Grim Scar RPG
Grim Scar RPG
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game. With solo RPGs you are
Grimscar RPG not only the player but you also
Designed by Gunner Almr take on the role of the Games
Master, the person who makes
Grimscar RPG is a solo player, many of the decisions which affect
roleplaying game set in a grim, the outcome of your adventures.
dark, fantasy, medieval world. But with Grimscar RPG there are
You will explore The Dark a range of tables and mechanics
Weald, a massive unending, that help you manage this and
deathly forest that surrounds the introduce random elements that
town of Grimscar. There is no help make the adventures
escape for its citizens through the unexpected and fresh.
dangerous forest. They are being
choked, starved and cursed with
an unending winter. Grimscar is
your home, you are Grimscarian
and you must find answers. You
will interact with the townsfolk,
complete quests, develop your
character and help your people
somehow bring salvation to this
forsaken place.
Solo Roleplaying
Setting
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other weapons and armour to be
Character Creation found in town. You could speak to
Farnham Ravencloud. I think
You arrive at the timber framed,
people are hoarding them though.
townhall where you knock on the
In any case what we need are
thick wooden door. It takes a few
provisions, and supplies.” He
moments for a stooping man with
jangles an empty sounding pouch
a bald head to appear. It’s
at you, “Bring them here when
Alderman Silas Croft.
you find them. You will be
“Oh, another volunteer, good,
rewarded.”
good. I didn’t expect anyone else
He tries a smile, but his features
today. Come on in.”
form a grimace as he encourages
You follow him into a candle lit
you to the door and you stumble
room where a long dark wooded
out into the street. The door ajar,
table stands with some items on
he looks at you, “I think I knew
it. A cold, notably clean, fireplace
your parents. Good sort. You’ll do
sits in one wall. The leaded
well! Maybe you might even get
windows, frame warped glass.
to see Keslar Brabazon if your
“Here,” he hands you a parchment
efforts prove fruitful!”
and you roll it out and see a
He then shuts the door and you
rough map of The Dark Weald.
are left standing in the quiet
You exclaim that it’s mostly
street.
empty.
“Well, that is the state of affairs
I’m afraid. Since this damned
winter we’ve had few visitors and
some say the pathways have
disappeared. Our hunters are all
dead or missing. The forest has
changed. That’s why you’re here,
is it not? To help out?”
You nod and he hands you a tired
looking sword.
“That’s all we have I’m afraid,
but it is metal, which is not that
common in these parts. Oh, and
this.” He slides a wooden buckler
across to you. You frown.
“I know, it’s not much but it’s
better than nothing. There are
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Your character has a Character making things, Charm reflects
Sheet, upon which you will record how effective you are with people
a range of information. Print it and Reputation shows how you
out from the back of the book. are considered in the town.
First decide on a name and write Survival starts at 4, Charm at 2
it in. and Reputation at 1. Then you
have Wear, which reflects how
Character Stats physically you are holding up to
the pressures of the world. This
You are a human in a fantasy starts at zero and for every ten
world. You have a range of stats. points of Wear you gain your
minor wounds Deathline (explained
Psyche Stats below) drops 1 point. There is no
limit to the amount of Wear
points you can have.
You have six psyche stats which
reflect the state of your mind.
These are: Rage, Hatred, Butcher, Minor and Major Wounds
Patience, Pity and Hope. Rage,
Hatred and Butcher reflect your These are the types of damage
anger at the state of the world you take. You can survive up to
and Patience, Pity and Hope 10 minor wounds and 3 major
represent the desire for good to wounds. These are known as your
prevail. They all start at 5 and Deathlines and represent the point
will change during the game. at which you die. For example, if
They can be used in combat and you receive 3 major wounds you
will also be called into play during have reached your major wounds
particular encounters. They are not Deathline and instantly die. Fill
reset when you sleep as you are a them in on the small boxes in the
sum of your experiences. They wounds section of the character
cannot go below zero. sheet. Your Deathline can increase
or decrease as your character
Physical Stats develops.
Ex Profession Table
No Ex– Reason for Leaving Job Modifier
Profession
1 Butcher Few carcasses come into the town and 1
there are no animals to kill. Rats Butcher
don’t count.
2 Jailor Seemingly more people are executed 1 Hatred
rather than put in prison.
3 Pugilist Boxing used to be popular but now 1 Rage
bareknuckle fighting has taken its
place. You’re not interested.
4 Glovemaker A smelly, yet skilled job that is now 1
seen as an extravagance. Patience
5 Herbalist Herbs are hard to come by now and 1 Pity
people hoard their own.
6 Priest Once there were several churches in 1 Hope
the town. People have lost hope.
7 Fletcher You used to supply arrows for the 2
hunters. But they are all gone now. Survival
8 Town Crier There used to be events and occasions 2 Charm
when the Town Crier was required.
No longer.
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character sheet. Combat and Farnham Ravencloud, but others
Reserve Die can be downsized or you will need to complete quests
upsized. If you downsize a d8, it to acquire.
becomes a d6. If you upsize a d10
it becomes a d12 and so on. You
cannot upsize a d20 or downsize a
d4. So, the range of die sizes
available are d4, d6, d8, d10, d12
and d20.
Armour
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Clothing and Warmth a Tunic (Body, Warmth 3) and
Cloth Boots (Leg, Warmth 2).
You will find items of clothing
throughout the game. They Stats you Might have
provide warmth which will be Expected
useful in the cold forest. At times
you will face penalties for not There are no levels or experience
having enough warmth. Each item points in Grimscar RPG. Instead,
also has a body location like you can improve Combat and
armour, as well as face and hands. Reserve dice by completing quests
You can wear two items on each and killing creatures. For example,
location, just not the same or type the reward for a quest may state
of item. So, you cannot wear two that you can permanently upsize
pairs of boots for example. Apply your Combat Die.
common sense here. Make a note
of these items in your inventory in Titles
the Warmth Box with their
Warmth Value. Your warmth stat
You may also gain a Title while
is a total of all your clothing’s
adventuring. Write these after you
Warmth Values. Armour does not
name on the Character Sheet.
give you warmth. You can wear
clothing over or under armour.
Your Character’s Motivation
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1) You move one hex per turn Once you return to Grimscar only
which represents an hour of the Permanent tiles remain on the
exploration. map (non permanent hexes are
2) There are three types of empty removed). Transfer these to the
hex of varying design; Forest, Permanent Features map and this
Dark Forest and Savage Forest, time give them a letter instead of
representing how dangerous they the number which you labelled
are and how deep into the forest that hex with originally. This
you are moving. allows you to distinguish it on the
3) When you move into the hex, map when you re enter The Dark
give it a consecutive number and Weald. All others are erased.
then roll on the correct forest When you re enter The Dark
type table, listed in the key at the Weald, you must write in these
bottom of the map, to discover permanent hexes on the new
what is there. Write the number Journey Map. If you move into
and tile name on the Map Key, these specific hexes you will re
which you place next to map you encounter that permanent feature
are using. and read the hex description.
4) Conclude the encounter before Returning to these hexes can result
you move on. in a slightly different encounter.
5) You can explore as many as 18 If you should ever completely fill
(eighteen) hexes in one journey. If your map with permanent features
you don’t make it back before the then this stage of your adventure
19th hex then you have perished in is complete until future expansions
the forest. Give yourself plenty of are available.
time to return.
6) You can start your journey back Exploring The Dark Weald is
to Grimscar at any point even if dangerous. You may encounter a
you haven’t found what you are series of creatures, become badly
looking for. See Tracking Back wounded and decide to return to
rules below. Grimscar to heal up, having fallen
7) You can move in any direction. short of your quest goal. Not
8) You may only have up to 2 of completing a quest may also have
each type of Permanent Feature. If consequences but for many you can
you should roll the same simply return the next day and
Permanent Feature for the third try again. Of course, receiving
time re roll. major wounds will pose more of a
9) If you roll a duplicate hex, the problem and you may need longer
same hex consecutively when to recover. Keep a note of the
exploring, re roll. days in your journal.
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The example above shows a Journey Map. The adventurer has
travelled 5 hexes into the first tier of the forest, encountering five
different locations. Each hex is numbered in sequence as they are
encountered, 1 to 5. In the third hex an old shack was found which is
a permanent feature. Once back in Grimscar the non permanent
features are removed but the permanent feature remains and is put on
the Permanent Features map and given a letter. When you next go
into The Dark Weald write in the A and if you enter that hex again
you must encounter the shack again.
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Tracking Back The enemy does the same. This is
the Attack Roll. Whoever rolls
When you decide to return to the higher number wins that
Grimscar you can follow the same round of combat. If a draw, roll
route back. If you should pass again. The loser takes damage, see
through any permanent hexes then below. There are some exceptions
you must encounter them again where the winner might take
otherwise you do not have to damage as well but this is rare.
encounter the tiles you have
already passed through on the Use the Combat Sheet at the back
same day. This means you will to track and record the combat.
have a safer route back as you
have already cleared those hexes. There are a number of ways to
You can take a different route affect the Attack Roll.
back to Grimscar if you want to
keep encountering what the forest Adding Reserve Dice
has to offer.
You can use the Reserve Die once
per combat. Roll it and add it to
Combat an Attack Roll in one round of
the combat. The enemy also has a
Combat in Grimscar RPG is all
Reserve Die. If it draws a round
close quarters, melee combat.
(both combat rolls are the same
Ranged combat in the forest is
even after you have applied your
almost impossible because of its
modifiers) it will use the Reserve
dense nature.
Die. If it loses a round of combat
and the difference is equal to or
Your character and each creature
less than half its Reserve Die’s
have Combat Die and Reserve Die.
maximum number, it will roll its
Each die can be one of a range of
Reserve Die.
polyhedral dice, including d4, d6,
d8, d10, d12, d20. The more
powerful the creature the more
sides the die will have and
therefore the higher the number it
can roll.
Lair Hex
Improvised Dressing
Bark Wounds
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Magic and Belief Demons
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Gods
Currency
Running the Town
Copper coins (CC) are the
The town has a form of currency in Grimscar. Metal is
traditional governance, led by a rare, especially the more precious
Mayor (when it has one) and an forms. Items that feature gold or
Alderman which you can find out silver are highly prized. The
more about in the Citizens copper coin is therefore the main
Addendum below. currency. These are also cut in
half and called Half Coin (HC)
Market and Armoury and naturally are worth half the
value of a copper coin. Square
You can buy items at the Market, Wooden tokens (WT) are also
and from Foley Eastley and at the used but have the least value and
Armoury from Farnham are worth one quarter of a copper
Ravencloud. There are also people coin. Each type of coin is stamped
to meet in these locations from with the official Grimscar Oak
whom you can pick up quests. symbol.
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Belief has taken many forms in
The Citizens recent times and Gifford Hardwick
Addendum is the resident priest. But there are
naysayers led by Maud Flagg as
well as the Inner Circle, a heavy
Many families who once lived in
handed group led by Oliver and
the isolated town of Grimscar for
Arabella Greene, husband and wife
generations, only knowing life in
who are determined to manage
the forest, have moved on or
resources in the town in the name
disappeared. Now only a few
of the ‘greater good’. There are
hundred people remain.
hidden cults, doomsayers and lone
protagonists who have either gone
Several known figures remain stoic
mad or are driven by evil
despite the stench of decay.
intentions. These dangerous figures
Martha Shaw is the last of her
operate out of sight in the shadow
line and the local Herbalist. Berik
of the forest.
Bramwell comes from a line of
carpenters and Kirby Stout, the
Some people are approachable and
fletcher. Amabel Inkbrook is the
have quests for you to complete.
local butcher, inheriting the role
They are listed in the
from her father, and she works
Approachable Citizens section
closely with Marlow Irvine the rat
below and you can browse these
catcher. Lothar Willard is the last
and pick a quest, unless you decide
town guard, and there is also the
to work for the Alderman and
old armoury in the basement of
gather supplies. Others can be
the clock tower run by Farnham
visited once particular quests are
Ravencloud.
completed, or if you have high
enough reputation, and are listed
There are some officials remaining
in the Restricted Citizens section
who work in the Town Hall.
on page 51.
Alderman Silas Croft runs the
town, seeing no one wants to be
Mayor and he has help from
Roderick Cedar the Town Clarke.
There is also Foley Eastley the
Market Foreman and Harper
Fairgrove the Market Hand. In
the building next to this is a small
infirmary run by Sister Nerida
Greenwood.
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Approachable Citizens
Martha Shaw the town me stitch it up for you.”
You must pay 1 CC for the
Herbalist. service and use of resources. If you
do not have a CC then you can
give her a gift of equivalent value.
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“This is Gureir Root. When you Yardley for one,” her voice breaks
eat it, it should help.” Add Gurier but she continues. “So, it’s
Root to your inventory. When something I hate to ask but if you
consumed heal 1 minor wound. can find me some Speckled
Camomile when you’re out there
The first Tier 1 Quest Item that it will go a long way to looking
you find on your next journey into after some of my patients. I of
The Dark Weald is as follows: course will pay but I am also sure
“There is a leather pouch here and the people of the town will much
inside is enough for one dose of appreciate your efforts.”
Doree Stem.” The quest is then
completed when you return to She adds, “Oh, and if you find
Martha and your major wound can any Silver Birch trees, I could do
be treated. Gain 1 Reputation once with some of the bark. I use it in
the quest is complete. You must my healing tea.”
rest in town for a week for every
major wound you are healing. See The first Tier 1 Quest Item that
the Inactivity section (page 15). you find on your next journey into
The Dark Weald is as follows:
Quest: Herbs for the Town The “Wrapped in cloth here is a good
town is short of healing remedies, quantity of dried Speckled
herbs being a vital ingredient. You Camomile.” The quest is then
may do this quest as many times completed when you return it to
as you like. Martha and she rewards you with
5 CC and you gain 1 Reputation.
“It’s getting harder in town. Over You can spend 1 Charm point to
the past months I have virtually increase this to 8 CC. If you also
used up my complete stock of came across some Silver Birch trees
herbs.” She puts a hand through then you can gathered some bark
her hair and turns away. for Martha, gain an extra 2 CC
and 10 WT, although this is not a
“The injuries I have seen,” her compulsory part of the quest.
voice cracks with emotion and Before you leave you sit and have
then turns back to you, “and I a hot herbal tea with Martha.
dare not enter the Weald to Lose 1 Wear.
gather more, from what people
say. There are too many people
here who need my care, too many
people missing. My nephew Irvine
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Berik Bramwell the stands and greets you.
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Farnham Ravencloud the walls, along with old chests and
wooden benches. Sitting at a
retired solider who runs candle lit table, drinking a pint of
the armoury in the frothing ale, is a bearded man. He
stands and wipes the froth from
basement of the clock his moustache before greeting you.
tower.
“Oh, come on in, just some liquid
lunch you know,” he raises the
mug towards you, “now how can
I help? I have a range of items
available if you would like to take
a look? I am also happy to buy
any armour from you.” You know
this will be at half its value.
“...used equipment needs
reconditioning.” He forces a smile.
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Weapons Available at Farnham’s Armoury
Weapon Modifier CC Price
Femur Knife Once in a combat, when you do 40
damage, you may spend a point of
Patience and do an extra minor wound.
Fist Claw Gives you extra d4 reserve die or 40
upsizes one if you have two already.
Grub Axe 1 to your Armour Save rolls. 30
Heft Sword When you do damage in combat you do 120
an extra minor wound.
Razor When you do a major wound in combat 100
Batton roll a D6. 5 to 6 and you do an extra
major wound. Cannot use a shield or
buckler while using this weapon.
Spike Ball You may use your reserve die twice in a 80
combat.
Splinter Club Gives you 1 to your attack roll. 50
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Armour Available at Farnham’s Armoury
Weapon Section Modifier CC Price
Studded Leather Torso 2 to the Armour Save 75
Bracer
Thick Leather Coat Torso 1 to the Armour Save 45
Wood Slat Chest Torso 2 to the Armour Save 70
Armour
Wooden Buckler Arm 1 to the Armour Save 40
Wooden Shield Arm 2 to the Armour Save 60
There are other types of weapons need to try and make a new
and armour found deeper in The breast plate for young Finnian
Dark weald. Huntington. He’s training to be a
town guard and by Cedric’s head
Fix Broken Armour If you have he’ll need the protection, if the
any non metal broken armour stories of the creatures in the
then Farnham will fix it for you. woods are true.” He splutters and
you realise that this is not his first
You retrieve the broken piece of pint of ale today, “Well, I just
armour and show it to Farnham. don’t know what to believe.”
“Ah yes, I see the issue. In fact, I He takes another gulp, his eyes
think I made this myself. Fancy growing wide.
that. I can see you have had good “Milton Loys used to be my
use out of it.” blacksmith but he vanished and
The repairs will cost a quarter of now I make do. I miss him. I’m
the item’s value or an item of a not too bad but I’d rather not be
similar modifier if you are unaware at the anvil. But in this situation,
of its value. He’ll need a day to I must make an exception.”
do it. He leads you to a chest, which he
opens, “Here I have gathered
Quest: Breast Plate for Finnian together some metal objects to
Help find the forging hammer melt down and by Nesdin’s beard,
needed to make a breast plate. it’s taken a while. I just need
This is a one time quest. something more, but even worse I
don’t have a hammer. It was
“There is also a little matter of stolen from me by some crook a
metal. You know how rare it is few weeks back. I think it was
around these parts. I seriously one of the Lambe brothers. In any
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case I can’t make the breast plate and doesn’t like to be disturbed
without it. If you could find it for but I’m aware she needs
me then I would reward you.... something, as well as this
You could pick one piece of pigment.” You can now visit
armour from the inventory here.” Rabina Middleton in the Restricted
Citizens section of the book.
He adds, “Also if you should find
a length of chain, or some metal Foley Eastley the
ore, then I would also pay you
for those items as well.” Market Foreman
manages the stalls.
The first Tier 1 Quest Item that
you find on your next journey into
The Dark Weald is as follows:
“There is also a metal hammer
here that looks like it belongs to a
blacksmith.” The quest is then
completed when you return it to
Farnham and he rewards you with
one piece of armour from the
Armour available at Farnham’s
Armoury Table that you pick. If
you should find a length of chain
or a chunk of metal ore then
Farnham pays you 5 CC, although
this is not a compulsory part of
the quest.” You can spend 1
Charm point to increase this to 10
CC. Gain 1 Reputation once the Foley is often found hanging
quest is complete and Farnham around the ten market stalls in the
also spends some time showing pokey market square of Grimscar.
you a few tricks with your blade. You spot him standing next to his
Upsize one Combat Die and foreman’s hut and you raise a
increase you minor wound hand. He comes over to meet you
Deathline by 1. and you see there are a few people
on the stalls but only four are
He also hands you a disk of red occupied. He wears a large leather
pigment. “Here take this to pouch at his side, in which you
Rabina Middleton. She’s a dyer know he keeps wooden tokens.
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“Looking to buy something?” He What say you?”
says addressing you by name. You Also Val Whitlock is selling some
have known Foley since you were clothing on one stall. Roll twice
young. There are some items on the Market Clothing Table
available to buy on the market. below to see what they are. There
A young smarmy man, called are different items here when you
Neville Hawthorne, stands at a next return from The Dark weald.
wide barrel, a makeshift stall, You can spend 1 Charm point to
selling rations for 5 WT. As you reduce the cost of one item by 1
come closer, he smiles and reaches CC (apart from gloves).
into his waistcoat pocket to
retrieve a small ceramic pot. Foley places a hand on your
“I also have a pot of healing shoulder and you jump, as you had
balm, for 1 CC, if you’re forgotten he was there and he
interested, my kind sir?” pulls you to one side once you
This cream will heal one minor have finished looking at the
wound. There is only one available clothes.
today, which is the case every
time you come to the market. “There is something else you could
“Such creams are highly sought help with if you’re interested?”
after in these parts, my good sir.
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Quest: Supplying the Market Stall The Dark Weald is as follows:
Help Foley help Stanway “You see there is a pack here and
Beaumont. You may do this quest inside is a selection of stone tools.”
as many times as you like.
When you return to Grimscar and
Foley points out an old man give them to Foley he rewards
standing at what would appears to you with 10 CC.” You can spend
be a sparsely stocked market stall. 1 Charm point to increase this to
“That is Stanway Beaumont, and 13 CC.
he’s an old hawker who has had
that hardware stall for many Also, if you find any of the
years now. But he’s threatening to following: rope, twine, pegs,
give it up and that will not do. chalk, buckets or similar hardware
What happens if he does? The items then Foley will pay you 1
others might follow suit. I have CC for each item.
been directly instructed by the
Alderman to try and keep the Nerida Greenwood the
market going, which is no easy
task, I can tell you. It’s a matter sister at the infirmary.
of morale apparently, not giving
up, and believing in a future. In
these dark times perhaps, my
market brings hope to the people.
I know some folk who come here
just to chat and catch up. Nothing
wrong with that.”
He pauses and rubs his eyes as if
tired.
“I haven’t been sleeping too well
recently; it’s the sounds in the
night.” He appears to shudder.
“In any case, if you find a few
items out there in the forest and
bring them back I’ll pay you some
coin and then I can give them to
Stanway to sell on his stall.”
The first Tier 1 Quest Item that The infirmary is in the centre of
you find on your next journey into town. It was once a small wooden
structure but is now a large hall
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with a garden, which it uses to to Nerida, she rewards you with
rehabilitate patients. You see an warm praise. Gain 1 Hope, 1 Pity
old man sitting on a bench and a bandage. “There is
towards the back in the something else you could gather
undergrowth, his arm in a sling. for me.”
His eyes meet yours and they
seem empty. Quest: Find Cream Fungus If
“Hello?” A tense high pitched you can find this special item then
voice distracts you. You have you will be rewarded. You must
wandered into the garden and see complete the Find Aldawa Quest
it is Nerida. You explain that you before you do this quest. You may
are here to help, appointed by the only do this quest once.
Alderman and she seems to relax.
“I fear you may need my help The first Tier 2 Quest Item that
before you have finished in your you find on your next journey into
work. But we do need supplies of The Dark Weald is as follows:
which the Alderman is more than “At the base of a tree here, in the
aware, so what do I need? Just shadow of the buttress root, in a
about everything and the only moist recess, is a massive bloom of
thing we have is a supply of Cream Fungus. You gather it up
bandages and Green Selvage to in the bag you were given.”
make herbal tea. We need salves When you return to Grimscar and
to treat wounds but more give it to Nerida, she rewards you
importantly Aldawa leaves to cure with warm praise. Gain 1 Hope
disease.” and 1 Pity. She then invites you
to the meditation room where she
Quest: Find Aldawa leaves If runs through some endurance
you can find this special item then saving exercises which she says
you will be rewarded. You may help reduce tiredness and even
do this quest as many times as pain. “The Great Healer works
you like. from within,” she whispers as she
assists your meditation. Upsize one
The first Tier 1 Quest Item that Reserve Die or you may gain an
you find on your next journey into extra d4 Reserve Die (two being
The Dark Weald is as follows: the most you can have) if you
“There is some twine here have only 1. She also hands you
threaded with large rubbery an item of clothing, “This maybe
Aldawa leaves.” When you useful as it can get pretty cold out
return to Grimscar and give them there.” Roll on the Clothing
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Table to see what it is. carved out of an ancient tree
trunk. The church hasn’t been
She also adds as you go to leave, holding services for any of the
“If you should find any other gods recently and word is the
herbs of any type I am happy to priest has taken to the bottle. You
pay for those as well. I can give slowly walk down the central isle
you 4 WT for each type.” and are surprised when your find
a robed figure laying on one of
Gifford Hardwick is the the pews. He slowly rises and you
see that the Priest is pale and
resident priest. groggy. Perhaps the rumours were
correct.
“Yes, what is it?” Gifford says in
an unfriendly way.
You explain the situation, that you
can help if needed. He frowns,
“That’s brave. It all feels hopeless
to me, beyond help.” He stumbles
away and you follow him feeling
frustrated and say so. He spins,
anger streaking his face.
“You think I haven’t tried?
Nothing seems to work. No one is
listening.” He walks towards the
altar beneath a large stained glass
window, that depicts the fall of
Maksur, a dark figure tumbling
from a cliff, only to stand alive at
its base, uninjured. Gifford falls to
his knees, “Even Maksur does not
acknowledge our fall and I
You know the church well. It’s thought he above all else would
probably the most recognizable answer our call.”
structure in town. Its square tower You tell him you want to try,
looms above you as you approach. and ask is there nothing that can
You slowly push open the help or anything you could do?
studded, wooden door and enter He pauses and then points across
the cold space. Columns run along to an empty alcove, set in the
the tiled floor and pews line two stone wall.
isles. At the far end the pulpit is
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Quest: Find the Dantalis Stone found it!” There is a stunned look
If you can find this special item on his face as he takes it from
then you will be rewarded. You your arms and places it in the
may do this quest only once. alcove. Nothing happens. But the
man places his hands upon the
“That is the place where the stone and quietly meditates. Gain
Dantalis Stone used to rest, but it 2 Hope and 2 Reputation. You
went missing soon after the curse leave him in peace. You feel
fell upon us. I have searched but blessed. Increase your minor
cannot find it. The stone used to wound Deathline by 1.
anchor this place as it was taken
from the very cliff that Maksur Make a note in your journal that
survived, hundreds of years ago. I ‘The Dantalis Stone has been
remember the procession that recovered’.
brought it here when I was a
child...,” he seems vacant, “...it Roderick Cedar the
gave people faith in the town.
Perhaps if we had it back Town Clarke.
then....” He rises and wanders
away into the shadows, mumbling
to himself.
“Listen closely. You know I like He turns and slams a fist into his
to keep an ear to the ground; palm, appearing distraught.
well, I heard something that
disturbed me and I’m unsure if it “I don’t think we should confront
is true. Seeing you have just the Greenes, but I know that
recently volunteered you might see Delacor is in her house. I saw her
this as important if we are ever to in the window when I was trying
truly understand what is to pluck up the courage to go and
happening here.” confront her myself. But now
you’re here maybe it falls under
He lowers his voice and continues, the volunteer’s responsibilities?
“I overheard Oliver and Arabella Look if you don’t want to go
Greene talking behind my shooting then maybe I should go. What do
range. Of course, I don’t you think?
ordinarily make a point of
eavesdropping but when I heard You can now go and see Delacor
Oliver mention the orphan Rebecca Westcote (see the Restricted
Acworth, who went missing last Citizens section) as Kirby tells you
week, I felt obligated. where she lives. Once you have
Apparently, Elway Desford went completed Delacor’s quest you can
into the forest with Delacor return to Kirby and he teaches you
Westcote under the cover of some defensive stances and blocks
darkness. They took with them in return for the gossip. If you do
Rebecca and some kind of book. so lose 1 Reputation but upsize one
Arabella was concerned they had Reserve Die or you may gain an
gone too far, that maybe Elway extra d4 Reserve Die if you have
and Delacor had...had sacrificed only 1.
the girl during a dark ritual. It’s
44
Amabel Inkbrook is the “Really? You volunteered?” She
gives you a suspicious look. You
local butcher. tap the sword hanging at your
side and she frowns.
“You’re going into the Weald
with that?” Then she takes a
deep breath, “Well, so be it. I
really shouldn’t let anything
surprise me anymore.”
47
The first Tier 1 Quest Item that just in the entrails.”
you find on your next journey into You ask him what it means but he
The Dark Weald is as follows: doesn’t know.
“You notice at the stump of a tree “I tell you someone who might
here a gathering of yellow know is the alchemist, Iva
mushrooms you know as Jubin, Charnock. You could take it to
from Marlow’s description. You her to look at. She’s not
gather them up.” When you someone…err…I get on with. It’s
return to Grimscar and give them probably better if you talk to
to Marlow he rewards you with her.”
10 CC.” You can spend 1 Charm
point to increase this to 15 CC. He You can now go and see Iva
then pulls you to one side. Read Charnock (see the Restricted
on if you have completed the first Citizens section) as Marlow tells
part of the quest. This following you where she lives and gives you
encounter can only be done once. the stinking rat in a leather bag.
He also hands you an item of
“Thank you. I am surprised you clothing, “This may be useful as it
found some! But I know Amabel can get pretty cold out there.”
will be pleased. Look you seem to Roll on the Clothing Table to see
actually be doing something useful what it is.
around here. I want to show you
something.” Lothar Willard is the
He leads you through to a what
looks like an abattoir, a stripped last town guard.
back room with several large rats
hanging from a bar. The place
stinks and you hold your breath
but Marlow seems unphased.
“Here, see this? He points to one
of the rats which has its gut sliced
open. “See there, look closely.”
You move in and see the tangle of
flesh and entrails and within it
wisps of black ink.
“No, it’s not ink,” he says as if
reading your mind. That is
something else, a toxin or poison.
It’s not in the flesh or the muscle, Near the centre of town is a two
storey stone tower which is
48
known as one of the oldest eager.”
buildings in the forest. It is where You ask the name of the missing
the town guard are based. Lothar town guard.
is often found sitting on a bench “Korin Hamlin, and she was a
outside the arrow slit window on capable young lady. I was
the ground level and you see that surprised when she disappeared.
is exactly where he is. You Perhaps you can see if you can
approach and he stands, and find her?
cringes as clearly his joints are
bothering him. You see the old The first Tier 1 Quest Item that
man is wearing a metal breast you find on your next journey into
plate with the town oak emblem The Dark Weald is as follows:
engraved in its centre. “You find a note here that has
“All well?” He asks, slight been written in a hurried hand. It
concern furrowing his brow. describes a location where she is
You explain you have volunteered hiding.”
to help the town and he claps you
on the back. Extended Quest. You must either
“Well done you!” He almost return or push on into The Dark
shouts, and you remember he is weald to find Korin’s location.
notoriously deaf. The first Tier 2 Quest Item that
You ask him again if there is you find on this or your next
anything he needs help with. journey into The Dark Weald is as
follows: “You now recognise this
Quest: Find Korin Hamlin If area from the note that Korin
you can find the missing person wrote. You look to a tall white
and return with her then you will tree and see at the base a hollow.
be rewarded. This is a onetime You call out and a woman scurries
quest. from the darkness. It is Korin.
She is wounded, her left arm
“More recruits would be good,” hangs loosely and her leather
and he smiles, “but in all armour is ripped open. She will
seriousness we only recently lost follow you home but cannot fight
another guard who like you has or assist you in any way. If you
been searching for resources.” She make it back to Grimscar, so does
only went in a few days ago and she and you go to Lothar
that leaves me with young Finnian immediately. He escorts Korin to
who is only sixteen. Hardly a Martha, but not before thanking
choice I wanted to make, but he is you.
49
“You have done a great deed here come over in the evening and
and improved our chances of when you arrive, he runs through
surviving this terrible curse.” He some combat techniques with you.
opens a chest and hands you some Upsize a Combat Dice or you may
Wood Slat Chest Armour (see gain an extra d4 Combat Die (two
page 34). Add this to your being the most you can have) if
characters sheet and gain 2 you have only 1.
Reputation. He also suggests you
Restricted Citizens
Important: Each quest in this section can only be done once unless
otherwise stated.
50
but you block her and she The first Tier 3 Quest Item that
collapses into a chair, easily you find on your next journey into
overpowered. The Dark Weald is as follows:
“Alright, alright! We were trying “Wrapped in a piece of cloth is a
to do something to remedy this bloodied tome. On the cover,
whole situation,” she throws her scratched into a metal plate is the
arms in the air, “you won’t word Tamaniyat. There is a silver
understand. This darkness that has necklace, with a Moon Pendant,
taken hold of our land is the wound around it.” Gain 2
doing of the Alshantium Alwash, Reputation. When you return to
a demon. Elway and I found a Grimscar visit Oliver Greene and
tome called the Tamaniyat, in the show him the book and necklace
Inner Circle’s archives, that (see the Restricted Citizens
explained what happens if section).
Alshantium appears and what to
do. We are desperate.” She Oliver Greene Leader of
continues to babble about
justifications until she falls the Inner Circle.
forward on to her knees, begging
for your forgiveness. She won’t
say it but you think she is
referring to Rebecca Acworth.
There is a madness in her eyes, as
if she went too far and now
cannot find her way back.
You ask her about Rebecca, but all
she can do is sob. You grab her
by the shoulders and insist she
tells you where they performed
the sacrifice and she splutters a
few details. You think you have
enough and leave her in the
darkness crying. But just as you
go to leave, hoping that you may Oliver is not at his townhouse,
turn up something about Rebecca, but you suspect he might be at the
she calls out to you. Owl and Weasel inn and when
“Alshantium did not appear! you arrive at the small poky, out
Alshantium did not appear!” of the way establishment you spot
It seems her attempts failed. him alone in a nook at the back,
sitting at a table. You slide on to
51
the bench opposite him. There is longingly looks into the bottom of
no one else within earshot. He the tankard, shaking his head.
frowns, “Do I know you?” “It seems hopeless,” the words
You briefly explain what you have spark your anger as you exclaim
been doing and he goes to leave there must be something we can
but you slam your hand on the do?
table and whisper that you know “Well, sacrifices to appease dead
about Rebecca Acworth. His eyes gods clearly do not work! But
go wide with fear and he sits back wait,” he hesitates, “there is one
down. thing. One of the scouts reported
“Now listen here, I had nothing a terrible thing; a tree turned
to do with that.” He leans black and writhing as if in an
forward, fear now turning to unending torment. I call it the
indigent anger. He takes a swig Bane Tree.” He reaches down to a
from a clay tankard. sack and pulls forth a globe.
Now you have his attention you Within it swirls a blue smoke.
pull out the book and necklace “You cannot understand the
and he stares at them. Silence lengths I went to get this. It is
settles between you. an Ice Sphere. You smash this
“Then it’s true...it was a waste of against the Bane Tree and it will
time. What do you want?” He explode, engulfing with ice to
asks. petrify the wood, killing it, or
You explain that you know the stripping it of its living hell.”
Inner circle has been trying to find You take the cold globe.
a way to escape the curse. “That’s “Perhaps it will slow this vile
right,” he interjects, “we have curse or stop it completely...we
been trying to sort the problem can only hope. I had thought to
out. First, we sent a band of try myself but I can see you will
hunters and warriors into the have more success. Please take it
Weald but they never returned. and do what you can.” He rises
The one or two scouting parties and leaves. You see no need to
that returned were scared out of talk to him further.
their wits, with only strange
sightings to speak of. We tried Quest: Find the Bane Tree Find
felling some of the contaminated the Bane Tree in the third tier of
trees but that only called forth forest and use the Ice Sphere.
more trouble, more creatures and
two lumberjacks were killed.”
He takes another swig and
52
When you find the Bane Tree on Iva Charnock the
your next journey into the third
tier of The Dark Weald encounter alchemist.
the hex and read the description
careful. Because you are prepared
as you lay in the mud the
following happens: “You force
your hand into your pocket and
retrieve the Ice Sphere. With your
remaining energy you throw it at
the grim sight and it explodes. In
an instant the branches and trunk
are engulfed with ice crystals and
it freezes. A clacking sound
follows as branches crumble and
fall, the bark pealing back
revealing white wood beneath.
You find your way to a small,
This also shudders and turns to
timber dwelling that has an
ash. All that remains is a heap of
extensive courtyard surrounded by
blue embers. You have destroyed
a high wall of stone. Timber
the Bane Tree. Instead of losing 2
terrace houses run away on either
Rage, Butcher and Hatred you
side, their second levels leaning
gain 2 Hope and 2 Reputation.
over the street. The yard is open
Based on the original hex
and you find several huts and
description do not cross off two
shacks spaced around the
hexes on your Map Key Page.
cobblestone arena. From one comes
Change the hex title to Bane Tree
a woman dressed in a low cut,
Ash and increase you minor wound
voluminous dress. She pauses when
Deathline by 1. Whenever you
she sees you and frowns.
return here you Gain 1 Hope and
“How can I help you stranger?”
Heal 2 minor wounds as you rub
You have never met Iva before
the blue ash on your skin. If you
but have heard she doesn’t suffer
have a blue diamond, you can heal
fools.
1 major wound, but it consumes
As you begin to explain that
the gem as you place into the ash.
Marlow sent you, she holds up her
You may only visit this hex once
hand and exclaims, “If that no
per journey from Grimscar.
good rat dealer has sent you then
I want nothing to do with you.”
She goes to turn away but catches
53
sight of the rat you have quickly in the rat. It should have turned
retrieved from your pack, “What the entrails into mush but it is
has he got you doing? Honestly.” whole.” She is talking to herself
You explain there is something rather than you and then she
unusual about the creature and remembers you are there and puts
open out the innards and hold the magnifying glass down.
them out to her. She hasn’t come “Listen to me,” she says urgently,
closer as yet but now that she sees “this is unnatural. Do you know
the black strands weaving their where Marlow found this rat?”
way around the entrails, she You nod and explain he found it
moves in and raises an eyebrow at the edge of the forest.
out of curiosity. “So, it has come from the forest?
“Alright, let me take a look. Potentially? I need to confirm
Honestly, that man is this. This might just be some kind
incorrigible.” She pokes her nose of strange mutation that could
at the rat but does not touch it. explain what is happening.”
“Bring it,” she says reluctantly
and you follow her into one of Quest: Find the Specimen If you
the huts where there is a work can find the item and return it
bench, bread board and a then you can speak to Iva further.
magnifying glass.
“Put it there and take these to “Do you think you can find me a
open the cut.” She hands you rat from deeper in the forest? I
some metal pins to splay open the can then examine it and we will
guts and you see she has red have proof that there is some kind
blotches on her hands, which you of strain or infection that might
know is called Crimson Blotch and have something to do with the
can be quite painful. She seems curse?”
oblivious to it though as she takes
down some bottles and a jar from The first Tier 2 Quest Item that
a shelf, placing them beside the you find on your next journey into
scene. Then she pokes around in The Dark Weald is as follows:
the entrails, retrieves some of the “A creature was feeding on a rat
black material, drops it in the jar before you appeared and you see it
and spots it with some liquid. You is largely intact. You store it
jump back as it splutters and hiss, away in a small bag Iva gave
fumes rising from the jar. you.” When you return to
“Well, I’ll be, it’s some kind of Grimscar and give it to Iva the
acid. But what I don’t understand following happens.
is why it has remained unaffected
54
After Iva carries out the same test know is grounded in the respect
on the new rat, she gets the same you have earned. You may be the
results and turns to you with a one who can make a difference
look of dread on her face. here and for one I am willing to
“The same contamination! give you a chance. What I need is
Whatever has infected these rats it a limb from one of these foul
has clearly originated from the creatures. It has to be one that
forest or beyond. But strangely lives deep in the forest. I can see
though it has not changed the rat if they are completely
in anyway. It might be that they contaminated and then analyse this
are the carriers of the disease, that black acid further, for I fear it
they are spreading it. I find it changes the nature of the creature.
hard to believe that they are the
sole cause of what is happening to The first Tier 3 Quest Item that
The Dark weald though. You you find on your next journey into
have brought us a step closer to The Dark Weald is as follows:
understanding what is going on “Laying on the ground here is a
here.” Gain 1 Reputation. severed limb that belongs to some
You explain that there are many strange creature. It is fresh and
unnatural beasts in the forest. Sheyou scrunch up your face as you
speculates that not all of them wrap it in the leather that Iva
could have been bitten by the rats.gave you and then lash it to your
“There is something more here. pack.” When you return to
There are options but I don’t Grimscar and give it to Iva, she
know if I can ask this of you.” snatches it from you and you
follow her through to her
Quest: Further Evidence If you workstation, where she has laid
can find the item and return it out more bottles, vials and
then you can speak to Iva further. coloured liquid.
You may only do this quest if you
have Reputation of 10 or higher. You watch as she runs a series of
If you do not you can come back tests on the limb, amazed at the
and proceed later. alchemy, aware that few know
such techniques. Hours pass and
She hesitates but looks you square you remain intrigued as she works
in the eyes, her attitude towards in silence, occasionally exclaiming
you has completely changed and something but then sinking back
now you sense an air of respect. into the process. Then she turns to
“What I am going to ask of you you, her face like iron.
55
“The same black chemical runs Ranulf Brickenden the
throughout the limb. There is only
one thing that seems to affect it.” sculptor.
she holds up a jar of white
powder. You ask what it is and
she says, “Lime! Simple lime. It is
used to line graves and reduces the
acid levels which is why I think it
affects this black bile.
If you coat your weapon with it
then you will undoubtedly do
more damage. I have a good
supply and when you need any
just come to me and I’ll give you
more.”
You stand feeling enthused by this
news. Upsize one Combat Die (or
you may gain an extra d4 Combat You arrive at the workshop and
Die, two being the most you can find the exterior is rough and
have) and do an extra minor worn. A shutter at one window
wound when cause a major wound. hangs off at an angle and the
white between the beams has
You thank Iva for her help and yellowed. You notice the front
she wishes you luck, “Perhaps the door is ajar and you push it open.
tide has changed?” She says Inside, the building consists of one
smiling. Here take this. She gives room which is cluttered with tools
you some Glory Mint to suck on. and old, warped pieces of wood.
Lose 1 Wear. Much of this is split or partially
carved into a range of animals and
Make a note in your journal that finials. Laying on a bed in the
‘The secret of lime has been corner is a figure who starts at
discovered’. your appearance and slowly rises.
“Who said you could come in
here?” He slurs his words as he
picks up the familiar green
moonshine bottle. You quickly
explain that you spoke with Berik
and show him the note.
He staggers towards you and
nearly tumbles over, but you
56
steady him as he burps in your The first Tier 2 Quest Item that
face. You recoil and go to leave you find on your next journey into
but he hails you. The Dark Weald is as follows:
“I am sorry for my disposition...it “In a leather wallet here are a
was a heavy night. Look I know selection of chisels and knives.”
why he sent you over here. He When you return to Grimscar and
has some delusion that I am give them to Ranulf he rewards
interested in this....” He waves his you with 30 CC. You can spend
arms dramatically around the room 1 Charm point to increase this to
and you assume he means the 35 CC. Gain 1 Reputation.
unfinished carvings. You step
forward and look at a few to try When you hand them over to
and show interest. Ranulf, he is thankful but seems
sheepish.
Quest: Find the Tools If you “I suppose after you have done
can find the item and return it this for me, I should tell you
then you will be rewarded. This is about a strange request I had only
a onetime quest. weeks past, seeing you are the
only one who seems to be helping
“Yes, yes, they’re not even half out this retched town.” Only read
decent,” and he stumbles over to a on if you completed the first part
shelf, “I am having to use these of the quest.
you see! That’s why I may as
well give up.” Quest: Return the Statuette If
You see he is talking about a set you can find the item and return
of chipped and worn stone tools. it then you will be rewarded.
“My chisels and knives were
stollen,” you glance at the open Maud Flagg visited and asked a
door and this man’s appearance strange request of me. She gave
and can see it would have been all me a sketch of a demon like
too easy. creature, she called Metus and
“I can’t make sculptures without asked me to carve its likeness as a
my metal tools! There is nowhere statuette. She paid me good coin
else to buy any. I can only think to make it, which I did. I have to
someone has melted them down or admit I’m not quick to work with
is hiding them. I just can’t go on such imagery, there is something
if I don’t have them.” about it I find disturbing and as I
You suggest that maybe you can suspected it has haunted my
help. dreams. Perhaps I am cursed,”
57
he mumbles. Rabina Middleton the
“But why should this be
important? Well, she said that it dyer.
might appease Metus and stop the
curse. Do you see this might be
important? You could go and see
her, but she won’t listen to you
or accept you in unless you have
the Metus Statuette. Maybe she
would then listen, explain what
she has been doing? I mean I
want things to return to normal
as much as anyone else and this
just seemed out of sorts. The
Alderman did say to report
anything out of the ordinary.
What do you think?”
You say you will look for the
statuette.
The first Tier 3 Quest Item that Rabina’s property, on the outskirts
you find on your next journey into of town is divided into two
The Dark Weald is as follows: buildings; one where she lives and
“Laying on the ground here is an one where she works, for the
item that was clearly dug up by dying process is messy. You stand
some animal for it is covered in between the two leaning structures
dirt. It’s the Metus Statuette and with cobbles beneath your feet
it has a large crack down the and knock on the reinforced iron
centre which virtually obliterates door. A slot slides aside and a
the face of the demon.” When woman’s eyes appear. She
you return to Grimscar you can questions you and after you have
take it to Maud Flagg who you explained your role, she opens the
can now visit (see the Restricted door and shows you through to
Citizens section). Gain 1 the kitchen where she is brewing
Reputation. some leaves. She wears a long
black dress as if in mourning.
“Would you like a cup?”
You nod and she glances down at
the object in your outstretched
hand.
58
“Farnham is a lovely man,” she “There was word that Nordin had
seems to flush as she takes the been spotted in the Forest. I
disk of red pigment. “He has cannot believe it personally but it
always looked out for me. This is has scared me. It has been so
very handy indeed.” many years since his death. It just
You look up at the wall and see cannot be true. What if this vile
the painting of a well dressed curse has done something to
young man, one of the previous him...woken him from his rest?”
town mayors. You can tell this, You state you can’t believe it to
for the golden oak crest is be the case, but she continues, her
displayed on his breast. Rabina face awash with anguish.
sees your gaze. “There is one way to tell. He was
“Yes, that is my husband, buried in the Bow Yard, a
Nordin. He died young, long graveyard in the forest, reserved
before I became a dyer, but he for those who come from a long
was always so ambitious and was line of forest people, as Nordin
the youngest mayor this town was. If you can find it and check
ever had. It was a long time ago his grave you will bring me
but I am committed to his peace.” She looks down at the
memory,” She places a hand on rose disk, “Maybe I can have a
the black lace material at her future,” she whispers and then
heart. looks up at you again, “What do
You explain that you have been you think?”
helping out the town and she
wonders what Farnham was When you find the Bow Yard on
talking about when he mentioned your next journey into the second
there was something you could do tier of The Dark Weald encounter
for her. A silence comes between the hex but after, you see the
you both and it is a few moments following: “The creature lays at
before Rabina finally closes her your feet and you see it shimmer,
eyes and smiles. the face morphing into several
“Oh, I see. I think I know what faces including that of Nordin
this is about.” She flips the disk Middleton. Then you search the
of dye in her hand and looks at graveyard and find Nordin’s grave
one side. The waxy material has is undisturbed.” When you return
been carved into a flower. to Grimscar you go to Rabina
Middleton and you explain what
Quest: Check the Grave Find you saw and the fact that
the Bow Yard in the second tier Nordin’s grave is undisturbed, that
of forest and check the grave. it was a foul creature that took
59
his form. She thanks you tightly packed together. The
profusely. Gain 1 Reputation and 1 gutters run with sewage and you
Charm and lose 1 Wear. hold your nose. There are several
such streets like this in Grimscar,
As you go to leave, she holds up a a side effect of more prosperous
hand, “Wait, there was something times when miners moved to the
else. This could be of some use. I settlement and required cheap
overheard Kingsley talking to housing. On the beam above
Maud at the council meeting last Maud’s front door is the image of
week. He mentioned that he may the old god Hajar, the god of
know the reason for the curse and mining and stone. There is the
I dismissed it at the time, he has a light of a fire in one window,
high opinion of himself, but it where a head appears and sinks
may be something.” back into the shadows. You knock
on the door and call out to her,
You can now go and see Maud explaining you are a volunteer and
Flagg (see the Restricted Citizens trying to help the town.
section) as Rabina tells you where “Go away! You cannot help us or
she lives. the town, you cannot help
anybody! There is no hope now,
Maud Flagg a naysayer. this is all inevitable.” She screams
through the window next to the
door, which you push with your
hand and find it is secured from
within.
Then you hold up the statuette to
the window and there is a
moments silence before the thud of
wood, as a crossbar is lifted and
the front door opens.
“Let me see it!” You hand her the
statuette and a look of horror
crosses her face as she sees the
massive crack running down it’s
centre.
“This is terrible,” she says as she
You head down the cobblestone
turns and hobbles back into the
street and come to an alley, called
house. You follow her in. She
Quarry Way, where dust covered
throws the statuette into the fire
timber, terraced dwellings are
60
and the flames turn red as it’s Ravenshade a notorious priest who
consumed in seconds, sparks flying lived a hundred years ago and
into the dark room. She collapses died of self immolation, in front
into a leather armchair, her head of his congregation. We found it
in her hands. in the Town Library for Kingsley
had mentioned that the church
Make a note in your journal that archives had been transferred to
‘The Metus Statuette has been the library years before. It had
destroyed’. just been lost to time. When we
recovered it there was mention of
You ask her about Metus and she Metus, a demon trickster, who
looks up at you quickly. spilt its black bile upon a great
“Who told you that?” You forest. It is this black bile we
explain what Ranulf told you and have found on the trees...surely?”
she sighs angrily. You shrug your shoulders, “Well,
“He doesn’t know what he’s it described a ritual that was
talking about. You’re wondering performed,” she explains, “the
what this is about? It comes from placement of a wooden likeness of
a desire for hope, a desperate need the demon in the heart of the
to try and do something on behalf Fated Trees.”
of the Resistance Council.” You ask her what are Fated Trees
You ask her about the council and is but she seems unsure. “That
she hesitates before answering. was the problem. I wasn’t sure
“We had to put something but Kingsley was determined. I
together; the inept Inner Circle found him that evening standing
have done nothing. So, a few of over the naked body of Ellyn
us joined to form the Resistance Crump in the forest in front of
Council. We’re not restricted by the great twisted oak in amongst
town policy or tradition, no, we the Fated Trees, where we had
just wanted to act. We approached agreed to meet. His eyes were
Thackery but he refused to help, crazed as he asked me if I had the
as he didn’t have any evidence of statuette. He took up an axe and
a curse. Then we went to Gifford. chopped off the Ellyn’s head. He
He was nearly as useless but then stuffed it into a hollow in the tree
he mentioned the Manes Ledger; a and sealed the statuette inside
list of demons and ethereal beings with it, using thick beeswax. He
and a book that was once kept in was covered in blood as he spoke,
the church catacombs. It was “This sacrifice will save us!”
written in blood by Loys
61
Quest: Find the Fate Trees Find broken in and as you approach you
the oak in the third tier of forest see a window has been smashed.
and cut it down. Outside a girl is throwing stones
at the upstairs windows and you
Maud continues, “But it is clear to grab her by the ear and demand
me now that all he managed to to know why she is there.
achieve was to draw an evil to the “Everybody knows Kingsley was
forest.” seen taking Ellyn into the forest
and she hasn’t been seen since!
When you find the Fate Trees on He’s now disappeared.” She
your next journey into the third escapes your grip and runs off.
tier of The Dark Weald encounter You check the house and find he
the hex but after you see the is indeed gone. After a few
following: “You spot an older tree enquiries you discover he has been
further in and the remains of a seen fleeing into the forest.
beheaded body beneath it. On
closer inspection you see a sealed Quest: Find Kingsley Lovell
hollow and an axe leaning against Find the missing person in the
the trunk. You recall what Maud second tier of forest.
sad and proceed to chop it down,
vigour taking you. Gain 1 Rage The first Tier 2 Quest Item that
and 1 Hatred.” When you return you find on your next journey into
to Grimscar you go to see Maud The Dark Weald is as follows:
Flagg and are disturbed to find “Concealed in the hollow of a tree
she has hung herself. Lose 2 stump is a body. You recognise it
Hope. But she has left a note for as belonging to Kingsley Lovell.
Kingsley. You remove the gold ring on his
finger as evidence.” When you
You can now go and see Kingsley return to Grimscar you visit the
Lovell (see the Restricted Citizens Alderman and Roderick, explain
section) as there is an address on that you found Kingsley’s body
the rear of the note. and all that you suspect happened.
You present the ring, that
Kingsley Lovell the unmistakability shows the Lovell
seal, and they express their
council member. sadness. They thank you for
solving the mystery. Gain 2
You approach Kingsley’s house but Reputation and 2 Charm.
immediately see something is
wrong. The front door has been
62
Thackery Templeton the thick wooden door. He looks up
at you, “Now, what is this about
lore master. then?”
You explain who you are and
mention that you saw a Mabiskeg
Deer in the forest, and as you do,
he holds up a finger and mumbles,
“Follow me.”
He leads you through to a
surprisingly large room, that is
lined with shelves of leather
spines. He stops at one and pulls
out a thick tome, that he lays out
on a dark wood table. He thumbs
through a few pages and stops on
a page that shows the image of a
deer.
“Was that what you saw?” He
asks.
You check the address that You look more closely and it
Amabel noted down and are appears to be a Giant Red Deer.
surprised to find she has sent you You say no and he smiles, “Ah,
to smart looking private library. my mistake,” and he turns it to
You know there are a few of the next page. This time you see a
these intown where rare collections tall black and brown mottled deer
have been stored away. This with deep red antlers. This time
particular structure has a stone you recognise it and say so.
walled ground level and a timber “This is a good sign indeed. I
second. You can see in at one of thought they were lost.” He
windows that there are books pauses and turns to look at you.
lining the walls. “You are a volunteer you say?
What else have you seen in the
You knock on the door and a forest? Not many venture there
gruff voice warns you off. But and live to tell the tale.” You
you call back that Amabel sent both take a seat around the table
you and you have some news. and you spend some time
After a few moments a tall lean describing your adventures so far.
man, with a dark complexion and You are surprised to see Thackery
close grey hair, slowly opens the taking notes as you talk and once
63
you finish, he continues. countering the energy of the tar.
“This is as I feared, despite your It could make a difference.
sighting of the Mabiskeg the grip
of this vile curse has extended The first Tier 2 Quest Item that
much further than I had you find on your next journey into
thought.” The Dark Weald is as follows:
You explain that Amabel said that “In a bone tube here is a scroll
he might have a theory. that fits the description that you
were given.” When you return to
Quest: Find the Elridge Scroll Grimscar and give it to Thackery
If you can find the item and gain 1 Reputation and 1 Charm.
return it then you will be When you hand it over to him, he
rewarded. quickly unravels it.
“Ah, here it is, but it’s not quite
“It wasn’t actually mine. I read it what I remember but could be
in the scroll some time ago and helpful. It seems she was able to
have been trying to piece it back melt together an unusual mix of
together since then. It’s based metals, which she thought,
around the theory by the repelled the black tar. She formed
Metallurgist, Rose Elridge, which it into the flanged head of a mace,
she called Charged Tar. She had a attaching it to an oak shaft. She
habit of noting these things down called it Hawafin. She details here
on parchment and occasionally she that when she used it against a
would come over and talk to me creature that was made up of the
about them. I mean I didn’t know black tar then it was violently
what to make of it at first but effective! If you can find this
she told me that she had been into weapon then I am sure it will be
the forest to observe ‘tar’. She of great use.” Only read on if you
saw it moving as if animated and completed the first part of the
drew the conclusion that an quest and have at least 12
energy or force existed within it. Reputation. If you do not have
She implied it was consuming the the required Reputation then you
tree. Of course, her journeys into may return later.
the Weald were dangerous and on
one trip she went missing. That Quest: Find Hawafin If you can
was three weeks ago. There may find the weapon you may keep it.
be something in her ideas. If I There is no need to return it to
could only get my hands on that Thackery.
scroll, for she detailed a way of
64
The first Tier 3 Quest Item that Keslar Brabazon the
you find on your next journey into
The Dark Weald is as follows: Seer.
“Laying on floor, as if discarded,
is a flanged mace. You grab the
wooden shaft and inspect the
metal head. It is flanged and
sparkles, the metal a blending of
fluid tones.” This weapon can be
used against creatures that are
partly made up of the black tar
which include Ei’Dolon, Mucil
Thrall, Slithering Mass, Night
Blob and Vortex Bile. When faced
with these creatures you may
draw Hawafin, which you keep on
your belt and use it instead of
your main weapon, if you wish.
Every time Hawafin does damage To visit Keslar you must have 25
it downsizes one of the enemy’s Reputation or more and you have:
Combat Die as the black tar
holding the creature together 1 Recovered the Dantalis Stone
begins to shrink away. When it 2 Returned all three Frabaer
does a major wound, it also does Emeralds
an extra minor wound. 3 Destroyed the Metus Statuette
4 Destroyed the Bane Tree
Make a note in your journal that 5 Hawafin in your Possession
‘Hawafin is in my possession.” 6 Know the secret of Lime and
7 Returned Korin Hamlin to the
town.
66
Tables When rolling on these tables you
will use a range of dice. This
Tables are arranged into three includes a d100 which is 2 d10
different sections. These are Forest rolled together. For example, a
Tables for the three tiers of the roll or 5 and 6 would be 56, a roll
forest, Encounter Tables and Stat of 0 and 1 would be 1 and a roll
Consequence Tables which are used of 1 and 0 would be 11. Select a
in combat. die to be the unit and one to be
the ten. You may also need to roll
They are arranged alphabetically several of one type of die. If you
and are listed in the tables index were to roll two d6 it would be
at the rear of the book. annotated as 2d6, three it would
be 3d6 and so on.
67
The Forest Tables
Forest Table
Roll a d100 for this table
If you roll the same result consecutively re roll. Some tiles are
permanent.
No Description and Effect Perm
1 to Tied Up Man There is a man tied to one of the No
4 trees here. The air is thick and you smell glue. You
approach and see he is still alive, but unconscious. He
is dressed in merchant clothing and his hands are
bound in a sticky black glue that you realise has
dripped down along the tree bark. Roll a d6. 1 to 2
His body begins to writhe and black blood showers
you. Gain 2 Wear. The form rips from the tree as a
Cin Fanatic as its head erupts in dark flame. Defend
yourself. 3 to 4 His eyelids flick open and he
moans, “Save me...save me...,” he splutters and dies.
Lose 1 Hope. 5 to 6 His lids spring open and his
eyes burst spraying black ink in a wide ark. The
body slumps and you look closer to find he had a
pouch containing 4 CC. Gain 1 Pity.
5 to Spiney Vines The trees here are covered in an No
8 unusual plant that you know has only recently
appeared in the forest. The thick, black vine has
huge spines running its length. Something has been
caught on them. Roll a d6. 1 You come around one
tree and find a Cin Fanatic caught on some spines. It
rips itself free when it sees you and attacks. 2 You
are drawn to the black vines. Roll a d6. If it is
higher than your Charm you wake a few moments
68
later, your arm painfully stuck on the vine. Gain 1 No
minor wound as you pull free. 3 It’s a severed arm
ripped from the socket. You can’t imagine how it got
here. Lose 1 Hope. 4 A crow has recently perched
here, become caught and died. The meat is fresh for
a ration and you can salvage a handful of black
feathers. 5 There is a coil of rope here, worth 1
CC, that has been tagged off someone’s backpack. 6
It’s a piece of marked vellum. Roll on the Marked
Vellum Table and you can take it.
9 to Clacking Boughs The trees here are tightly packed No
12 and some of the branches knock together creating a
clacking sound. Roll a d6. 1 to 2 Some of the
branches are damaged as a result and might fall. Roll
2d6. If it is equal to or lower than your Survival
then you manage to pick your way through the
undergrowth. Otherwise, a branch swings down and
catches you. Gain 1 minor wound. 3 to 4 You can
spend a Survival point to spot and gather some
Golden Sap from one of the trees where the friction
has been rubbing the bark loose. 5 to 6 You push
on through and spot a hole in one of the larger trees.
Roll on the Heart Chamber Table. You know you
will not find this again as the area is so cluttered and
knotted.
13 Dirt Path You are amazed to see a hard to find, No
to dirt path. But after following it a short way you
16 realise it is made up of fresh drag marks and that it
is not a path after all. Roll a d6 to find out what is
at the end. Before you roll you can spend 1 Survival
point to increase the total by 1. 1 to 3 As you
follow it around a tree you stumble upon a Slithering
Mass that is leaving the trail. Defend yourself. 4 to 5
You find a pile of branches that have been used to
make the path. Ahead of you, strung up on a tree is
a woman who has nails through her palms. She was
killed recently. Blood runs down from a cut at her
neck. You try to get her down but can’t. A group
must have put her up there. Lose 1 Hope. 6
69
At the end you find a Grimscarian citizen, a young No
man you have seen before in town. He is badly
injured. If you have anything that might heal him
then he returns to the town and you gain 1
Reputation. Otherwise, you must leave him.
17 Massive Trunk One of the trees here was once a No
to giant specimen. But it is old and only its massive,
20 cracked, trunk remains. There is a hollow inside that
might conceal something. You are drawn to it. Roll a
d6. 1 You recoil as you see it is full of human
limbs, blood pooled at the bottom. Lose 1 Hope, gain
1 Hatred. 2 A single severed head is in the hollow.
You carefully lift it free and bury it. Gain 1 Pity. 3
The inside of the hollow is marked with pentagons.
A sharp pain constricts your chest as you see them
and you back away. Gain 1 minor wound. 4 Two
large crows burst free. Below you find a handful of
crow feathers. 5 Someone has stashed a leather bag
here. Inside are 2d6 WT and d6 HC and an item.
Roll on the Clothing Table. 6 There is a Tier 1
Quest Item here.
21 Hanging Trees Several of the trees here have No
to objects hanging from their branches as if they were
24 meant to be windchimes. But as you draw closer you
realise these are no ordinary ornaments. Rather than
tubes of wood, there are fingers, ears and noses
hanging from twine, each ripped from their owner,
grisly tendrils of flesh swaying in the wind. The
ground is covered in blood. You may inspect them or
move on. If you do roll a d6. 1 to 2 You are
crushed by the scene. Lose 2 Hope. 3 to 4 You cut
them down and burn them. Gain 1 Pity. 5 to 6 You
find a silver ring worth 2d6 CC.
25 Fallen Scouts This area is dense with hawthorn and No
to brambles, and when you stumble upon a body laying
28 on the ground you nearly trip over it. Then you see
another. The two bodies have been repeatedly
branded, their flesh is seared and exposed. They
carry nothing but you recognise them as scouts from
70
the village, probably sent to find a way through the No
dense wood. One you know by name, Irvine
Yardley. You look around nervously. Roll a d6. 1 to
3 Out of the bushes comes a Cin Fanatic. Their eyes
are pools of agony as black fire erupts from the back
of their head. Defend yourself. 4 to 6 The beast
that did this is gone. You can also search the
brambles and find enough berries for one ration
worth 3 WT. You can spend a Survival point and
also find a trail to a stash, one of the scouts must
have hidden. In it is a pot of Healing Balm with two
doses.
29 Trap Trees This area of the forest is densely Yes
to packed. Roll a d6. 1 to 2 They are Silver Birch
32 trees. 3 to 4 They are Iron Beech Trees. 5 to 6
They are Horse Chestnut trees. No matter what type
of tree there is something strung between four of
them. It’s an old trap made of rope, thorns and some
kind of sticky tar. Roll a d6 again. 1 to 2 A grim
looking man is caught up. It’s a Mucil Thrall. Black
tar seeps from the creature’s eyes and nose as it turns
to you and rips free of the bonds. Defend yourself. 3
to 4 The black mucilage emanates a heavy aura.
You feel dizzy and then angered. Gain 1 Rage. 5 to 6
A sack is caught up in the tree trap where someone
escaped. Roll a d6 to see what is inside. 1 to 2
There are 2d6 WT at the bottom. 3 to 4 There is
some moss inside. Roll on Unusual Moss Table. 5 to 6
Amongst some rolls of parchment is a Healing
Touch Marked Vellum. Every time you return here
roll to see what is in the trap again.
33 Charging Creature You make your way through No
to the dense trees and hesitate as you hear crashing up
36 ahead. A tree comes down not far from you, and a
shock wave kicks up debris. Then the sound of
stampeding can be heard coming towards you. A
large beast bursts through the trees. Defend yourself
against at Mutated Bull. Roll a d6. If you roll under
your Survival stat you heard the danger and 2 to
71
your Attack Roll on the first round. If you survive No
you move on. Or if you have encountered this bull
before then it is in fact a crazed Forest Cow that
appears instead and its eyes grow wide with fear as
it flees. The creature has trampled a fallen trunk that
has exposed some moss. If you want to examine it
roll on Unusual Moss Table.
37 Old Shack You weren’t expecting to find any Yes
to structures in the forest but here you stumble upon a
40 sturdy looking shack. There is a large carriage wheel
attached to the side, a smashed in window and the
front door is kicked in. A body lays in the doorway.
Roll a d6. 1 to 3 A creature is feeding on it and
hears you approach, blood and intestine slithering
from its mouth. It jerks upwards and attacks. Defend
yourself from a Bark Fiend. 4 to 5 It’s a Grimscar
citizen. They are bleeding badly from a bite wound.
If you have a bandage or sacrifice a suitable item of
clothing you can stop the bleeding and they return to
town and you gain 1 Reputation. Otherwise, they die
and you gain 1 Hatred. 6 The person is long dead.
You can search it and roll on the Found Body Table.
Inside the shack you also find 2 bandages, a dose of
healing balm in a pot and a metal hoe worth 6 CC.
If you return here roll a d6. 1 to 3 A Bark Fiend
has appeared. Defend yourself. 4 to 6 You find a
CC left on the bench inside, that was maybe a
thanks for shelter.
41 Tree Stumps You come to an area where five or six No
to trees have been felled. The stumps are old though as
44 this happened years ago. Saplings have filled the
area. You spot something on a stump. Roll a d6. 1
You sense something dark here. A rune is carved into
the stump. From behind it scurries a Mucil Thrall.
Defend yourself. 2 It’s a bashed up severed head.
There is nothing else here. You bury it. Gain 1 Rage.
3 It’s a dead bird. Lose 1 Hope. 4 Someone has
left a plate of potatoes here. A trail of blood leads
away. It’s enough for one ration. 5 There is a
72
broken off sword blade in the wood. It’s worth 5 No
CC if you spend a point of Rage to release it. 6
The stump has been hollowed out and inside is a Tier
1 Quest Item.
45 Twisted Oak A large oak twists across this space. Yes
to It is ancient and knotted. You look at it one way
48 and then another and at each turn see a gnarly face
in the bark. You also spot a hole, known as a Heart
Chamber. It is large enough for you to reach into. If
you do, roll on the Heart Chamber Table. If you
pass through this hex again, as long as it is a
different day, you may search the Heart Chamber
again if you spend 2 points of Survival as it is
difficult to locate.
49 Hedge Enclosure This area was once cleared and a Yes
to large hedge erected. However, it is overgrown and
52 has been reforested; the area gloomy again. Inside
the enclosure are stacks of sticks and from the
branches above hang hundreds of twig shapes and
stick dolls bound by twine, as if a shrine. Some drip
with black mucus. Roll a d6. 1 to 2 Rising from
one of the piles is a Bough Demon. Defend yourself.
3 to 4 There is an item here caught up in the
rubble and earth. Roll on the Revealed From Below
Table. 5 to 6 There is a chamber beneath the
shrine. Inside someone has recently hidden something.
There is a Tier 1 Quest Item here. If you should visit
the enclosure again roll a d6. Before you roll you can
spend 1 Survival point to increase the total by 1. 1
to 2 Another Bough Demon has been summoned.
Defend yourself and gain 1 Wear. 3 to 6 Someone
has been here and left an offering. Roll on Left
Offering Table.
53 Shattered Tombstone There was a building here. It Yes
to long ago crumbled and the area has been reforested.
56 Beyond the foundations you find a mound of stones
at the rear, that was clearly once a tombstone.
Laying amongst the stones is a body, that seems to
be frozen. You feel the cold. If you have Warmth
73
6 or lower, lose 1 Patience. It is a Frozen Acolyte Yes
that has been drawn to the area. It rises and attacks.
If you survive you can search the site. Roll a d6. 1 to
2 You find nothing. 3 to 4 The stones here are
damp and moss grows on one. Roll on the Unusual
Moss Table. 5 to 6 There is a Tier 1 Quest Item
here. If you survive and return here roll a d6. Before
you roll you can spend 1 Survival point to increase
the total by 1. 1 to 4 Another Frozen Acolyte has
appeared. Defend yourself and gain 1 Wear. 5 to 6
You find something in the rubble. Roll on the Found
in Rubble Table.
57 Shadowy Grove The trees grow in a tight cluster No
to here, forming a shadowy grove. You must navigate it
60 to continue. Roll a d6. Before you roll you can spend
1 Survival point to increase the total by 1. 1 to 3
There has been a makeshift camp erected in its
shadows. A dead man lays halfway in one of the
tents and that it is Milton Loys, a pool of blood
beneath him. There is movement within and a
woman bursts free. She is wearing a dress, but this
formality stops there for she swings into a rage, eyes
white, hair held high by some unseen force. Fight an
Ei’Dolon. After you find a chest. Within is an item
of clothing, roll on the Clothing Table and a pouch
containing 3d6 CC. 4 to 5 It is damper here. You
discover a collection of edible mushrooms and collect
them up. You can give them out in town and gain 1
Reputation and you may use one for a ration. 6
The temperature drops in the grove. If you have
Warmth 6 or lower, chilled to the bone, you leave
quickly. Otherwise, you search the ground and find a
silver brooch worth 20 CC.
61 Concealed Ditch There is a ditch here between No
to some trees. Roll a d6. 1 to 2 This used to be an old
64 quarry. 3 to 4 It’s a natural undulation. 5 to 6
The land has collapsed here. No matter the origin of
the ditch something lies at the bottom. Roll a d6
again. Before you roll you can spend 1 Survival point to
74
increase the total by 1. 1 to 3 It’s a body, streaked No
with black tar, that rises and attacks. Fight a Mucil
Thrall. 4 to 5 It’s a mound of rotting leaves and
earth. Roll on the Revealed From Below Table. Gain
1 Survival point. 6 It’s a concealed sack. Inside is a
dose of Healing Balm in a small wooden box, which
heals 1 minor wound, and an item of clothing. Roll
on the Clothing Table. Gain 1 Survival point.
65 Frozen Scene A chilling mist clings to the air and No
to trees as you stumble on through, trying to avoid the
68 knotted roots. If you have Warmth 9 or lower, lose
1 Patience. You come to a frozen tree covered in frost
and icicles. It seems colder here than before. A moan
draws your attention and out of the white comes a
Frozen Acolyte her body marked with blue cuts with
ice and bruising around her eyes. You must fight.
After you notice a chain wrapped around the tree.
You can take it and put it in your inventory. This is
a valuable metal item worth 10 CC. If you encounter
the frozen scene again then there is no chain this
time.
69 Torture Scene You notice a woman kneeling at a No
to tree stump. As you move closer you see her palms
72 have been nailed into the top of the stump. Roll a
d6. 1 You step forward and the form writhes as
you realise this is an Ei’Dolon. She rips her hands
free, with a sickening sound, and attacks. If you
survive you also find 2d6 CC scattered on the
ground. 2 You lift up her head and see her eyes
have been taken. A huge beetle crawls out from one
of the sockets on to your hand. You fall backwards.
Gain 2 Wear. 3 to 4 You step closer and see she is
dead. You release her and bury her body. Lose 1
Hope. 5 to 6 Her head whips up, and she begs for
your help. You release her hands and she thanks you.
She gives you a small wooden box and inside is some
moss. Roll on the Unusual Moss Table. Gain 1
Reputation as she returns to town.
75
73 Trunk Hold As you navigate through the thicket No
to you come to a large tree that stands alone. There are
76 trails, hoof marks and strangely, bare human
footprints. As you come around you notice a wooden
door nestled into the trunk. Runes and symbols have
been carved upon it, each has been reddened with
blood. You know this is a Trunk Hold, traditionally
the forest folk would store nuts and acorns here to
dry. You are drawn to open it. Roll a d6. 1 to 2 A
form tumbles out, freed from its imprisonment. You
must fight a Bark Fiend. 3 to 4 Gas billows out of
the space. Roll a D6. If the score is greater than or
equal to your Survival then you suffer a minor
wound. Otherwise, you avoid it. 5 to 6 There is a
Tier 1 Quest Item here. These holds are hard to find
again, you doubt you will once you move on.
77 Bloodied Pentagram Several trees have been hacked No
to down in this space and rare grey light floods the
80 scene. Bloodied splinters of wood lay scattered around
for whatever tore these trunks apart spread its blood
amongst the debris. You hesitate but creep slowly
forward, expecting to see a corpse, but there is
nothing. Instead, the red splinters shift and you jump
back in shock as they form a pentagram on the
mulchy earth. From its centre rises a creature tearing
its way to the surface to burst free and stand before
you, earth tumbling from its dirty body. It
impulsively grabs up two branches and rams them
into its skull forming rough antlers. You see its hands
are covered in black tar. This is a Bough Demon. You
must fight it. After you are drawn to the pentagram
where you find 5 scattered CC and some Adittus
Weed in the centre. It is taken to help you sleep.
You also find something in the churned up earth.
Roll on the Revealed From Below Table.
81 Bound Woman You push on through the emaciated No
to trunks, still no trail clear, and the air seems cold. If
84 you have Warmth 7 or lower, lose 1 Patience. A
flash of colour catches your eye. You approach
76
cautiously and realise it is a woman, in a dark blue, No
high collared dress, tied to a tree. You step closer
and the head lifts. She whimpers and begs to be
released, but her eyes are white, circled with black,
making her appear blind and her skin grey and
pocked with sores. She pauses and then spreads her
arms exploding her bonds to jump down and attack
you, hair flying behind her. This is an Ei’Dolon and
you must defend yourself. After you search the space
and find a ruined grave. Gain 1 Survival point and
roll on the Found in Rubble Table.
85 Dark Recess The trees are well spaced here and No
to where the land dips down in amongst them there is
88 an overhanging rock formation. Beneath this is a dark
recess. You have to pass it to continue and as you do
something happens. Roll a d6. Before you roll you
can spend 1 Survival point to increase the total by 1.
1 to 3 A Malgum Beast charges from the darkness.
Defend yourself. 4 to 5 The rock shifts and falls,
crashing into the recess. A crow screams and launches
into the sky. A tree begins to creek and tips towards
you. Roll your Reserve Die. If the total is 4 or
higher you jump out of the way otherwise you are
caught and gain a minor wound. No Armour Save
allowed. 6 You hear some water and realise there
is a pool in the recess. You look closer and find a
dead body laying next to it. You think she might
have been hiding here and perished. Roll on Found
Body Table.
89 Sharp Ferns You come upon an area of sharp ferns. No
to They are dead, their rigid fronds petrified and black.
92 Roll a d6. Before you roll you can spend 1 Patience
point to increase the total by 1. 1 to 2 As you push
through you can’t help but catch yourself, cutting
yourself on the sharp edges. Gain 1 minor wound. 3
to 4 The ferns catch your clothing and brush your
skin. Gain 1 Wear. 5 to 6 The leaves are blacked
77
and curled. They crumble as you push through. No
Beyond the ferns you find a body laying across a
large root. Roll on Found Body Table.
93 Glyph Tree One tree amongst the many in this No
to area has been stripped of its bark and symbols and
96 glyphs have been carved into the softer, smoother
wood. You know this to be a Glyph Tree and have
seen one before but this example has many more
markings and some are rough bloody scratches, as if
scored by fingernails. You place a hand on the trunk
and it feels warm. You can carve your own rune if
you wish but only one. Pick one of the following:
The Trutina Glyph, gain 1 Patience or the Miseratio
Rune, gain 1 Pity or the Ralic Glyph, gain 1 Hope.
When you pass through this hex again the Glyph
Tree is nowhere to be seen.
97 Withered Trees The trees in this section have No
to become grey and withered, their branches leaning
100 low, making you stoop as you try and find a way
through the sick forest. The earth appears as if ash,
apart from one section which you approach. Suddenly
a Slithering Mass rises up from it and lumbers
towards you. Roll a d6. If you roll under your
Survival stat you spotted the danger and gain 2 to
your Attack Roll on the first round. If you survive
the combat, you notice the trees gain back some of
their colour. Ridding this place of this creature means
you gain 1 Hope and 1 Survival point. The creature
was feeding off the area and where it had settled the
earth has been turned over. Roll on Revealed From
Below Table and 1 to the total.
78
Dark Forest Table
Roll a d100 for this table
If you roll the same result consecutively re roll. Some tiles are
permanent.
No Description and Effect Perm
1 to Dark Space The forest closes in around you, the No
6 canopy impenetrable and dense, no light penetrates
here. In the darkness you hear something. A
dragging sound and then a thud, then again and
again until it is closing in on you. Out of the
shadows wanders a Broken Horror, you shudder and
fall back as you take in its visage. Lose 1 Hope. You
must defend yourself! If you survive then roll a d6.
1 to 2 Your weapon becomes lodged in the
creature’s body. It takes a few moments to release
it. Gain 1 Butcher and 2 Wear. 3 to 4 You are
repulsed by the creature but know that this was once
a person. Gain 1 Pity. 5 to 6 You follow the trail
left by the bloodied being and find a body further
along. Roll on the Found Body Table and gain 1
Survival point.
7 to Red Spikes You move through the trees and come No
12 across a tree which seems to have exploded as if hit
by lightning. It’s twisted splintered remains fan
outwards and then as you move around it you see a
man has been thrust upon it, the many sharp points
puncturing his body. Gain 1 Pity. You stagger
backwards as you see movement. He is still alive and
you go to help him but realise there is something
wrong here. The creature moans and pulls itself free
from the spikes, its shoulder joint ripping from the
socket, the arm to then hang by its side. Lose 1
Hope and gain 1 Wear. You must fight a Broken
Horror.
13 Moving Darkness The section of the forest is No
to shrouded in gloom, making it hard to see. The trees
18 seem broader and the bark almost black. A
movement catches your eye and you try to focus but
not before a sound spins you round and you stumble
79
backwards. Above you looms a massive creature. It No
appears to be made of the forest, part tree, part
darkness, branches and bark clinging to its hide. You
think it might not have noticed you. Roll a d6. 1 to
4 = The beast looks down and roars, you must
defend yourself against the Da’Joll. 5 to 6 = It moves
on, stomping through the forest. But you can attack
if you wish. If you kill the Da’Joll you see on its
body a heart chamber which you may search. Roll on
the Heart Chamber Table. You may add up to two
Survival points to the roll. If you should defeat two
or more Da’Joll here upsize or gain one combat dice.
You may do this only once. Also gain the title
‘Bark Breaker’.
19 Savage Markings The trees here have been gouged No
to and ripped. The markings form crosses and rough
24 runes, some being filled with blood. You can feel
yourself becoming lightheaded as you wander into the
heart of the site. All around you the marks seem to
peel from the trees. Roll a d6. Before you roll you
can spend 1 Survival point to increase the total by 1.
1 to 2 You wake a while later kneeling at a tree
and look down to see your hands are bloody, your
forearms scratched. Gain 1 minor wound. You jump
back as the tree transforms into a Root Scourge.
Defend yourself. 3 to 4 You wake kneeling in front
of a tree, your hands bloody and it appears as if you
have been trying to score a symbol into the bark.
Gain 1 minor wound and 1 Hatred. 5 to 6 You
force yourself awake and see you have knelt in front
of a tree and are just about to scratch at the bark.
You rise quickly and escape. Gain 1 Survival point.
25 Dome Hide There are several younger Iron Beech Yes
to trees here which have been bent over to one central
30 point. They are not bound with twine but instead the
trees have morphed together and formed a dome. It
is difficult to see within the foliage obscuring your
view. A sudden movement makes you freeze. Roll a
d6 as something emerges from the hide. 1 to 3 A
80
Horned Dweller clambers free. Defend yourself. 4
A wood pigeon bursts from the structure. If you have
a net or something similar then you throw it and
catch d6 pigeons. Gain 1 Hope. 5 A panicked
woman bursts from the hide. You steady her and
explain how she can return to Grimscar. Roll a d6. If
the total is under your Patience, then she makes it
back and you gain 1 Reputation. 6 You peer into
the chamber to see a body. You kneel to take a
closer look. Roll on the Found Body Table. There is
also a Tier 2 Quest Item here. If you pass through
here again make the same roll, but only on new
journeys as otherwise it is empty.
31 Shifting Darkness This area becomes increasing No
to dark and cold. You trip over roots and knock into
36 trunks as the visibility diminishes. If you have
Warmth 8 or lower, lose 2 Patience. You realise you
have been spun around and are not quite sure which
direction you are moving in as the darkness is dense
and shifting. Roll a d6. 1 to 4 You stumble into
the hex you just came from and must encounter it
again as if backtracking. Lose 1 Hope. A Horned
Dweller emerges from the dark. Defend yourself. 5
to 6 and you can move to any adjacent hex of your
choice. Gain 1 Hope and 1 Survival point.
37 Wailing Trees The trees around you here are No
to violently swaying even though there is no wind. As
42 you carefully pass through a wailing begins, at first
distant but soon it becomes painfully intense. Lose 1
Patience. You plug your ears and push on but cannot
avoid becoming disoriented as you creep through. Roll
a d6. If this is more than your Patience gain a minor
wound as a branch catches you. Or you can spend 2
Rage as you decide to charge through hacking away
any threatening branches to make it through safely.
43 Grove Cemetery The trees part here to reveal a Yes
to small burial ground that has a low fence around three
47 graves. You know of these Grove Cemeteries where
families bury their dead, a tradition that died out
81
decades ago. You notice one of the graves has been
disturbed. Roll a d6. 1 to 3 From one of the graves
climbs a Resin Mummy, defend yourself. 4 You
examine the grave dirt and see blood on your hands.
Gain 1 Butcher. 5 Your hand comes upon a buried
box. You pull it free and find inside a blue diamond
worth 20 CC. 6 There is a piece of skin laying
upon the disturbed mound. Roll on the Marked
Vellum Table and there is also a Tier 2 Quest Item
here. You may only make this roll once per journey.
If you re enter this hex on the same journey roll a
d6. On a 1 to 4 there is another Resin Mummy here.
48 Acid Caps You are amazed to see numerous red No
to mushrooms growing at the bases of the trees here.
53 You bend close to examine one but your closeness
makes it pulse and expand. You jump for cover as it
explodes burning acid in your direction. These are
Acid Caps. There are d6 1 mushroom patches to
navigate if you are to move on or you can go back
and avoid them. If you do move forward roll a d6
for each mushroom. You may add Butcher points to
the die rolls as you try to kick them away, before
they explode. On a 3 or lower you are caught and
gain a minor wound and 1 Wear.
54 Exposed Corpse Between two trees here is a corpse. No
to It has been ripped down the middle and stretched,
59 ribs and bloody flesh bursting outwards. You recoil at
the savagery of the scene. Lose 1 Butcher point. You
can clearly see black roots woven into the body that
run along the limbs and anchor it to the trees either
side. A movement draws your eye as these black
roots retract and the body falls to softly thud on the
mulchy ground. You take a step back as the roots,
slick with blood, slither together to form a Root
Scourge. Defend yourself. If you survive also roll on
the Grim Remains Table and gain 1 Survival point.
60 Bow Yard You gradually become aware that there Yes
to are graves up ahead that have been dug in amongst
65 the Silver Birch trees. Two bows replace the
82
headstone on each grave. This is the Bow Yard.
Gain1 Survival point. You respectfully make your
way through but as you pass the final grave you spot
movement. A figure is running across the space from
grave to grave, hunched, its face seems to shimmer.
It spots you and charges in your direction and as it
does it mutates, growing larger, becoming a mix of
faces and torsos. Fight a Vile Replicant. If you re
enter this hex roll a d6. On a 1 to 4 there is another
Vile Replicant here. If you should defeat two or
more Vile Replicants here upsize or gain one combat
dice and gain the title ‘Truth Bearer’. You may do
this only once.
66 Scraped Bark The trees here have been rubbed and No
to scraped by something, the bark is scratched and
71 frayed. You look closer and find something behind a
loose piece of bark. Roll a d6. 1 There is some
orange fungus here and before you know it you have
breathed in the spores. Gain 1 minor wound. 2 A
note on a parchment that begs for help. Lose 1 Hope.
3 The tree is dead beneath the bark. Gain 1 Wear.
4 The tree beneath is green and alive still. Gain 1
Survival point. 5 Someone has tucked a CC behind
the bark. Maybe for luck. 6 A piece of torn skin.
Roll on the Marked Vellum Table. You back away
from the tree and a movement catches your eye. In
the distance is a Mabiskeg Deer, standing in the only
shaft of light penetrating the dark wood. It bucks its
head and bounds into the darkness.
72 Log Store There is a shack here with an open side No
to where you see a stack of rotten logs that must have
77 been there for a long time. Stumps litter the area in
front of it. Roll a die. 1 to 3 There are blood and
guts scattered over one. Gain 1 Rage and 1 Butcher. 4
There are some herbs at one stump. 5 White
feathers cover one. 6 There is a rusty fruit knife
stuck in one. It’s worth 3 CC. You approach the
shack and jump back as a Bark Fiend explodes
83
from the rotten pile and attacks you. After roll on
the Found Within Table and gain 1 Reputation.
78 Wrecked Carriage The old road must be No
to somewhere near here for a carriage has been dragged
82 to this spot. It lays on its side a large wooden wheel
in the air. It’s slowly turning and as you step closer
it becomes faster, reaching a terrifying speed in
seconds making it detach and fly towards you. You
must block it with your weapon or gain a major
wound. Roll your Combat Dice. If you roll a 10 or
higher you successfully block it otherwise you are
injured. You may add Rage points to the roll. The
wheel hits the ground and you hear the carriage door
click open. Roll a d6 to see what clambers out. 1 to 2
A Broken Horror. Defend yourself. 3 to 4 A
Mucil Thrall. Defend yourself. You throw a rock and
cause 1 minor wound before it can clamber free. 5 to
6 A terrified man clambers out and runs over to
you, presses a pouch of 2d6 CC into you hand and
thanks you as he flees. After you search the carriage
and find some items. There is a casket containing a
silver bracelet worth 2d6 CC and a roll of 6 blank
parchments. Also roll on the Found Within Table and
gain 1 Reputation for the discovery.
83 Workshop Circle You know of this place and Yes
to remember when you were a child coming here to
87 paint Tree Totems. Of course, it was safe back then.
Now the fire pit and circle of low benches are
covered in moss and the outside workbench is cracked
down one side. But there is a ghastly echo of the
past here. Tied to one bench are three bodies which
have been mutilated, their faces nothing but bloody
pulp. Lose 1 Hope. This happened recently and you
become alert as you see the blood dripping from the
bench. You back away and stumble over a tree
stump. You look up and see the tree branches are full
of bloody entrails. Gain 1 Rage. You scramble to
your feet and turn to go but a figure has appeared
84
from the shadows and stands in the circle. It is a
Horned Dweller. Defend yourself. If you come
through here again roll a d6. 1 to 4 and another
Horned Dweller is here. If you survive roll on the
Left Offering Table. . If you have had to fight a
Horned Dweller again there is also a Tier 2 Quest
Item here and upsize or gain a d4 Reserve Die.
88 Mossy Rocks There are some large boulders No
to positioned between the trees which have grown up
92 around them. The space is damp and moss covers the
rocks. You spot a strange specimen. Roll on the
Unusual Moss Table and if you wear the Moss Rune
Pendant you may adjust the roll by 1. After also roll
a d6. You may add Survival points to the total. 1 to
2 You slip as you’re exploring the rocks and twist
your ankle. Gain 1 minor wound. 3 to 4 You didn’t
realise how long it has taken. Cross off one more hex
on your Map Key Page. 5 to 6 You find some Blue
Moss which can be used to cure the aliment Crimson
Blotch. You find one dose which is worth 3 CC.
93 Frozen Mist This area is shrouded in frozen mist No
to that chills you to the bone and before you realise, it
96 becomes unbearable. If you have Warmth 8 or lower,
gain 1 minor wound. You sense there is something in
the mist. Roll a D6 you may add 1 Patience point to
the roll. 1 to 2 A Night Odium hovers into sight.
Defend yourself. 3 Ahead you see limbs writhing in
and out of the mist. You cautiously approach as a
chill runs down your spine. Lose 1 Hope and 1
Patience as a Vile Replicant jumps out and attacks. 4
The woosh of a bow penetrates the silence. From a
distance you spot an arrow flying towards you. Roll
your Combat Die. On a 10 or lower you are caught
and gain 1 minor wound. 5 The mist clears to
reveal an old work site and a bench upon which is an
box of nails. 6 The mist clears to reveal a campsite.
There is a dead form curled up by the cold fireplace.
You check the body and find a pouch containing 2d6
CC. There is also a Tier 2 Quest Item here.
85
97 Ranger’s Locker The forest is so dark here and No
to you have to pick your way through slowly. You
100 stumble over a concealed storage box next to a tree.
Gain 1 Wear. This is an old ranger’s storage locker.
You go to search it but there is a noise and you turn
to see a creature charging towards you. Roll a d6 to
identify it. 1 to 2 A Bough Demon. 3 to 4 A
Broken Horror. 5 to 6 A Mutated Bull. Defend
yourself. After you search the locker. Roll on the
Found Within Table and gain 1 Survival point.
86
Savage Forest Table
Roll a d100 for this table
If you roll the same result consecutively re roll. Some tiles are
permanent.
No Description and Effect Perm
1 to Bane Tree The minute you enter the area you Yes
6 begin to sense a pressure in the air. You notice the
temperature begin to drop. If you have Warmth 9 or
lower, gain 1 minor wound. You stagger on through
and fall to the ground as a terrible vision appears
before you. A massive black oak writhes and twists,
its limbs lashing the air, the sound pounding your
ears. It seems to radiate anxiety, waves of dark
energy vibrating the air. You clamber to your feet
determined to escape this terrible sight but fall again
and lay in the mud, your body pressed into the
rotting mulch by the unseen force. Lose 2 Rage,
Butcher and Hatred. You feel the energy drain away
but slowly begin to crawl. Roll a d6. If the total is
lower than your Rage cross off two more hexes on
your Map Key Page as it takes you two hours to
escape the influence of the Bane Tree. Otherwise just
cross off one. Make the same check if you return
here.
7 to Fated Trees This space is very different than much Yes
12 of the forest. The trees have been coppiced to leave
their trunks exposed. These have been carved with
runes and inscribed. You trace the words and see
they are ancient prayers or rhymes that ask for hope
and talk of lost people. Some trees are wrapped in
hemp and pasted with resin. As you step through
them, you are shocked to see a human shaped mound
beneath one of these hemp wrappings. You step
closer and see eye slots cut and the dark globes flick
open. Someone is trapped beneath. You can slash
down the hemp and release them if you want. Roll
a d6. 1 to 4 A Resin Mummy tumbles free and
attacks. 5 to 6 A person staggers out and thanks
87
you before running back to town. Gain 1 Reputation
and Charm. Make the same check if you return here.
13 Buttress Graves The trees here have thick root Yes
to systems forming waist high buttress roots. They
18 form channels which you follow, having to hurdle
some and carefully balancing on others. The
undergrowth is thick and primordial. But when you
jump down into one section you see a skeletal body,
covered in ivy. Then you notice more bodies in
between the buttresses. A chill runs down your spine
as you hear hollow knocking and scraping. You see
two forms rise. Their bodies are wrapped in stiff
hemp. Fight 2 Resin Mummies. This spot is to be
avoided. If you come back through here again 2 more
Resin Mummies attack you. If you survive roll on the
Ancient Undergrowth Table and gain 2 Wear. Also,
if you kill more than 3 Resin Mummies upsize or gain
a d4 Reserve Die and gain the title ‘Undead Slayer’,
as well as increase your minor wound Deathline by 1.
19 Woodsman’s Cottage There is a rickety timber Yes
to house here. It appears ancient, the warped wood
25 faded and covered in cobwebs and dust. The trail up
to it has recently been used. Roll a d6. 1 Two
screaming Ei’Dolon come running through the front
door. Defend yourself. 2 You carefully approach but
something hovering near the window spots you and
smashes through the wall. Fight a Resin Mummy. 3
You step into the house and there is a foul smell and
you immediately feel faint and stumble backwards,
knocking your arm as you fall on the pathway. Gain
1 minor wound, lose 1 Patience and gain 2 Wear. 4
You enter the house and find the place has been
ransacked. There is nothing here. 5 You find a
grisly scene. A man sits in an armchair, his throat
slit, dark, dry blood steaking his shirt. But in his
hand is an axe. It’s too heavy to be a decent weapon
but is worth 3d6 CC. Gain 1 Wear. 6 You
rummage through the house and although much has
been taken you find some useful items. There is
88
some healing balm (heals 1 minor wound, one dose),
an item of clothing, roll on the Clothing Table and a
Tier 3 Quest Item. If you pass here again re roll.
26 Maw Trunk There is a dip in the ground here Yes
to where the grey trees peel back to reveal a massive,
32 withered tree trunk. The ground around is covered in
dark green moss and ripples as you approach. The
movements are roots and one bursts free to lash
around your leg. It pulls you towards the trunk that
now shows a large black, mucus filled mouth. It will
surely consume you. Roll a 2d6. You may add
Butcher and Rage points to the total. On a 10 or
lower you are drawn into the mouth and feel your
body being ripped apart. But just when you have
given up hope the tree explodes and you are flung
free. Gain 1 major wound. If you visit here again
make the same test if the trunk didn’t explode. If
you wear the Moss Rune Pendant then the tree does
not attack you. Either way you are able to search
and roll on the Ancient Undergrowth Table.
33 Lashing Limbs As you enter this area, one of the No
to black trees begins to twist and the long branches
38 swipe the air. You duck as more trees begin to do the
same and swooping sounds fill your ears. The limbs
are heavy and ominous. You need to make a series of
dives to avoid the limbs and escape the space. Roll a
d6. This is the number of dives and tumbles you need
to make. For each, roll your Combat Dice. On a 10
or lower you gain a minor wound. You may add
Patience points to increase the totals. Once through
you can continue.
39 Wooden Temple The trees here have been cut Yes
to down to form a logging cabin but this has been
46 warped by a dark magic and now has a twisted
spire. Black smoke lingers around the edges where
wooden crosses and carved symbols are morphing in
and out of reality. A wide arched entrance appears in
one wall and ornate carvings of gargoyles appear
89
above it. A whooshing noise punctures the darkness as
the doors swing open. Out wanders a Cede Monk.
Defend yourself. If you survive you dare not enter
this structure for it seems unstable. Otherwise, you
can search the area and find an offering. Roll on the
Roll on the Left Offering Table. If you should
return here again roll a d6. 1 to 4 and another Cede
Monk emerges. You cannot search again.
47 Bloodied Scene You are confronted by a terrible No
to scene. It is clear that a group of wayward merchants
51 or travellers were moving through here when they
were attacked and devastated. Dismembered bodies
are slumped over rocks and roots, where limbs and
entrails also litter the scene. You think this may have
happened about a month ago. You remember at the
time that terrified groups were trying to escape
Grimscar. This might be one of them. You can search
one of the bodies. Roll on the Grim Remains Table.
You see one of the party was a monk. Roll a d6. 1
to 4 and it rises as a Cede Monk. Defend yourself. If
no Cede Monk appears then gain 2 Wear.
52 Mighty Forms The trees here in this deeper forest No
to are mighty and loom above you. But despite their size
57 they too have been consumed by the vile curse. You
see black marks on their bark and most appear grey
and worn. This has distracted you though for there is
another massive form here that detaches from one of
the trees as if it was part of it. You have a moment
to throw a rock before it reaches you. Roll a d6. If
the total is lower than your Hatred it gains a minor
wound. You must fight a Da’Joll. If you survive you
find that one of the trees has an opening. Roll on
the Heart Chamber table. Also gain 1 Reputation and
Survival point.
58 Torture Stage Some of the trees here have been cut No
to down to create rows of benches and a platform or
63 stage. Upon this is a rack, that appears bed sized.
There is a body upon the rack, a pool of blood
beneath it. As you approach you see a figure move
90
off into the shadows beyond but they are gone before
you can follow. You look down at the tortured
person and their eyes flick open and then close again
as they pass out. You can release them. If you do so
then roll a d6. 1 to 3 The man wakes once you free
him, his body convulsing, the limbs ripping further.
Fight a Broken Horror. 4 The man dies. Gain 1
Pity. 5 to 6 He slowly rises to his feet. If you have
something that could heal him then he manages to
return to Grimscar and you gain 1 Reputation.
64 Thorn Palace The trees here have been split, Yes
to separated and thrust into the ground to form spires,
69 walls and steps creating a folly in the shape of a
miniature palace. This is dominated by a splintered
throne upon which sits a skeletal form wearing a
gown of thorns and a tall spikey crown. It rises to
slowly descend the stairs, draws a long sword and
attacks. This is the Thorn Prince. Defend yourself.
You may search the palace if you survive. Roll a d6
to see what you find. 1 A Dark Orb. Throw this
before a combat at your enemy and it explodes
causing a major wound. 2 Glowing Sap. You touch
it once and it all absorbs into your skin. Upsize one
of your Reserve Dice. 3 A wooden sword barbed
with thorns. This is the Thorn Sword and gives you
2 to your attack roll. It’s worth 100 CC. 4 A
Haze Gem. You hold the item and the cloudy surface
moves. It has one use. You can heal 1 major wound
or 3 minor wounds. 5 There is a Moss Rune
Pendant here worth 45 CC. 6 There is a chest here.
Inside are 3D6 50 CC, a silver bracelet worth 12 CC
and a Tier 3 Quest Item. You may search the palace
once more if you revisit here on another journey, but
there is a chance that the Thorn Prince has reformed
from the remains of the trees. Roll a d6. On a 1 to 3
the Thorn Prince has returned. You cannot return
here on the same journey. The first time you defeat
the Thorn Prince upsize or gain one combat dice. If
you defeat two the gain the Title ‘Prince Slayer’.
91
70 Disturbed Ground The ground around the grey No
to trees here is so desiccated that it has become loose
75 and dusty. As you make your way through you see
streams of dark water suddenly washing across the
surface. It turns the dust into a black, sticky mud
making it tough to move and taking up time. Cross
off one more hex on your Map Key Page. But this
substance has a toxic smell to it. You need to slash
away the glue like substance. Roll a d6. You may
add Butcher points to the roll. On 4 or lower you
collapse, pass out and wake sometime later. Cross off
two more hexes on your Map Key Page, lose 1 Hope
and 2 Rage. Otherwise, you make it through and
continue but gain 2 Wear.
76 Execution Scene You carefully approach this scene No
to for you can hear chopping sounds. You peer around a
81 tree and spy a gruesome scene. Butchered bodies are
scattered across a small clearing. In the centre is a
muscular figure wearing a large helm that seems to
be fused to its shoulders. It is swinging a jagged
sword down onto a streaked slab of rock, relentlessly
chopping up the bodies. To pass through this hex you
must face the Dark Warrior or you may go back. If
you survive roll on the Grim Remains Table and find
a Tier 3 Quest Item. You also take the warrior’s
sword which worth 25 CC.
82 Hidden Crag There is a dip in the ground here and No
to it becomes rocky, the timeworn trees have grown
85 around the boulders. There is a stagnant pool at the
bottom and a massive fallen trunk. A seat has been
carved into it and a collapsed cave makes up one wall
of this hidden crag. Moss and ferns grow all around
at the bottom. As you clamber down you pause as a
Mabiskeg Deer, drinking from the pool, looks up and
bounds off into the forest. You stumble back and
your hand brushes some moss. Roll on the Unusual
Moss Table and if you wear the Moss Rune Pendant
you may adjust the roll by 1. There is something
more at the bottom of the Crag. Roll on a d6.
92
1 to 2 A Cede Monk has fallen down here. Defend No
yourself. The monk has gained 2 minor wounds from
the fall. 3 to 4 A wild dog appears and bites you
before escaping up the bank. Gain 1 minor wound. 5
to 6 You are amazed to spot an iron chest that has
been stashed here. You find 3d6 CC inside. There is
also a Tier 3 Quest item here.
86 Fallen Hunter There is a body here laying in the No
to undergrowth. As you bend down to check it you see
90 it’s a hunter from Grimscar. She is dead, A savage
wound evident, but it’s fresh and there is breathing.
But it’s not the body and you spin to see a Dark
Warrior standing behind you. Defend you self. After
roll on Body Search Table. Also, laying on the floor
is the Mauler Club (see page 67). If you have rolled
this encounter before it is not here as you have
already found it. You also take the warrior’s broken
sword which is worth 20 CC.
91 Iron Beeches The trees here are densely packed and No
to of the Iron Beech variety. They are grey and strong
95 and you have heard many stories told of their
properties. But you must hack through one thicket
that is currently impassable. You must spend 2 Rage
or Butcher to proceed or you have to go back. The
noise you are making also attracts something terrible.
The air becomes heavy and you hear laboured
breathing. Roll a d6 to see what it is that you face. 1
to 2 A Dark Warrior. 3 to 4 A Cede Monk. 5 to
6 A Night Odium. After you may search the area
and roll on the Ancient Undergrowth Table. You also
find a piece of vellum nailed to a tree. Roll on the
Marked Vellum Table.
96 Moving Undergrowth There is something moving No
to in between the trees here. You try to hide but it is
100 approaching. It emerges from behind a tree. Roll a
d6 to reveal what it is. 1 to 2 A Bark Fiend. 3 to 4
A Broken Horror. 5 to 6 A Root Scourge. Defend
yourself. After you search the area and find a stone
plinth. Roll on the Left Offering Table.
93
Encounter Tables
A Kindness Table
Roll a d6 for this table
No Description and Effect
1 “I suspected as well,” they seem distraught and turning away
refuse to talk further about it.
2 “I can’t believe it. I had held out hope but this is terrible
news you have brought me.” They stumble away.
3 “Well, I’m pleased to know the truth of it...now I can try
and move on. Look take this,” they hand you some wrapped
bread. It will suffice as a ration. “That’s all I have.”
4 Tears streak down their face and strangled words come, “I
appreciate this information, it has been terrible since they
disappeared. Now I know. Let me reward you please?” They
hand you d6 CC.
5 Their eyes well, “Say that again,” they whisper and you
confirm what you said. They move away sobbing and you
turn to leave but they place a hand on your shoulder. “Thank
you for letting me know,” they say as they hand you pouch
of 2d6 CC.
6 “This is terrible,” They hang their head and yet look up
hopefully, “but I would rather know than not. For this
kindness, I thank you.” Gain 1 Reputation and 1 Charm.
95
Body Search Table
Roll a d12 for this table. If you roll the same number re roll.
No Description and Effect
1 The body twitches and a creature covered in blood burst
from the torso. Gain 1 Pity and fight a Malgum Beast.
2 You touch the body and it suddenly freezes over, ice
magically crawling across the corpse. If you have Warmth 7
or lower, gain 1 Wear.
3 The body flinches as if still alive as a rat crawls out from
beneath it. You jump back in shock. Lose 1 Butcher.
4 There is a ball of twine in their pocket.
5 There are a d6 WT on the body.
6 There is a lonely copper coin at the bottom of their pocket.
7 Inside a pouch is bandage and 2d6 CC.
8 There is some healing salve here. Enough for two doses, each
healing 1 minor wound. One dose can be used per journey.
9 You find a usage item. Roll on the Clothing Table.
10 You find a Wooden Slat Bracers (Arm, 1 to the Armour
Save). They are worth 35 CC.
11 You find a small pot of healing balm, enough for two doses,
each healing 1 minor wound and 2d6 CC.
12 Inside a small box is 2d6 CC, 3d6 HC and 2d6 WT.
Clothing Table
Roll a d20 for this table
You can sell these at the market. Each is worth CC equal to their
Warmth value. Leather Boots for example are worth 3 CC.
No Name, Location and No Name, Location and
Warmth Value Warmth Value
1 Felt Coif (Head, Warmth 11 Chemises (Body, Warmth
3) 2)
2 Cloak (Body, Warmth 3) 12 Cloth Hat (Head, Warmth
2)
3 Fur Coat (Body, Warmth 13 Leather Skirt (Body,
5) Warmth 2)
4 Cloth Gloves (Hands, 14 Hood (Head, Warmth 1)
Warmth 1)
5 Leather Gloves (Hands, 15 Scarf (Head, Warmth 1)
Warmth 2)
6 Linen Shirt (Body, 16 Overdress (Body, Warmth
Warmth 2) 4)
7 Leather Boots (Leg, 17 Arm Wrappings (Arm,
Warmth 3) Warmth 1)
8 Fingerless Gloves (Hands, 18 Veil (Face, Warmth 1)
Warmth 1)
9 Long Leather Coat 19 Surcoat (Body, Warmth 2)
(Body, Warmth 4)
10 Padded Waistcoat (Body, 20 Skull Cap (Head, Warmth
Warmth 2) 1)
97
Creature Major Wound Table
Roll a d10 for this table when the creature you are fighting receives
a major wound.
Penalties incurred from different wounds are cumulative.
No Description and Effect
1 Bursting Wound The flesh on the side of the beast bursts
and blood splatters the ground. It takes an additional minor
wound.
2 Ripped Limb The attack rips the enemy’s limb from the
socket. It howls but fights on. Downsize 1 Combat Die.
3 Deep Cut Your weapon cuts deep and blood flows. The
enemy flinches and screams but fights on. It gains an extra
minor wound and cannot use its Reserve Die in this combat.
4 Broken Bone You strike the creature and the impact
reverberates down your arm as you hear a crack. It flinches
backwards and you see one of its limbs hangs limply, broken.
It cannot use its Trigger Abilities in this combat and takes an
extra minor wound.
5 Crippling Blow You strike the beast high as it tries to
block the attack. It’s stunned and has 2 to its attack roll
for the next round as well as gaining an extra minor wound.
6 Puncture Your strike is so hard it punctures through the
protective layers and sinks deep into the creature’s muscle.
Blood spurts from the hole as you retrieve your weapon. The
foe downsizes 1 Combat Die and Reserve Die.
7 Severed Hand One of the creature’s hands (or hooves or
protuberances) goes flying, a streak of blood following it. It
howls with rage but keeps on coming. It downsizes 1 Combat
Die and cannot use its Trigger Abilities in this combat. It also
has 1 to its Attack Rolls.
8 Bludgeoning Impact You strike the beast in the body and
there is a grim gurgling noise as it vomits blood and staggers
backwards. It cannot use its Reserve Die in this combat and
gains an extra minor wound.
9 Chunk of Flesh You lop off a chunk of flesh from the foe
and it visibly shrinks away as the bloody mess slops to the
ground. The creature now has 1 to its Attack Rolls.
98
10 Savage Chop You weapon breaks flesh and hits bone, the
enemy flinching away and you just manage to hold on to
your weapon. The enemy gains an extra minor wound and
downsizes 1 Reserve Die.
99
2 You search it but it has clearly been looted. You find
nothing.
3 There are remains of an animal here and although the flesh is
gone the bones are fresh. You may wrap up a few and take
them.
4 There are 5 blank parchment sheets here in a leather tube.
5 Someone has stashed a small box here. Inside are some
feathers and d6 CC.
6 There is an item of clothing here tucked beneath the seat.
Roll a d6. 1 to 2 A Scarf (Head, Warmth 1). 3 to 4
Fingerless Gloves (Hands, Warmth 1). 5 to 6 Leather
Gloves (Hands, Warmth 2).
7 There is a Thick Leather Coat here. See the page 34.
8 There is a small chest here. It takes you a while to bash it
open. Cross off one more hex on your Map Key Page. Inside
you find 3D6 CC, a lump of ore and a blue diamond worth
20 CC.
100
7 The person was well equipped despite the state of the body
and hasn’t been looted. Roll a d6. 1 to 2 You find Shin
Guards (Legs, =1 to the Armour Save, worth 40 CC). 3 to 4
There is a Leather Helm here. (Head, =1 to the Armour
Save, worth 35 CC). 5 to 6 You find a Spike Ball. See
Weapons Table. You can use any of these items.
8 Around the neck of the body is a Moss Rune Pendant here
worth 45 CC. Upon its surface are many pointed runes laying
on a bed of moss. If you have rolled this before roll again.
101
3 “Are you serious?” They take it and look it over. “That is so
kind. Let me give you this.” They hand you something from
a pouch. It’s a copper ring, called a Bound Ring, carved as if
vines around a trunk. It’s worth 2 CC.
4 “That’s very kind of you!” They reach inside a pocket and
pull out d6 CC in a cupped hand. “Here please take this.”
5 “That’s incredible. I really can’t believe that you would do
this for me. It is much appreciated, here let me pay you for
it.” They hand you a pouch with 2d6 CC.
6 Surprise creases their face and they smile, “Everybody will
know of this kindness.” They press a CC into your palm and
you Gain 1 Reputation and 1 Charm.
102
5 There is a body of a fallen hunter here. You can search it if
you wish. Roll a d6. 1 to 2 You find a nothing. 3 to 4
There is a pouch of coins. Inside are d6 CC, d6 HC and 2d6
WT. 5 to 6 You find an Arrow Scored Marked Vellum (see
the Marked Vellum Table) and some wooden pegs.
6 Find a Tier Quest Item that is the level of the tier of forest.
103
4 There is a large cow’s tongue here. It is fresh and you look
around nervously. You can take this for a ration. If you do it
only lasts a day and you gain 1 Butcher.
5 There is a green glass, bead, necklace here. You recognise it
as a Coming of Age Necklace used in traditional birthday
celebrations. It is worth 10 CC in town at the market.
6 There is a piece of skin here. Roll on the Marked Vellum
Table.
105
8 Heavy Blow The attack strikes you on the side of the head
making your ears ring. You flinch as muscle spasms wrack
your neck. You stumble back and realise you are concussed. If
you survive the fight then you gain one minor wound per hex
you move through afterwards until you make it back to
Grimscar. The wound is healed after a night’s sleep.
106
8 Withering Marked Vellum You throw this at the enemy
and it sticks to their skin. They immediately wither, their
skin tightening and body thinning. They downsize one
Combat Die and one Reserve Die.
107
7 There is a sack buried here. Roll a d6 to find out what is
inside. 1 to 2 A bucket and some twine, 3 to 4 A Skull
Cap (Head, Warmth 1) or 5 to 6 Some healing balm in a
glass pot. Heals 1 minor wound and has one dose.
8 It looks like the remains of a backpack. Inside you find
10 some rope, d6 CC and 2d6 WT.
11 Caught up in the earth here is a piece of hide, that has
something scrawled on it. Roll on the Marked Vellum
Table. You pick it up and see beneath is an eyeball. Lose 1
Hope.
12 It appears that someone buried a chest here. You lift it to
the surface and are amazed to find a Tier 1 Quest Item
within, along side a pouch containing 2d6 CC.
109
Stat Consequence Tables
Rage Stat Consequence Table
Roll a d6 for this table
No Description and Effect
1 You stumble in, a wild rage blurring your vision, and even
though your attack is violent you fail to see a low counter
blow. Gain 1 minor wound and lose 1 Pity.
2 You lose control, the rage ripping through your body. Your
savage attack knocking you off balance. 3 to your next
Attack Roll, lose 1 Pity and gain 1 Wear.
3 Your blood runs hot, your attack wild, barrelling you
forward. You find yourself too exposed and close to the
enemy. 2 to your next Attack Roll and lose 1 Pity.
4 You lose control, the rage ripping through your body. Your
savage attack knocking you off balance. 2 to your next
Attack Roll and lose 1 Pity.
5 You pause trying to control the burning rage deep within.
Your hesitation costs you. 1 to your next Attack Roll and
lose 2 Pity.
6 You channel your rage and you follow through howling as
you hit the foe again and again, causing an extra minor
wound. Also lose 2 Pity.
111
2 You back away waiting for their move but you do not see
an obstacle behind you and you are pinned. 1 to the
enemy’s next Attack Roll and lose 1 Butcher.
3 You step away, waiting for the opening. The creature
stumbles in and although you cannot reach it again you 1 to
your next Attack Roll.
4 You block, back way, move in and turn to your side,
disorientating the foe. 2 to your next Attack Roll.
5 You roll with the hits, avoiding and ducking until the
enemy has their side open. Cause an extra minor wound and
lose 1 Rage.
6 You block and parry, waiting for the right moment. It
comes and you thrust hard and then jab upwards, causing an
extra two minor wounds. Lose 2 Rage.
112
6 You see the foe must be put out of its misery and make sure
your attack is decisive. Cause an extra major wound if you
caused any damage this round. Gain 2 Pity instead of losing
1. Also lose 1 Hatred, 1 Rage and 1 Butcher.
113
114
122
123
124
125
126
127
128
Tables Index
A Kindness Table 94
Alderman’s Quest table 94
Ancient Undergrowth Table 95
Body Search Table 96
Broken Bone Table 96
Clothing Table 97
Creature Major Wound Table 98
Found Body Table 99
Found Within Table 99
Dark Forest Table 79
Forest Table 68
Found Body Table 99
Found Within Table 99
Grim Remains Table 100
Have This Table 101
Heart Chamber Table 102
Item in Rubble Table 103
Left Offering Table 103
Major Wound Table 104
Marked Vellum Table 106
Revealed From Below Table 107
Savage Forest Table 87
Savage Scar Table 108
Unusual Moss Table 108
Stat Consequence Tables 110
131
Grimscar RPG is a solo player, roleplaying game set in a grim, dark,
fantasy, medieval world. You will explore The Dark Weald, a massive
unending, deathly forest that surrounds the town of Grimscar. There
is no escape for its citizens through the dangerous forest. They are
being choked, starved and cursed with an unending winter. Grimscar is
your home, you are Grimscarian and you must find answers. You will
interact with the townsfolk, complete quests, develop your character
and help your people somehow bring salvation to this forsaken place.