rock at you
44 Dropped breakfast on floor earlier
45 Got up on wrong side of bed
46 Bad hair day
51 Really need to pee
52 Bee sting
53 Neck hurts
54 Headache
55 Too windy
56 Smoke from wildfire
61 Sunburn
62 Gnats biting
63 Touched poison ivy
64 Nausea
65 Trip and fall
66 Get kicked by a cow

Notable Vegetation

11 Giant mushrooms
12 Bramble
13 Cattails
14 Cypress trees
15 Lilypads

17
16 Peatmoss
21 Big reeds
22 Birch trees
23 Willow trees
24 Shrubs
25 Azaleas
26 Marigolds
31 Palm trees
32 Duckweed
33 Irises
34 Moss
35 Mangroves
36 Algae
41 Oaks
42 Grass
43 Sunflowers
44 Blackberries
45 Orchids
46 Dead trees
51 Big ferns
52 Pine trees
53 Lotuses
54 Bromeliads
55 Wild grapes
56 Poison ivy
61 Glowing mushrooms
62 Mushroom rings
63 Chestnut trees
64 Milkweed
65 Transparent mushrooms
66 Bushes

Landmarks

11 Ancient tomb
12 Ruined walls
13 Abandoned cabin
14 Deep hole
15 Cave
16 Very blue water
21 Volcano
22 Cliffs
23 Ravine
24 River

18
25 Goblin camp
26 Squatter’s settlement
31 Barren hill
32 Old watchtower
33 Old wizard’s tower
34 Dragon skeleton
35 Stone bridge
36 Your best friend’s house
41 Lava river
42 Swamp mountain
43 Delta to ocean
44 Biggest tree in the swamp
45 Spot where nothing grows
46 Whirlpool
51 Natural stone arch
52 Geyser
53 Very thick forest
54 Mysterious fountain
55 Hedge labyrinth
56 Grove full of statues
61 Large stones carved with glowing
runes
62 An ancient altar
63 Tree with a door in it
64 A table set with a feast but no guests
65 A god’s secret house where they go to
get away from it all in disguise
66 A patch of very big carrots

Oddities

11 Upside-down birds
12 No wind at all
13 Can’t hear sounds
14 Low gravity field
15 No reflections
16 Telepathic plants
21 Giant frogs
22 Bee swarm that forms shapes of
animals
23 Mushrooms growing on everything
24 Everyone’s vision is red-tinted
25 Plants randomly squirting water

19
26 Shallow holes randomly appearing in
ground
31 Trees move around
32 Music with no visible source
33 River flowing uphill
34 Plants die when you approach but
come back to life when you walk away
35 Magic field that ages everyone by 50
years
36 Magic field that de-ages everyone by
50 years
41 Magic field that swaps consciousnesses
randomly between bodies
42 Purple water
43 Very short trees
44 Very cold spot where it is snowing
45 Plants scream when you try to pick
them
46 Very fast fog flying around
51 Everything is yellow
52 Clocks in the trees
53 A big chessboard on a tree stump
54 A floating mirror
55 A cabin spinning around on chicken
legs
56 Trees made of bones
61 A door that is a portal back to your
hut
62 Bunnies dancing in a circle around a
bonfire
63 Purple flames hover over everyone’s
fingers
64 A tree with bookshelves carved into it
full of interesting books
65 A hot spring perfect for bathing
66 Very big pile of leaves

Unfortunate Night Market Events

11 Get criticized for your potions


12 Run into an old enemy
13 Drunk adventuring party causing
trouble
14 Lose a raffle

20
15 Your least favorite band is playing
16 Someone steals a potion
21 A giant accidentally knocks over your
stall
22 Get splashed in the face with a drink
23 Kicked by a goblin child
24 Just too noisy
25 Cool bird walks by and bites you
26 Crazy mystic ranting about prophecies
of doom
31 Earthquake
32 Nearby stall catches on fire
33 Slip on a banana peel
34 Drop your snack
35 Centaur poops nearby and it smells
36 Get stuck in rambling conversation
with rival potion maker
41 Tax collector comes by to demand
payment
42 Book falls on your head
43 Child practicing magic casts a minor
hex on you
44 See a vision of your eventual death
45 Very stinky creature walks by
46 Temporarily blinded by mysterious
powder
51 Someone smoking noxious drugs
nearby
52 Creature you are allergic to stops at
the next stall
53 Tiny manticore jumps on your
shoulder and won’t leave
54 Ice elemental is making everything too
cold
55 Try to buy favorite food but it is sold
out
56 Very loud goose won’t stop honking
61 Big porcupine accidentally pokes you
62 Eat candy that is too spicy
63 Acid demon dissolves a hole in the
ground in front of your stall
64 Surprise mini-tornado
65 Temporary loss of gravity
66 Cursed glove gets stuck on your hand

21
Fortunate Night Market Events

11 Get a compliment about your potions


12 Run into an old friend
13 Adventuring party is buying everyone
drinks
14 Win a raffle prize
15 Your favorite band is playing nearby
16 Get a generous tip
21 Get a free candle
22 See a pretty light show
23 Get a free drink
24 Someone gives you a flower
25 You can see the full moon
26 You can see your favorite constellation
31 Cool bird walks by and lets you touch
it
32 Hug from a goblin child
33 Someone lights a perfectly-scented
candle nearby
34 Get a smell of delicious food
35 Blessed by a travelling fairy
godmother
36 Find a piece of delicious candy
41 Tiny hydra jumps on your shoulder
and gives excellent advice
42 Get some of your favorite food
43 Child practicing magic casts a minor
boon on you
44 Get a vision of accomplishing your
goals
45 A pixie steals something from your
rival and gives it to you
46 Wonderful conversation with a new
but instant friend
51 Cool blink dog stops to take a break
at your stall
52 Displacer kitten cuddles up by your
feet
53 Get a free plant
54 Win a game of rock-paper-scissors
55 High-fives with a six-armed bear
56 Someone you helped in the swamp
stops to say thank you

22
61 Someone who hurt you in the swamp
stops to apologize
62 Traveling artist asks to paint your
portrait
63 Nominated for best stall award
64 Very loud goose finally stops honking
65 Get some very nice tea
66 Get nice art for the hut

Night market Payments

11 Childhood memories
12 Secret family recipes
13 Stolen dragon’s scales
14 Genie in a bottle
15 Talking skull
16 Bottled blue flame
21 Really big coins
22 Uncut gemstones
23 Ordinary-looking rocks
24 Mice
25 Goblin macramé
26 Fondue fountain
31 Untranslatable books of secret
knowledge
32 Invisible ink
33 Teeth
34 Coupon for one back massage
35 A favor
36 Paper money
41 A song
42 A kiss
43 A secret letter of the alphabet that
nobody else knows how to use
44 A pet pig
45 Dried flowers
46 Glowing mushrooms
51 A fancy hat
52 Dice
53 A set of knives forged in the ancient
days to fight the great evil
54 Special dirt
55 Seashells
56 Mystery meat

23
61 The smell of fresh baked bread
62 One giant pearl
63 Arm wrestling lessons
64 A secret handshake
65 Soup
66 A spell

Credits
Swamp Troll Witches Revised Edition, September 2022
Design, Writing, and Layout by Luke Simonds, Publishing as Cats Have No Lord
Editing by Kenna May
Interior illustrations WASABIISOFT
Playtesting by Uncle Vova (@UncleVova6) and D at SmallTownCreepy (@small-
towncreepy)
Cover art created by John Bauer and taken from the public domain via Wikimedia
Commons
Lines and Veils designed by Ron Edwards.
TTRPG Safety Toolkit created by Kienna Shaw and Lauren Bryant-Monk
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0
International License
This work is based on the Motif Framework and Runs on Motif games, published
by Thought Police Interactive. The Motif Toolkit SRD is licensed for use under
the Creative Commons Attribution 3.0 Unported License. Motif Framework™
and Runs on Motif™ are trademarks of Thought Police Interactive.

24

You might also like