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CLAW-FUL SERVICE

❖ A ONE-SHOT ADVENTURE ❖
The wilders work as servers and line cooks at a legendary restaurant on the edge of the Sen Coast. The restaurant owner is a world-
famous, retired wilder who knows more about monsters and cooking than all the pack combined, and the pack seeks her tutelage
— but so far the restaurant owner believes the pack isn’t ready for more intense training. When a new batch of diners arrive, chatting
about a frenzied monster they’ve seen lurking in the nearby wilderness, it seems like the perfect opportunity for the pack to prove
their worth. The ensuing hunt gives them a dining experience they’ll surely never forget.
This adventure features a unique monster and new Areas, but it uses the same rules as the Wilderfeast Quickstart.

SIGNS
Here at Mama O’s, the day starts before the sun rises. There’s produce to wash, meat to marinate, tables to set, and
dishes to clean. Even if you’re not expecting many diners, you must weed the gardens and muck out the pens, because
you spend as much time feeding monsters here as you do feeding humans. It’ll all be worth it once the owner of the
restaurant decides you’re ready for more training as wilders. And besides, during the early hours of dawn, you can
watch the ocean beneath the cliffs glow as the sky brightens. No matter how tired you are, there’s no denying that view.

Every Journey starts with Signs that something is wrong. In this adventure, the Signs are the gossip of the latest diners, a group of
treasure hunters who heard strange noises down the coast. If the pack pursues this lead, they’ll see and hear more evidence of the
frenzied monster, a belligerent crustacean called an uopang (p. 13). This section is a warm-up, where you establish the situation and
give the players a chance to get comfortable with their own characters.

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THE SITUATION
Mama O’s, an acclaimed seafood restaurant, sits on the edge of seaside cliffs. It’s more of a home than a business, as people aren’t
charged to eat at Mama O’s. The owner of the cottage, a woman named Le O, just likes to feed travelers as they pass through the area,
and she’s otherwise entirely self-sufficient. She has many rehabilitating monsters on her property, which she either releases when
she’s nursed them back to full health or adopts if they can’t return to the wild.
Le O lived alone until the arrival of the player characters. She has begrudgingly taken them on as apprentices, putting them to work
at various jobs around her home, but she insists they’re not ready for more intensive training. When the adventure starts, she’s taken
ill — nothing life-threatening, but she needs bed-rest, and it’s not wise for her to prepare food for other people.

Characters
Le “Mama” O (she/her) is a retired wilder. (Le is her family name, Mama is her nickname, and O is her given name.) She has
a world-weary but satisfied manner, for she’s had many adventures and now enjoys a quiet life by the sea. As an experienced
wilder, she can suppress or exhibit her mutations to a certain degree, like a person changing clothes. Typically, she has wide
hands with calloused paw pads, a tentacled nose like a star-nosed mole, and a mosaic of different furs and scales patterned
artfully across her entire body.

Zo Shih (he/him) is a genial treasure hunter. (Zo is his family name, and Shih is his given name.) He has the sun-browned,
skinny frame of a professional diver, and his pack is laden with the barnacle-encrusted salvage he picks up from the seafloor.

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STOKING APPETITES
Give each wilder a chance to introduce themselves, and prompt them with questions.
Because of the framing of this scenario, you may want to set this adventure during
a younger stage of the wilders’ lives, when it’s more understandable for them to be
impulsive and inexperienced. Check with the group to see what they’d find fun, and
what fits with their vision of their own characters.
What are their duties around the restaurant? Do they get to actually cook dishes
for guests, or are they restricted to more menial work like cleaning the monster
pens and washing the dishes? How do they feel about their role? You can use the
answers to these questions to set the scene and establish what each wilder is doing
when the session begins.
Why doesn’t Le O think they’re ready for more training? By default: Le O trained
a different generation of wilders years ago, but she pushed them too hard and too
fast, and her students suffered permanent injuries. Now she’s overly cautious, and
she fears repeating her old mistakes. However, players may find it more compelling and
personal if they can answer this question themselves, so give them a chance to do so. Perhaps they made an error when
they first met Le O, or perhaps they must change something about their mindset before Le O trusts them to prioritize harmony with nature.

ROWDY CUSTOMERS
Once the wilders establish what they’re doing and what they want, they hear a commotion at the door. Zo Shih and his band of
treasure hunters arrive, their clothes still damp from their latest dive, looking for food. They’re a boisterous bunch and sometimes
they’re rougher than is polite, but overall they mean well.
Le O is sick, so it’s up to the wilders to ensure the treasure hunters get food. Start a TN 10 Challenge to serve Zo Shih and his band
lunch. They’re expecting Uosen-style cooking, which takes inspiration from Cantonese cuisine: think shrimp shumai, stuffed rice
rolls, turnip cakes with minced seafood, and other dim sum staples. However, the treasure hunters are happy to be surprised if the
wilders end up serving a different type of cuisine.
The wilders can set their own approach. A Precise Craft to cook the meal is the obvious way to go. (You don’t need to use the
standard rules for Ingredients and cooking here, as Le O has an effectively unlimited pantry and the effects of the meal aren’t relevant
here. Just make a Test using the rules for free play!) But a wilder could also make a Swift Assurance to chat up the treasure hunters
as they set the table, or maybe a Mighty Grab to haul in giant bags of rice so the cooks don’t need to waste time digging around for
supplies. As always, adjust the outcomes to fit the pack’s actions. If a Test doesn’t seem like it directly contributes to completing the
Challenge, perhaps instead it grants another wilder Advantage on their next Test, or it buys the pack time to keep cooking.
In addition, start a 4-timer for the diners’ patience. Tick the timer each time a wilder makes a Test. If the timer fills before the pack
completes the Challenge, the treasure hunters leave early. Perhaps they tire of waiting, or perhaps they can barely choke down the
meal before they scurry out in a rush. The wilders only hear a passing comment that there was a strange monster on the beach, and
with so little information to go on, Hazard in all Areas increases by 1.
On the other hand, if the pack completes the Challenge, then the treasure hunters dig in, talking about their exploits the whole time.
Zo Shih mentions that he heard booming sounds from the beach earlier today.

“Like when a gnarly wave hits the rocks, but it came from inland,” he says.
“Whatever it is, it’s got all the monsters riled up.” *

* (It’s up to you how much Zo Shih sounds like a Venice Beach surfer bro. The Sen Coast is, after all, based on California.)

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Each treasure hunter tries to outdo the last with a grand accounting of their encounter with the mysterious monster, but amid all
the bravado and exaggerations, the truth starts to emerge. A frenzied monster lurks in an inlet along the coast, attacking humans and
monsters alike. It’s a pity, too, because that inlet is an important nesting ground for migratory monsters during the breeding season.
If the frenzied monster is still here a month from now, it’ll be a bloodbath.

CLEARING THE TABLE


One way or another, the treasure hunters finish eating, thank the pack (with variable degrees of sincerity, depending on how the
Challenge went), and leave. In the hush after the diners go, the wilders have a chance to confer.
Whether they only heard snippets or got the full story, the pack now knows there’s a frenzied monster nearby. With Le O asleep in
bed and no other prospective diners in sight, this seems like the perfect opportunity for the pack to take the initiative and prove they
have what it takes to be real wilders.

FINAL PREPARATIONS
There’s one last order of business before the Journey begins: the pack’s supplies.
Ask for a volunteer to be the pack’s kitchen manager. They’ll keep a list of all the pack’s Ingredients and Snacks, updating it
whenever food is acquired or consumed. As mentioned on p. 32 of the Quickstart, the pack stores all their food collectively, and in
this game we don’t concern ourselves with the minutiae of who’s carrying what.
Each wilder has 3 servings of their Hometown Staple and 1 servings of their Hometown Spice. These Ingredients all have
different names, found on the pregenerated character sheets, to give them some flavor. But in terms of game mechanics, they
function identically.

• Hometown Staple. No additional effect. (Like the Kingflower Seed from the examples, p. 36.)

• Hometown Spice. Seasoning. No additional effect. (Like the Soy Sauce from the examples, p. 41.)

If the wilders want more supplies, the restaurant’s larder is stocked with Ingredients from the Crumbledowns, p. 7, and the Sudflats,
p. 8. But be sure to warn the wilders that this might cause more problems for them later — Le O won’t be as impressed with a
successful hunt if they had to empty her larder to do it.
With their pantry assembled, the pack is ready to go.

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THE TRAIL
A series of switchbacks lead down the cliffs, toward a stretch of mudflats that bubble wetly under
the setting sun. There’s barely anything you can call a path out here, and it’s unlikely you’ll
encounter any other people. But as you travel, an odd line of tracks appears along
the trail, almost like enormous tire treads. They’ve faded and fragmented
under the relentless ocean wind, but they’re less than a day old. Something else
has come this way…

In this adventure, there are three Areas: the Crumbledowns,


the Sudflats, and the Inlet. Each Area connects to the next
in sequence.
When the adventure begins, Old Tracks
are in the Crumbledowns, Fresh
Tracks are in the Sudflats, and the
uopang is at the Inlet. Once the
wilders reach the uopang,
begin The Hunt.

❖ INFORMATION IN AREAS ❖
Every Area has information that' s important to know, like its Hazard, Distance, Traits, and Ingredients. By default, the narrative premise
of all this information is open to the players, while the mechanical effects are hinted or hidden until they're relevant. For example, all
wilders can see there is edible seaweed growing on the rocks, but they don't know the seaweed is night laver (or that night laver gives
them the Hidden Condition) until they take the time to harvest it, identify it, and cook with it. So as not to overwhelm the players, bring up
information only when they ask or when it's relevant. If necessary, give them a chance to reconsider their decisions based on what you've
told them.
In the full version of Wilderfeast, there are more in-depth rules for navigation, tracking, and studying the land. However, these rules are
designed for more long-term play, so for this adventure use the rules from the Quickstart.

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The Crumbledowns
The Crumbledowns are the cliffs that overlook this section of the coast. Most sections have long since receded from the reach of the
waves, and so their bases burst with waxy foliage, dressed with salt by the ocean wind. Every year, during the monsoon, a little more
of the Crumbledowns erodes away. But for now, the cliffs make excellent habitats for a variety of monsters, as well as plants that
guard their patches of shrinking soil like soldiers manning a fortress wall.
As the wilders travel through this Area, here are some small details you can describe:
• Leather-winged katang, with wingspans over a meter long, squawk in irritation as the wilders climb past their nests.
Their droppings paint the cliffs white.
• Long gouges mark where the uopang fell rather than climbed down the cliffs. The frenzy suppresses its sense of self-preservation,
but the uopang is so durable that it tumbled down the cliffs, survived, and kept marching without skipping a beat.
• An arksteel shipwreck is lodged into the rock. It sits over a hundred meters above sea level, and it is centuries old. An
earth-shatteringly strong wave must have rammed into the cliffs, for it to remain there so high and so long.

THE CRUMBLEDOWNS
TRAITS
HAZARD: 2
DISTANCE: 5 (× number of wilders)

Unstable Footing. Steep and crumbling slopes mean it takes all your concentration to move fast. Wilders must
spend 3 Stamina, in addition to other costs, to make a Swift Traversal.

INGREDIENTS

STYLE NAME EFFECT


No additional effect.
Mighty Bay Radish A wild radish characterized by its bulbous, white root. Firm, crunchy, and
mild. Soften the leaves by pickling or stir-frying before eating them.

Seasoning. No additional effect.


Precise Sheetgrass Sheetgrass is a mutated kelp that grows on land. Once dried and powdered,
it’s often used in soup stock or as a garnish.

Restore (1) Durability.


Swift Silver Crab Sakpang, or silver crabs, regenerate their limbs with relative ease. The
claw, the meatiest part, is succulent and tender.

Rare. Either gain (+1) Search or, if the meal restores 8+ Stamina, (+1)
Traversal.
Tricky Katang Egg
Colonies of raucous katang nest along ocean cliffs, out of most predators’
reach. Their squawking and their stink are both detectable for many miles.

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The Sudflats
According to an old folktale, the hero-chef Nin came to this region with a stack of dirty dishes as tall as the sky. Overwhelmed
by how much he had to clean, he tossed the dishes into the ocean, and to this day, the pounding waves churn with foam as they
clean Nin’s chinaware. Standing on the mudflats surrounding the bay — affectionately nicknamed the Sudflats — it’s easy to see
what inspired this legend. As far as the eye can see, iridescent bubbles lace the surf and cloak the ground. In this unique and fertile
landscape, many endemic species make their homes.

THE SUDFLATS
TRAITS
HAZARD: 2
DISTANCE: 5 (× number of wilders)

Exhausting Terrain. Sucking mud makes every step a chore. Wilders have Disadvantage on Mighty Traversal.

INGREDIENTS

STYLE NAME EFFECT


Rare. If the meal restores 5+ Stamina, gain (1) NATURAL DEFENSE
(see box on the next page).
Mighty Royal Clam
Huge clams cluster around the tidepools, feeding on plankton during high
tide. Even monsters find their shells hard to pry open.

Seasoning. Gain (1) Hidden.


Precise Night Laver This edible seaweed grows in dark, delicate sheets along tidal rocks. Dry and
press it flat to make thin wafers, or crush once dried into a crisp, salty garnish.

No additional effect.
Swift Sud Shrimp Found abundantly during low tide. Gather them by the handful, and set
aside plenty of time to clean and shell them.

Tricky Gain (1) Fatigued.


Lesser Mudpuffer
(A ≤ 4)
Rare. If the meal restores 8+ Stamina, gain (+1) Traversal.
Tricky
Gillgifter Goby Schooling where freshwater and saltwater meet, these hardy fish are adept
(A ≥ 5)
at navigating all aquatic environments.

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NATURAL DEFENSE
The Royal Clam Ingredient gives this Trait to those who eat it:
• NATURAL DEFENSE. Tough armor protects you from sheer force. | (Passive) If you take Damage from a Mighty Strike
or Mighty Shot , halve it.
Nhat Zin, the pregenerated character who wields a Pan, already has this Trait. Since this Trait doesn’t upgrade further, she
doesn’t gain any additional benefits from this effect.

As the wilders travel through this Area, here are some small details you can describe:
• Millions of tiny monsters called sud shrimp live under the mud. Their bubbling burrows are hard to distinguish from
the pinholes created by the swash.
• Le O leaves markers at the richest foraging spots, each decorated with patterns of cuts to indicate when she last harvested
or fished in the area. These markers are a wilder tradition, ensuring that no one spot is overtaxed.
• One of the uopang’s monstrous claws lies in the mud, swarming with scavengers picking out the meat. Something must
have torn it off.

The Inlet
The trail ends in a circular inlet, tucked away among the cliffs. At this time of year, it should already be swarming with monsters
laying eggs and opportunistic predators circling overhead. Instead, it’s eerily empty, except for the frenzied uopang trudging in
circles around the perimeter. Whenever it sees prey, real or imagined, the uopang unleashes a pulverizing blast with its firing claw,
and the pack can hear the booming from far away.
The pack won’t have time to gather Ingredients or explore the Inlet. As soon as they enter this Area, The Hunt begins.

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EVENTS
In the full version of Wilderfeast, Events are randomly generated. For this adventure, we’ve instead provided a list of
pregenerated Events.
At the end of each round, choose an Event to occur. If you’re not sure, you can run Events #1, #2, and #3 at the end of round 1, 2,
and 3 respectively. From the end of round 4 onward, repeat Event #4. It’s unlikely that travel will take this long, but if it does,
then this should prompt the pack to get moving.

Event #1: Injured Monster


The pack discovers Stinker, one of Le O’s free-roaming pets. Stinker is a bushy-tailed, fruit-eating monster called a boboki, only
about 30 centimeters tall, with features reminiscent of a bat crossed with a monkey. He wandered too far from the cottage and
encountered the uopang earlier, and though he escaped, he wounded his leg. He’s still mobile enough to clamber out of reach to
high places, where he feels safer. Most wilders consider it their duty to assist injured monsters, and even if these wilders don’t, Le O
is sure to be grateful if the pack brings her companion safely to her.
The navigator can make a Test to retrieve or reassure Stinker. (If there is no navigator this round, choose a wilder at random.) Adjust
the following consequences to fit their approach.

• On a failure, they lose 4 Stamina as they chase after Stinker, who scrambles away whenever any wilder gets close.
• On a partial success, they lose 2 Stamina as they approach Stinker.
• On a success, they approach Stinker, who is wary but staying still for the moment.
• On a critical success, they get close enough to touch Stinker, or Stinker approaches them of his own volition.
The next wilder to make a Test has Advantage.

The result of the navigator’s Test should set the tone and establish context for the subsequent TN 10 Challenge to capture Stinker
and treat the wound. Again, the wilders can set their own approach. If it makes sense, you can also let the pack resolve this Challenge
during a later travel round. For example, if the pack decides to bring Stinker with them, they can feed him some Durability-
restoring Silver Crabs the next time they Camp and “resolve” the Challenge that way. Doing so increases Harmony by 1,
even if Harmony is at its maximum.
Alternatively, the pack can choose to skip this Challenge and proceed without assisting
Stinker. Harmony decreases by 1 if they do so, and Le O is likely to have reservations about
mentoring them.

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Event #2: Juncture
A sudden squall sweeps over the path, lowering visibility and muddling the tracks. The pack must choose between a Confusing
route, where they press forward into the storm, or a Treacherous route, where they circle around to higher ground.

• Confusing: During the next round, wilders who make a Traversal must use the Precise Style.
• Treacherous: During the next round, wilers who make a Traversal must use the Swift Style.

Event #3: Hostile Monster


The uopang lost one of its claws here, after clashing with a monster that has long since vanished. Just as the site of the battle comes
into view, a scavenging onagung (p. 16) oozes forward to envelop the severed appendage. The wilders can immediately tell they
should stop this — even if they don’t know exactly what happened here or what species of monster were involved, the claw exhibits
the bleaching associated with the frenzy. If the onagung digests it, then within a few days, it’s guaranteed to become frenzied itself.
The navigator must make a Test to prevent the hostile monster from eating the uopang’s claw. (If there is no navigator for this round,
choose a wilder at random.) Adjust the following consequences to fit their approach.

• On a failure, they take 10 Damage as the onagung envelops them too. The onagung “grows” an arm, using the
uopang’s claw as a base, which it swings like a club to keep any other wilders from getting close.
• On a partial success, they distract the onagung from the claw, but they take 5 Damage as they exert themselves
or fight their way free.
• On a normal success, they distract the onagung from the claw.
• On a critical success, they seize the onagung’s attention. It considers them such a threat that it resorts to an
instinctual means of self-defense: ejecting half-digested shards of bone and shell from its body like bullets.
While this might not seem like good news to the pack, it means the onagung now considers eating the uopang’s
claw a distant priority.

The result of the navigator’s Test should set the tone and establish context for the subsequent TN 10 Challenge to deal with the
hostile monster. If necessary, remind the wilders that the monster isn’t frenzied, just hungry. Attempts to kill or seriously injure
it cause Harmony to decrease. Simply fleeing without addressing the problem also causes Harmony to decrease, and if you keep
playing with these same characters, the frenzied onagung might return to cause problems for them later.
If a wilder fails a Test while trying to complete this Challenge, the monster fights back, attempting to protect its meal.
In Wilderfeast, the d20 represents monsters, so the default consequence is that the wilder who failed suffers 1d20 Damage.
This makes monsters very dangerous, as they can potentially wound a wilder who has full Stamina with a single blow! As always,
you can adjust this consequence to fit the situation.

Event #4: Severe Weather


The storm gets worse. During the next travel round, any wilder who makes a Search has Disadvantage, and if they fail, they lose 1d6
Stamina in addition to other consequences.

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THE HUNT
The uopang’s right claw steams as it turns to face you. The fractures webbing its shell pulse as they heal, split apart, then heal
again — the uopang’s natural regeneration is fighting and losing against the frenzy tearing it apart. This monster doesn’t
have long to live. But if left unchecked, it can do plenty more damage before it falls.

The current state of the inlet is a preview of what might happen to the entire Sen Coast if the frenzy is left unchecked. It is a rubble-
strewn waste, haunted by a pained, confused monster who is doomed to perpetuate the cycle that is killing it. The pack sees the
uopang from a distance, and they have time to coordinate and prepare before the hunt begins.
Each wilder starts 3 Strides away from the Monster. The pack has the initiative during the first round of combat.

❖ OPEN INFORMATION ❖
PARTS
The names and descriptions of the Monster's PARTS are open information, so announce what the uopang's PARTS are as soon as
combat begins. Not only does this let the wilders know what PARTS there are to target, it also immediately establishes visual details to
help anchor the uopang in their imaginations. Only the effects of the Monster's PARTS are hidden, which the wilders must learn through
observation as the hunt goes on.

THE FEAST
Seconds after the uopang falls, there’s a shout of mixed indignation and pride from behind the wilders. Le O rode all this way,
sniffling and coughing, on the back of a llama-like monster called a wooda, and she’s equal parts furious that the wilders snuck away
to hunt a frenzied monster and impressed that they actually pulled it off.
Further discussion can wait, though, because there’s an uopang that needs cooking. While Le O can’t do much physically to help,
she’s happy to provide the pack advice or ideas if they ask. (Le O’s tip for cooking uopang: steam, don’t boil! The process is slower
but yields more tender meat, and it reduces the risk of overcooking.)

Ending the Journey


O saw much of the fight from a distance, and she comments on the
most dramatic moments. If the pack brought Stinker with them,
O is overjoyed to see her monster friend safe and in good care.
Begrudgingly, she admits that she may have underestimated the
wilders — and anyway, they need proper training if they plan on
running off and doing anything this stupid again.
Now is a good time to reflect on the question, “Why doesn’t Le
O think they’re ready?” Did the wilders prove her wrong? Or do
they still have more room to grow?
Whatever the answer, many more adventures in the One Land
await the pack. This moment acts as both an ending to wrap up this
scenario and a teaser for all the stories to come.

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Uopang
A monster of the Fisher’s Line, on average 2 meters in height
Uopang dwell in or near shallow waters along the length of the Sen Coast. They have squat profiles, long tails tucked beneath their
bodies, and two asymmetrical claws. One claw is a serrated pincer, well-suited for grabbing and crushing prey. But the other is deadlier
still. Oddly elongated but with shorter digits, this “firing” claw can snap shut faster than the human eye can perceive. When this
happens, the air around the uopang thickens and shimmers, while a high-pitched ringing grows in volume. Then, a bubble of heated
air blasts forward, expanding rapidly until it impacts a solid target.
These weapons are worth the investment, for uopang are legendarily territorial. I once witnessed an uopang duel that shattered the hills,
as each attempted to crush or blast the other’s claws into uselessness. Their regenerative abilities only lengthened the confrontation,
for they had both fed recently, and they could regrow their lost limbs in seconds. Then, when I thought the battle was at last coming
to an end, the losing uopang revealed a bizarre final twist. It ripped off its own broken right claw to use as a club, beating its rival back
while it regrew a different claw from its empty socket. Instead of a pincer, this “punching” claw ended in a sledgehammer-like knob,
which the uopang snapped out with pulverizing force until it secured victory.
Reliable accounts can only confirm these three claw variations — the pincer, the firing claw, and the punching claw — but hearsay claims
uopang have as many as seven. Do they acquire these forms through the One Law? From their progenitors? I cannot say. Certainly,
when described like this, the uopang must sound like a playground phantasy: a monster that is endlessly outdoing itself, pulling out
new tricks as fast as a child can imagine them. But as outlandish as they may seem, all the uopang’s adaptations play a role in its survival.
For example, the uopang’s variable claw gives it a flexible hunting strategy. With its firing claw, it prefers to remain stationary,
conserving energy until it can take precise aim at soft-bodied prey like birds, fish, or swarming monsoon worms. Often, it targets
large groups to make the most of the stunning shockwave. Alternatively, with its lighter punching claw, the uopang is more mobile,
roaming over beaches and sea floor alike for hard-shelled invertebrates. It is not above autocannibalism, and it eats its own limbs
or moltings if given the chance.
Likewise, the claws are necessary for reproduction. Uopang are as aggressive
toward prospective partners as they are to any other intruder, so females who
are ready to mate must communicate their intent from a distance,
using rhythmic snaps and pops. Once paired, uopang
form monogamous bonds for life, with males
protecting females during their vulnerable
egg-laying molt, while females use
their punching claws to hammer
open dens for their larvae.
Young uopang scatter into the
ocean after barely a week of
parental care, where they
too shall endeavor to
make the most of their
unique bodies.

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STAMINA | 30

STYLES | +2 Mighty, +3 Precise, +3 Swift, +0 Tricky Uopang


SKILLS | +2 Cure, +3 Grab, +2 Shot, +1 Strike

quick reference
The uopang often uses these options in combat:
Attack. (Cost: Variable) Make a Strike or Shot against a creature within Range. Every Style has different
costs and effects. If you Attack multiple times in one turn, you must use a different Style each time.
• Mighty. (Cost: 2 Actions) [A] × 2 Damage.
• Precise. (Cost: 2 Actions) [A] Part Damage.
• Swift. (Cost: 1 Actions) [A] Damage.

Brace. (Cost: 2 Action) Halve any Damage you take until the start of your next turn.
Move. (Cost: 1 Action) Move +/−1 Stride from a single wilder.
Prepare. (Cost: 1 Action) Gain +1 Action next turn. You can only Prepare once per turn.

The uopang often inflicts wilders with this Condition:


Stunned. You gain 1 fewer Action at the start of your turn for each level of the Stunned Condition you have,
e.g. at Stunned 3 you gain 3 fewer Actions at the start of your turn. Then, you end this Condition.

traits
GRIT. Life’s quintessential will to survive. | (Cost: 1 Success) Increase [A] by 1.

NATURAL DEFENSE. Tough armor protects you from sheer force. | (Passive) If you take Damage from a Mighty
Strike or Mighty Shot, halve it.
REGENERATION 3. The ability to regrow tissue, limbs, and even stranger extensions of your body. | (Cost: 1 Success)
Restore 3 Durability to any Part.
TRINOCULAR VISION. Complex eyes help you aim for weak spots, like the head or throat. | (Cost: 1 Success)
After you hit a creature with a Shot, make it Stunned.

parts | durability
RIGHT CLAW. Range: 3 (Precise Shot).
15
If Broken: Range: 1 (Swift Strike). You can’t use REGENERATION on this Part.

LEFT CLAW. Range: 1 (Mighty Strike). Passive: The first time your RIGHT CLAW
breaks, rip it off with this Part and gain the following effect: “After you make a
successful Mighty Strike with this Part, you also deal [A] Damage to all creatures
within 1 Stride except your target.” 15
If Broken: Range: 1 (Mighty Strike). This Part deals half Damage. Passive: If
you’re holding your severed RIGHT CLAW, drop it. If you use REGENERATION
on this Part, pick it up again.

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parts | durability
SHELL. This Part has no additional effect.
If Broken: This Part does nothing. You become Exposed, and you can’t use 15
NATURAL DEFENSE.

behavior
At the start of the round, if no creatures are Exposed, make a creature who Moved or used the Swift Style
last round your target. Your compound eyes are exceptionally good at tracking motion, and your instinct is
to hunt small, fast prey.
During your turn, check the following:
• Is your target within range of your RIGHT CLAW? Then take your full turn now and hit your target with
everything you’ve got. Otherwise, take your full turn at the end of the round.
• Is your RIGHT CLAW broken? If not, try to Prepare or Brace. If it is, try to Move closer to your target.
Your instinct is to be flexible and make the most of your current arsenal. To be clear, your RIGHT CLAW
doesn’t really “break.” Instead, you rip it off when it hits 0 Durability, and you regrow it in a different,
sturdier form. From that point on, it’s essentially immune to Part Damage. As for your LEFT CLAW, the
rules for it don’t cover all edge cases. What if the wilders pop off your claw and then run out of range before
you can grab it? What if they bait you into grabbing a useless object instead? Allow for creativity, and use
your best judgment if this happens.

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Onagung
A monster of the Saucier’s Line, of extremely variable size
An old mentor of mine despised the microscope. “It has reduced natural history to a field of pansies,” he once said. “Hunched over
pond-water, leering at amoeboids instead of conquering the great outdoors!” Evidently he considered amoeboids unworthy of study.
While I disagree with the stance that only the fiercest monsters deserve our attention, I often wonder if an encounter with an onagung
would have changed his opinion.
The onagung bears a superficial resemblance to many simple, protean organisms which we cannot observe with the naked eye. But it
has undergone significant internal changes to support its massive size. A complex network of organs hangs suspended inside the pale,
gelatinous mass, which moves by rhythmically undulating along a trail of mucus. Receptors along its semi-permeable membrane taste
the air, sensing not just chemical particles but also heat and moisture, and it feeds by enveloping other monsters and then dissolving
them with gastric acid. The onagung makes no distinction between the long dead and the still living, and it is known to steal prey out
of traps or hunt them while they’re asleep. Typically, however, the onagung is a scavenger.
Here, we see a fascinating demonstration of the One Law. As the onagung digests, slime imitates muscle, and bones reassemble back
into their approximate positions. Sometimes onagung patch up missing fragments by digesting several corpses, and their silhouette
is near indistinguishable from the original monster. But it is just as common for onagung to become multi-headed, multi-limbed
abominations composed of several different species. So slow are their metabolisms that the monster can shamble around in this form
for months, before the bones disintegrate altogether.
It’s thought that onagung mimic their meals as a way to deter predators. But should the onagung experience trauma to
its membrane — or judge itself in danger, by whatever simple faculties it possesses — then the skeleton collapses and
converts into ammunition. By contracting segments of its mass in sequence, the onagung fires bone fragments out of
its body like bullets, all while it escapes by squirming through spaces too narrow for large monsters to follow.
In terms of reproduction, onagung are hermaphroditic. All are capable of self-fertilization, but they do
so only when no partners are available. Potential mates first exchange nuptial gifts, which to an onlooker
looks as if they are swapping their entire skeletons. Then they penetrate each other simultaneously,
delivering packets of sexual material into cavities within the slime. Adult onagung tolerate a wide variety
of climates, but young onagung prefer dark,
cool, and damp places. In the subterranean
environments where onagung are most common,
the abundant neonates are important sources
of food for humans and monsters alike. When
chilled and served with syrup, the texture
is actually quite pleasant.

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CLAW-FUL SERVICE
CREDITS

Writer:
KC Shi

Developers:
KC Shi & Federico Corbetta Caci

Cover Artist:
Julien Cittadino

Monster Artists:
Lonnie Bao

Landscape and Scene Artists:


Francisco Riolobos Blancos

Graphic Designers:
Umberto Spaticchia

Head of RPG for Horrible Guild:


Federico Corbetta Caci

©2023 HORRIBLE GUILD


HORRIBLE GUILD, WILDERFEAST,
and their logos are trademarks
of Horrible Games S.r.L.
Via California 3 - 20144 Milano - ITALY
VAT ID: IT09469990965

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