TEXT:   
  
  1 
   
   
  Game Design 
  Simon Washbourne 
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  Cover  
  Peter Frain, 77 Studios 
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  Interior illustrations  
  Darrel Miller 
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  Maps  
  Gill Pearce 
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  Play testers  
  Annette Washbourne, Robert Irwin, Nigel Uzzell,  
  Janine Uzzell, Mike Richards, Alison Richards,  
  Paul Simonet and Ian Greenwood 
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  First Edition - APRIL 2011 
  Second Edition – FEBRUARY 2017 
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  Copyright 2011 & 2017 
  Simon Washbourne  
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  CONTENTS 
   
  Contents page  
  1 
  Introduction 
  3 
  The core system 
  3 
  Creating a character 
  3 
  Roll attribute scores 
  4 
  Wealth 
  5 
  Hit dice & hit points 
  5 
  Experience levels 
  6 
  Choose a character Kind 
  6 
  Character names 
  11 
  Choose a character Class 
  12 
  Multi-class characters 
  22 
  Alignment 
  23 
  Money 
  23 
  How to play 
  24 
  Quests  
  25 
  Combat 
  26 
  Turning Undead 
  28 
  Damage and death 
  28 
  Friar spells 
  29 
  Trickster spells 
  30 
  Wizard spells 
  32 
  Woodwise spells 
  34 
  Keeper information 
  36 
  Encounters 
  36 
  Beasts 
  37 
  The Kind 
  38 
  The Meek 
  40 
  The Wild 
  40 
  Vermin 
  42 
  Insects 
  45 
  Undead 
  46 
  Designing Quests 
  48 
  Treasure 
  49 
  Magic items 
  49 
  The Alder Vale and Stonewell Abbey Setting 
  50 
  Greyrock Isle 
  55 
  Map of Alder Vale 
  60 
  A Bell for Mistmoor (a Quest) 
  61 
   
   
   
  
  2 
   
   
   
  
  3 
   
  INTRODUCTION 
  WOODLAND WARRIORS is a fantasy role-playing game 
  about epic adventures and heroic quests. It is inspired by 
  the animal tales of Redwall, The Secret of Nimh, 
  Mistmantle, The Deptford Mice, Mouseguard, and 
  Disney’s Robin Hood. As such, it is a great game for kids 
  but equally importantly it’s great for adults too. 
    
  WOODLAND WARRIORS is a free-form role-playing game, 
  meaning that there aren’t very many rules. The Keeper is 
  responsible for handling situations that aren’t covered by 
  the rules, making fair evaluations of what the characters 
  do and deciding what happens as a result. This is not a 
  game in which the players are “against” the Keeper, even 
  though the Keeper (called a Gamesmaster or GM in other 
  similar games) is responsible for creating tricky traps, 
  dangerous situations, and running the wicked beasts and 
  other foes the PCs will encounter during the game. In fact, 
  the players and the Keeper cooperate with each other to 
  create a fantasy epic, with the Keeper creating the setting 
  and the players developing the story of the heroes. If they 
  aren’t skillful and smart, the epic might be very short. But 
  it’s not the Keeper’s job to defeat the players—it’s his or 
  her job to provide interesting (and dangerous) challenges, 
  and then guide the story fairly. 
   
  You are welcome to publish your own adventures, house 
  rules, and other materials for this game. Guidelines and 
  requirements are in the back of the book right before the 
  Open Game License. 
   
  Simon W 
   
  THE DICE 
  In the interests of keeping things simple, WOODLAND 
  WARRIORS uses only six-sided dice. When the rules tell 
  you to roll a number of dice, it will be in the following 
  format ½d, 1d, 2d…etc. where the number is the number 
  of dice to roll. There will be times when you roll more than 
  one dice and you just take the result of one of them 
  (either the lowest or the highest result). The rules tell you 
  when to do this. Sometimes you will add a number too – 
  for example 1d+2, 2d+1 etc. 
   
    
   
  THE CORE SYSTEM 
  Whenever you attempt an action that has some chance of 
  failure, you roll a six-sided die (1d). To determine if your 
  character succeeds at a task (such as attacking a monster 
  or using a skill), you do this: 
   
   
  Roll a die 
   
  Add any relevant modifiers 
   
  Compare the result to a target number 
   
  If the result equals or exceeds the target number, 
  your character succeeds; if the result is lower 
  than the target number, you fail. 
   
  The target number for saves and class abilities is 
  normally 5. For easier tasks it is 4 and for harder 
  tasks the target is 6 (or more). 
   
  The target number in combat is the Defence Class 
  (DC) of the opponent. 
   
  CREATING A CHARACTER 
  Unless you’re going to be the Keeper, you start by creating 
  a character. You’ll roll some dice to determine your 
  character’s Strength and other basic Attributes, pick a 
  character Kind and Class, determine what gear you have 
  to begin with and then start to play. If you’re the Keeper, 
  you’ve got a bit more preparation to do—that’s covered 
  later in a section especially for you. 
   
  If you want a quick character already made for you or your 
  Keeper just wants to run a one-off game, you can always 
  download the ones on the Beyond Belief Games (BBG) 
  website where there are also some colour maps, 
  additional character classes and other useful bits and 
  pieces to add to your game.  
   
  For the Keeper, there is a sandbox-style setting Stonewell 
  Abbey & Environs in this book (which incorporates the 
  Greyrock Isle campaign setting from the first edition of 
  Woodland Warriors), together with a brand new full 
  adventure. There are two further adventures to download 
  on the BBG website. 
   
  Two additional Woodland Warriors settings will also 
  become available in a revised edition soon: Woodland 
  Warriors Out West and Woodland Warriors At Sea. They 
  will be updated to be compatible with Woodland Warriors 
  (second edition). These settings can be purchased 
  separately in PDF from RPGNOW or print from LULU. 
  
  4 
   
  ROLL ATTRIBUTE SCORES 
  The basic attributes of a character are numbers, generally 
  ranging from 3 to 18 representing Strength, Dexterity, 
  Constitution, Intelligence, Wisdom, and Charisma.  
   
  The first step needed to create a character is to roll 3d 
  seven times and take a note of the results. Save one result 
  for your Wealth (see later) and then allocate the 
  remaining six scores to your attributes as you wish.  
   
  ATTRIBUTE MODIFIERS 
  Each attribute provides a guide to a character’s relative 
  strengths and weaknesses. Higher attributes allow 
  characters to perform certain actions more easily and 
  lower attributes make things a little more difficult. As 
  characters rise in level they receive small increases to 
  their attributes as show in Table 4: Experience Levels. 
   
  To be a member of a character class, you need 9 or higher 
  in the class’s Prime Attribute. 
   
  The Attribute Modifiers table below provides the modifier 
  to the die roll for most actions attempted by characters 
  with attribute scores in the range indicated: 
   
  Table 1: Attribute Modifiers 
   
  Attribute 
  Score 
   
   
  Modifier 
   
  3–6 
   
  -1 
   
  7-14 
  +0 
  15-18 
   
  +1 
   
  19+ 
   
  +2 
   
   
  STRENGTH (STR) 
  STR is how brawny your character is. STR is the Prime 
  Attribute for the Warrior character class. 
   
  Add your STR modifier when: 
   
  Rolling for weapon or unarmed damage in 
  combat 
   
  Grappling, throwing and wrestling 
   
  Checking how many things your character can 
  carry 
   
  Breaking down doors, pulling lifting or dragging 
  heavy objects 
   
  Intimidating another creature with your sheer 
  might 
   
  DEXTERITY (DEX) 
  DEX is your character’s speed and agility. DEX is the Prime 
  Attribute for the Scout and Rogue character classes. 
   
  Add your DEX modifier when: 
   
  Rolling to hit in combat 
   
  Calculating your character’s Defence Class 
   
  Rolling to avoid traps, falling into pits and 
  avoiding the effects of certain spells (called a 
  Reflex Save) 
   
  When trying to sneak past a guard or hide from 
  another beast 
   
  When trying to climb a rock face or jump a ravine 
   
  When picking a lock or other actions requiring 
  fine manipulation 
   
  CONSTITUTION (CON) 
  CON is how hardy and energetic your character is. CON is 
  the Prime Attribute for the Wayfarer class. 
   
  Add your CON modifier when: 
   
  Calculating your character’s Hit Points 
   
  Rolling to avoid death and the effects of poisons, 
  level drains, diseases and other effects that have 
  a negative effect on your character’s physical 
  health (called a Fortitude Save) 
   
  Rolling when pushing yourself beyond your 
  normal bounds 
   
  INTELLIGENCE (INT) 
  INT is how clever and knowledgeable your character is. 
  INT is the Prime Attribute for Wizard and Trickster 
  characters. 
   
  Add your INT modifier when: 
   
  Rolling to determine starting spells for a Wizard 
   
  Rolling to recall a fact or information your 
  character might know 
   
  Reading old parchments and writing down 
  information for others to read 
   
  Determining the number of starting 1st level (and 
  2nd level) spells a Wizard may cast in a day 
   
  Max Spell Level: Wizards with INT of 15 or higher gain an 
  extra 1st level spell and with 19 INT gain an extra 2nd level 
  spell (when they are of the appropriate level). 
   
  Languages - The default setting assumes all Kind write and 
  speak the same language (taught by the Abbeys), but 
  Vermin and other creatures speak their own languages - 
  all Weasels speak “Weasel”, all Rats speak “Rat” etc. 
    
  Alternatively, Keepers may wish to avoid thinking about 
  different languages altogether and assume all creatures 
  speak in the same tongue.  
   
  If the Keeper decides on the first option, each character 
  knows “Kind” and they may have additional languages as 
  shown in the table below. 
   
  
  5 
   
  Table 2: Intelligence 
   
  Intelligence 
  Score 
   
  Additional  
  Languages* 
   
  3-6 
   
  0 
   
  7-14 
  2 
  15-18 
   
  4 
   
  19+ 
   
  6 
   
   
  WISDOM (WIS) 
  WIS is your character’s willpower, intuition and 
  awareness. WIS is the Prime Attribute for Friar and 
  Woodwise characters 
   
  Add your WIS modifier when: 
   
  Rolling to avoid the effects of charms, fear and 
  resisting other mind-invasive attacks (called a 
  Will Save)  
   
  When seeing if you spot things that are hidden or 
  disguised or when trying to figure out if someone 
  is lying to you 
   
  CHARISMA (CHA) 
  CHA is your character’s likeability and presence. CHA is the 
  Prime Attribute for Talespinner characters. 
   
  Add your CHA modifier when: 
   
  Rolling to influence others 
   
  Bartering for the best deal 
   
  Intimidating another creature with threats 
   
  WEALTH
  Every player character starts with Wealth. This is an 
  approximate measure of the amount of cash the 
  character can put lay their paws on and the standard of 
  living the character enjoys. The starting Wealth rating is 
  found by consulting Table 3: Wealth   
   
  Table 3: Wealth 
   
  Dice  
  roll 
   
  Wealth  
  Rating 
  3 
   
  Broke 
   
  4-6 
   
  Poor 
   
  7-14 
   
  Moderate 
   
  15-18 
   
  Prosperous 
  19+ 
  Rich 
   
  Your Wealth is used to determine what gear you start 
  with and in conjunction with the equipment tables to 
  help determine what items you can afford to buy from 
  time to time. Your Wealth can rise or fall as you acquire 
  treasure from Quests and as you spend it on expensive 
  items or lose it or get it stolen.  
  Money isn't something WOODLAND WARRIORS focuses 
  on, but there can be some fun to be had from time to 
  time making the characters have to think about their 
  finances; this may lead to good role playing 
  opportunities. It might even be a way to lead them into 
  the next Quest you have designed: 
   
  Wealth increases by +1 per level. 
   
  Wealth can be temporarily increased by: begging (+1), 
  borrowing (+1 to +6), stealing (+1d), working (manual 
  +½d, skilled +1d), selling something (that you've stolen, 
  perhaps - this is role played and can depend on your 
  character's abilities), or finding treasure. 
   
  Each day after the first, your temporary wealth score 
  falls by 1 until it is back to your base Wealth. It doesn't 
  generally fall below that but can do; for example, if 
  you've been the victim of theft. It can fall more quickly, 
  especially if you've made an expensive purchase. This is 
  determined by the Keeper. 
   
  HIT DICE AND HIT POINTS 
  At 1st level you roll a die to determine your characters’ Hit 
  Points (HP). Warriors and Wayfarers add +2 to the total; 
  Friars, Talespinners, Rogues and Scouts add +1, 
  Woodwise, Tricksters and Wizards add +0. To this number, 
  you add any modifier for CON. 
   
  Optional Hit Points: Often the Keeper will prefer beginning 
  characters to start with the maximum number of HP (8 for 
  Warrior and Wayfarers, 7 for Scouts, Rogues, Talespinners 
  and Friars and 6 for Wizards, Tricksters and Woodwise). 
  You would still add your CON modifier to your HP total if 
  this option is allowed. 
   
  When the character reaches 2nd level, you get to roll again 
  (and add any level and/or CON modifier). In the case of 
  the Warrior; this means rolling two dice, but some other 
  classes simply roll a single die (and add a number). If the 
  resulting number is higher than the previous total, this 
  becomes the character’s new HP for 2nd level. If the new 
  total is not higher, the character simply receives one 
  additional HP. Do likewise each time your character 
  advances a level. 
   
  Example 
  Pip is a Friar, so his player rolls 1d+1 for his initial HP. He 
  rolls a 4 and adds +1 for a total of 5 and writes this onto 
  the character sheet. Assuming Pip survives to 2nd level, the 
  player now rolls 2d. He rolls a 1 and a 3 for a total of 4. He 
  already has 5 HP, so the new total isn’t higher. He just 
  adds just one HP to bring his new HP total up to 6 whilst 
  he is 2nd level. Luckily, he can also heal himself if he gets 
  injured! 
   
  
  6 
   
  QUEST POINTS 
  Every player-character receives a pool of Quest Points 
  (QP). You get one QP per level in your character class or 
  multi-class. Quest Points are ‘spent’ to perform 
  extraordinary feats or to get a lucky break as follows: 
   
   
  Before you make a roll, you can cash in one QP to 
  add +2 to any ability, save, attack or damage die 
   
  You can re-roll any die roll made where the result 
  isn’t one you like, by cashing in one QP 
   
  Cash in one QP to recover ½d+3 HP 
   
  Cash in one QP to be able to invoke ‘splintered 
  shield/shattered sword’. This is where the 
  character has just taken damage and is holding a 
  shield or a weapon that they can use to absorb all 
  the damage they’ve taken at the expense of the 
  weapon or shield’s complete destruction   
   
  EXPERIENCE LEVELS 
  As the characters complete their Quests, they become 
  better equipped to deal with the hazards they face. This is 
  represented by the characters advancing in experience 
  levels. Characters start at 1st level. Once characters have 
  completed their first Quest, they become 2nd level. After 
  they have completed a further two Quests (three in total) 
  they rise to 3rd level. The number of Quests they need to 
  complete to advance to the next level is set out in Table  
  4: Experience Levels. Multi-class characters rise in level 
  more slowly (see the second column). 
   
  Table 4: Experience Levels 
   
   
  Level 
   
  Primary 
  Class 
  Ability 
   
  Attribute 
  Bonus 
  # of 
  Completed 
  Quests (1) 
  # of 
  Completed 
  Quests (2) 
  1 
   
  +1 
  - 
  0 
  0 
  2 
   
  +1 
  +1 
  1 
  2 
  3 
   
  +2 
  - 
  3 
  5 
  4 
   
  +2 
  +1 
  6 
  9 
  5 
   
  +3 
  - 
  10 
  14 
  6 
   
  +3 
  +1 
  15 
  20 
  Primary Ability: This is the addition to the die roll for a 
  character’s primary class abilities (and primary save) 
  Attribute bonus: This is a bonus the character has at each even 
  level that can be used to add to an attribute of the player’s 
  choice. 
  # of completed quests: This is the number of quests that must be 
  completed to rise to that level. The second column is for multi 
  class characters. 
    
  CHOOSE CHARACTER KIND
  In the fantasy world of WOODLAND WARRIORS, people 
  don’t exist. Therefore you need to choose what animal 
  Kind you want to portray. The character’s Kind is the 
  species of animal that you choose for your character. The 
  choices for player-characters are set out in the table 
  below, together with attribute modifiers and the special 
  abilities available to creatures of that Kind. 
   
  Table 5: Player Character Kind 
   
  Kind 
  Size 
  (paws) 
  Attribute 
  Modifiers 
  Special  
  Abilities 
  Badger 
  5½ - 6½  
   
  +2 STR  
   -1 DEX  
  -1 CHA 
  Rage, intimidate 
  Dormouse 
  3 - 4 
  +2 CHA 
  Caring, Cookery, 
  friendliness 
  Hare 
  4 - 5 
  +1 CHA 
  -1 WIS 
  Jump, silvertongue,  
  kick 
  Hedgehog 
  3½ - 4½  
  +1 CON 
   -1 INT 
  Spikes(natural armour), 
  serpent-slayer,  
  poison resistance 
  Mole 
  3 - 3½  
  +1 STR 
   -1 WIS 
  Stone/earthworks,  
  tunneling,  
  tool-as-weapon 
  Mouse 
  (or Vole) 
  2½ - 3  
  +1 DEX (or 
  +1 CHA)  
  -1 STR 
  Sneak, slinger 
  (Vole: Swim and Boat) 
  Otter 
  4½ - 5½  
  +1 WIS 
  Boats, swim, river sense  
  Raccoon 
  4 - 5 
  +1 INT 
  -1 WIS 
  Sleight, locks & traps, 
  deceit 
  Squirrel 
  3½ - 4½ 
  +1 CHA 
  +1 DEX 
  -1 CON 
  Jump & climb, immune to 
  sleep & charm spells, 
  friendliness 
  Note about creature sizes 
  In the world of WOODLAND WARRIORS there is much less 
  difference in size between the animal Kind than there is in reality. 
  So although a mouse is still the smallest of the player-characters 
  it still big enough to put up a fight against the bigger beasts. 
  Taking the nine Kind below, this is how they match up in order of 
  size: Badger, Otter, Raccoon, Hare, Hedgehog, Dormouse, 
  Squirrel, Mole and Mouse.   
   
   
  Defence Class 
  Your character has a Defence Class, which represents their 
  ability to avoid being hit in combat. It starts at 3 for all 
  characters. Having a high DEX will add +1or +2 to this 
  number.  
   
  A Wayfarer has trained to avoiding being hit and gains an 
  ability bonus, depending on the Wayfarer’s level (see the 
  Wayfarer character class).  
   
  Picking up a shield will grant a +1 bonus. 
  
  7 
   
  BADGER 
  The badger is a large, gruff and surly creature often flying 
  into fits of anger if things don’t go their way or if they feel 
  they’ve been insulted. Many seek the solace of the Abbey 
  walls to try to curb their tempers but others put their rage 
  and large size to good use by becoming Warriors (amongst 
  the best of the Kind). 
   
  The badger’s frequent fits of anger make it very difficult 
  for them to take the classes of Talespinner or Trickster.  
     
  The player-character badger has +2 to STR and -1 to both 
  DEX and CHA. 
    
  These are the primary abilities of a badger: 
   
  Rage: The badger’s anger is useful in combat because they 
  can become enraged; giving them temporary bonus of +1 
  to attack rolls and damage and +2 to Will saves whilst in 
  rage. A fit of rage lasts for 5 rounds, so if the combat is 
  over before the rage ends, they are likely to remain 
  enraged afterwards and possibly run around trying to find 
  more enemies to fight. The badger can fly into a rage once 
  per 2 levels per game session (so, a maximum of three 
  times at 5th and 6th levels). 
   
  Intimidate: Badgers are large, overpowering and scary. 
  Badgers can use these features to frighten others into 
  backing down, running away or just for effect. 
   
   
  DORMOUSE 
  Dormice are friendly, fuzzy-tailed creatures closely related 
  to squirrels, not mice as it may seem. For the most part, 
  they are simple in tastes, and care greatly for other 
  beasts; a few have also been known for not being very 
  bright. They all seem to have a love for food; many have 
  worked in the kitchens, and nearly all of them are pudgy 
  or overweight. 
   
  Dormice are rarely Warriors, Scouts or Wizards.  
   
  The player-character dormouse has +2 to CHA. 
   
  These are the primary abilities of a dormouse: 
   
  Caring: Dormice can heal 1 point of damage 
  per level, irrespective of their class just by 
  laying on their paws to a wounded creature. 
  For Friars, this is in addition to damage they 
  heal with the Lay on Paws ability. 
   
  Cookery: As young-uns growing up, dormice 
  always gravitate towards the kitchens where 
  they learn how to bake, cook and brew. This 
  means they can forage for food in the wild 
  and make almost any miserable collection of 
  berries, vegetables and leaves into a 
  nourishing meal.  
   
  Friendliness: Dormice are naturally helpful 
  and friendly. Regardless of their class they 
  get Fellowship as a class ability. If they have 
  Fellowship as an ability of their class anyway, 
  as long as they are not trying to be deceitful 
  or threatening, the dormouse can re-roll any 
  Fellowship roll (taking the best result) or any 
  attempt gain the trust of another creature or 
  group of creatures. 
  
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HARE 
  Hares are hasty, impulsive, thoughtless and arrogant 
  beasts. Hares love fun and cannot resist parties, feasts and 
  other lively events. Hares often say things they don’t 
  mean and allow their tongues to run away with them, to 
  the extent of contradicting themselves several times, 
  sometimes even in the same sentence. Nevertheless, the 
  hare generally means well and is likeable, even if you have 
  to take what they say with a pinch of salt. 
   
  The player-character hare has +1 to CHA and -1 to WIS 
   
  These are the primary abilities of a hare: 
   
  Silvertongue (CHA): Hares have the gift of the gab and 
  can usually win someone over with their smooth 
  words. 
   
  Jump (STR or DEX): The hare has powerful legs and 
  can jump (on the ground) further than many other 
  creatures. Hare Warriors like to incorporate leaps into 
  their Warrior Stunts. 
   
  Hares that get Jump as a class ability can re-roll any 
  failed roll once per session.  
   
  Kick: A hare can make a powerful kick attack, causing 
  Light damage rather than unarmed damage (see Table 
  17: Weapons). Hare Wayfarers can also re-roll damage 
  once per session if using a kick attack. 
   
  HEDGEHOG 
  The hedgehog is a tough and resilient creature that tends 
  to be somewhat less clever than most other Kind. 
  Hedgehogs like to keep busy, always looking for 
  something (however trivial) to do. Once they start a task, 
  they set their minds to it and won’t let anything stop them 
  until it’s done. Hedgehogs struggle if they are given too 
  many tasks to perform at the same time though.  
   
  Their simple nature means hedgehogs can seem quite 
  naïve about many subjects. However, the hedgehog’s 
  tough physical qualities make them amongst the best 
  Warriors of the Kind. They are rarely Talespinners or 
  Scouts. 
   
  The player-character hedgehog has +1 to CON and -1 to 
  INT.  
   
  These are the primary abilities of a hedgehog: 
   
  Poison Resistance: The hedgehog is an exceptionally 
  resilient creature and can re-roll any save made to resist 
  the effects of poison once per session. 
   
  Spikes: The hedgehog can wear armour but doesn’t 
  usually need to – their spikes give the hedgehog a natural 
  Armour Protection 2, so only wearing a breastplate will 
  give them a better AP. Hedgehog’s may use a helmet and 
  shield if they wish and if their class allows.  
   
  Serpent-slayer: All hedgehogs are taught to fight snakes 
  from an early age. Hedgehog characters therefore treat 
  fighting against any snake as a primary ability, regardless 
  of the hedgehog’s character class.  
   
  A hedgehog Warrior fighting a snake (already a primary 
  attack for a Warrior) can re-roll any miss once per session.  
  
  9 
   
  MOLE 
  The mole is nearly as small as the mouse but built much 
  more powerfully especially around the shoulders and fore-
  paws. Moles aren’t stupid but do take their time to 
  ponder a question or weigh up a situation, meaning that 
  some creatures think the mole is a bit dim. 
   
  Moles don’t see very well and therefore cannot fire 
  missile weapons at all beyond short range (although they 
  can use throwing weapons). Generally, they tend not to 
  bother using them at all.  
   
  Moles make excellent miners, builders and stonemasons. 
  They love to build and are often seen with pick axes, 
  shovels, stone hammers and other similar implements.  
   
  The player-character mole has +1 to STR and a -1 to WIS. 
   
  These are the primary abilities of a mole: 
   
  Stone-sense (WIS): Moles take note of certain features of 
  stonework, earthworks, tunnels and similar architectural 
  features: sloping corridors, moving walls, unsafe stone 
  bridges and traps made of stone (in particular: falling 
  blocks, rigged ceilings, and tiny arrow slits designed to 
  release poison gas or darts). 
   
  Tool-as-Weapon (STR): Mole characters treat mole tools 
  as a primary ability, regardless of the mole’s character 
  class. 
   
  Tunnel: Moles can also tunnel very quickly – in soft earth 
  they can dig a hole big enough for themselves in just one 
  round. They can also tell what’s ahead in a tunnel up to a 
  furlong away just by ‘feel’ – for example, if there is a 
  weasel running towards them in the tunnel, or if there is 
  an exit or blockage up ahead. 
  MOUSE 
  The mouse is the smallest player-character but often the 
  bravest and almost always the stealthiest. The mouse is 
  generally a happy-go-lucky individual but no-one should 
  dismiss the mouse as a pushover. The mouse’s strength of 
  heart more than makes up for their lack of physical 
  strength and the mouse makes a surprisingly good Warrior 
  or Wayfarer.  
   
  Mouse characters receive +1 DEX but -1 STR 
   
  These are the primary abilities of a mouse: 
   
  Slinger: Mouse characters treat slings as a primary ability, 
  regardless of the mouse’s character class.  
   
  A mouse Warrior using a sling (already a primary attack 
  for a Warrior) can re-roll any miss once per session.  
   
  Sneak: Mouse characters are small and very quiet. Sneak 
  is always a primary ability for a mouse. If the mouse 
  receives sneak as a result of class, the mouse can re-roll 
  any failed attempt at sneaking once per session.  
   
  VOLE
  If you wish to play a vole character, you may use the stats 
  for the mouse. If you wish, you may take +1 to CHA rather 
  than +1 to DEX.  
   
  Alternatively, if you want to play a water vole character, 
  you take swim and boat as abilities (see otter) instead of 
  sneak. 
  
  10 
   
  OTTER 
  Otters are the most comfortable of the Kind on water 
  (although water voles might have something to say about 
  this). They are never found far from rivers, lakes or the 
  sea and are the best river-boaters, sailors and ferry-
  beasts around. Many also turn their paws to building 
  watercraft. 
   
  The player-character otter has +1 to WIS. 
   
  These are the primary abilities of an otter: 
   
  Boats (DEX): Otters are naturals in any watercraft and 
  anything to do with boats and boat-building is a primary 
  ability of an otter. 
   
  Riversense (WIS): Otters can tell, just by looking at and 
  listening to the water surface or perhaps by sticking their 
  heads under the water, what hazards are up or 
  downriver, up to a furlong away (i.e. if there is a 
  waterfall, rapids, reef or similar). 
   
  Swim (DEX or STR): Otters are excellent swimmers and 
  rarely need to make a swim roll except in the most 
  perilous waters. Even if they fail their roll, they receive a 
  free re-roll, once per game session. 
   
   
   
  RACCOON 
  Raccoons are sometimes a bit mean, often a bit ornery 
  and most times up to no good. Mostly this is just for show 
  and many are nowhere near as grumpy as they appear. 
  Raccoons are intelligent and very good at manipulating 
  things, which combined with their love of shiny objects 
  makes them excellent pick pockets and gamblers. 
   
  The player-character raccoon receives +1 to INT but -1 to 
  WIS. Because of their love of shiny things, they also add +1 
  to starting Wealth. 
   
  These are the primary abilities of a raccoon: 
   
  Deceit (CHA or WIS): Raccoons are born liars and also very 
  good at spotting when lies are told to them. Deceiving 
  another creature or spotting deception is a primary ability 
  of the raccoon whatever the raccoon’s class. 
   
  Locks & Traps (DEX): Raccoons get locks & traps as a 
  primary ability as if they are Rogues, whatever their 
  character class. If the raccoon receives this as a result of 
  their class, the raccoon can re-roll and failed attempt once 
  per session. 
   
  Sleight (DEX): Player-character raccoons receive sleight 
  (per the Rogue) automatically as a primary ability, 
  regardless of their class. If the raccoon receives this as a 
  result of their class, the raccoon can re-roll any failed 
  attempt once per session. 
   
  
  11 
   
   
  SQUIRREL 
  Squirrels are acrobatic and energetic. They seem to be 
  constantly on the move and rarely sit down for a few 
  moments. They pride themselves on their bushy tails, 
  always grooming them and brushing them to make them 
  appear as fluffy as possible. Squirrels can sometimes 
  appear a little vain and self-obsessed although they are 
  actually amongst the most caring of the Kind and many 
  are Friars and Talespinners. Due to their agility, they make 
  excellent Scouts too. 
   
  The player-character squirrel receives +1 to CHA and DEX 
  but gets -1 to CON. 
   
  These are the primary abilities of a squirrel: 
   
  Climb & Jump (DEX or STR): Squirrels are natural athletes 
  and can clamber around trees, walls, rooftops and so forth 
  as well as any creature on the ground. Climb & Jump is 
  always a primary ability, regardless of the squirrel’s 
  character class. If they have this as an ability of their class 
  anyway, the squirrel can re-roll any failed Climb or Jump 
  roll once per session. 
   
  Friendliness (CHA): Squirrels are naturally helpful and 
  friendly. Regardless of their class they get Fellowship as a 
  class ability. If they have Fellowship as an ability of their 
  class anyway, as long as they are not trying to be deceitful 
  or threatening, the squirrel can re-roll any Fellowship roll 
  once per session. 
   
  Spell Immunities: Squirrels are immune to the spells 
  Charm Beast and Sleep.  
  CHARACTER NAMES 
  Choosing an appropriate name can be tricky in most rpgs, 
  but in WOODLAND WARRIORS this can seem doubly so. 
  However, it isn’t as hard as all that – many of the beast’s 
  names in the Alder Vale (the campaign setting detailed 
  later) names are just the same as the names we use – 
  names like Martin, Peter, Bernard, Cornelius, Flora, 
  Gwendolyn, Mary and so on - particularly older style or 
  medieval names. Some names are the same but just 
  changed a little, maybe substituting a letter here and 
  there – instead of Daniel, try Janiel or Damiel for example. 
   
  Other names used widely are the names of the natural 
  surroundings - plants, flowers, herbs, trees and rocks. So 
  names like Blueberry, Sage, Sedge, Laurel, Thorn, Alder, 
  Ash and Flint are popular. Sometimes these names are 
  used with the addition of – fur, nose, paw, snout, or tail; 
  for example “Thorntail”; maybe even as a surname.  
   
  Names can also be ‘earned’ based on the temperament or 
  characteristics of the character. So, a Scout might be 
  called Dash or Nimblefoot; a Hedgehog might be called 
  Prickle or Spike and a mole could be Snuffler or Digger. 
  Here are some name examples: 
   
  Male names: Almond, Ambrose, Arkose, Arthur, Aspen, 
  Balsam, Basil, Bilberry, Birch, Blackberry, Bladderwrack, 
  Borage, Branor, Brocc, Bramble, Bracken, Burdock, 
  Butterbur, Camlann, Catclaw, Chesnut, Clay, Coal, Colin, 
  Dandelion, Daurian, Digweed, Dogwood, Dolomite, 
  Douglas, Dristan, Dunston, Ector, Eustace, Farleigh, 
  Flambard, Flintpaw, Flintnose, Gareth, Geoffrey, Gilbert, 
  Goosepaw, Granite, Grunter, Hawthorn, Heath, Hemp, 
  Henry, Huckleberry, Humbert, Jasper, Jevan, Jollivet, 
  Jonathas, Kale, Kelp, Mandrake, Marblesnout, Marrok, 
  Merlin, Mugwort, Mulberry, Nettle, Nicholas, Noggin, 
  Norbert, Oleander, Omerus, Osbert, Pepin, Percival, 
  Russell, Rodney, Root, Scribbler, Sevrin, Shale, Skarn, 
  Slate, Stripe, Talon, Teasel, Terric, Theobald, Thistle, 
  Thomas, Tintagel, Tito, Tristan, Tufa, Twoleaf, Vortigern, 
  Valerian, Wackestone, Walter, Welbert, Welwyn, William, 
  Whortleberry, Wormwood, Yarrow, Yewsnout, Youngleaf.   
   
  Female names: Acacia, Alice, Alva, Branwen, Beatrice, 
  Blossom, Bluebell, Breccia, Brocca, Bryony, Buttercup, 
  Camilla, Cherry, Clover, Coral, Cornflower, Coquina, 
  Daffodil, Daisy, Dorcas, Drusilla, Elaine, Elsa, Fennella, 
  Flower, Forsythia, Gemma, Holly, Iris, Isabella, Iris, Ivy, 
  Jade, Jasmine, Jennifer, Jessamy, Josiane, Juniper, Kinna, 
  Kemma, Lavender, Lendra, Lilac, Lily, Lunet, Lutra, Lynette, 
  Maple, Marble, Marigold, Marjoram, Marshmallow, 
  Matilda, May, Maybelle, Michiele, Melodie, Morgana, 
  Nightshade, Nimue, Nogga, Nutmeg, Olive, Ophelia, 
  Popelina, Poppy, Pridwyn, Primrose, Rosa, Rosemary, Rue, 
  Ringa, Setta, Snowdrop, Sorrel,  Splendora, Tulip, Teasel, 
  Velvet, Violet, Veronica, Vervain, Wallflower, Wendy, 
  Willow, Winnie, Ysolde, Yvaine, Yvette, Zafia, Zinnia.  
  
  12 
   
  Choose CHARACTER class
  Once you’ve rolled up your attribute scores, the next step 
  is to choose a character class. There are seven character 
  classes: Friar, Scout, Talespinner, Warrior, Wayfarer, 
  Woodwise and Wizard. There are also two Vermin 
  character classes (Rogue and Trickster) after the main 
  class descriptions that your Keeper may allow. In addition, 
  your Keeper may have invented other character classes, or 
  may agree to character classes from some other fantasy 
  game. 
   
  The character classes are each described in the following 
  way: 
   
  Prime Attribute: This is the attribute that is most 
  important to a member of this class. It needs to be 9 or 
  more. Some classes have another attribute requirement. 
  Multi class characters require 12 or more in both of their 
  class’s prime attributes. 
   
  Hit Points: This tells you the hit points you get at 1st level. 
   
  Armour/Shield Permitted: This tells you the armour that 
  members of the class can wear and whether they can use 
  shields. 
   
  Weapons Permitted: Members of the class can use only 
  the weapons listed. 
   
  Class Abilities: These are abilities that all members of the 
  class receive. Some are only gained upon reaching a 
  certain level, which will be noted in the brackets or in the 
  description. Some are based on a certain attribute and 
  therefore receive a modifier if the attribute is high or low. 
  All are Primary Abilities of the class (see Table 4: 
  Experience Levels). Characters of other classes can try 
  some of these things (character of any class can attempt 
  to Sneak, for example) but they don’t get better at it. This 
  goes for saving throws and attack rolls. 
   
  It’s important to note that not having the ability generally 
  doesn’t mean your character can’t attempt it. For 
  example, just because your character doesn’t have 
  Read/Write, it doesn’t mean they can’t read or write. 
  Most beasts in the Abbey can – it’s just that some classes 
  are better at it. Having said that there are some things 
  only certain classes can do – e.g. spell casting. 
   
  Every class gets some sort of “stronghold” at 6th level. The 
  character doesn’t necessarily have to raise the funds 
  themselves – it is assumed that they have put by enough 
  from their Quests or they have enough friends or enough 
  of a reputation to have their stronghold built for them or 
  given to them. The Keeper might prefer them to go on 
  another Quest to get the money together though.  
   
  Starting gear: What the character starts with depends 
  on starting Wealth and is described here. 
   
   
  
  13 
   
  FRIAR 
  Friars are worldly, adventurous monks who serve the 
  Abbey. Whereas most monks tend to stay in the Abbey 
  and look after the sick and injured, grow herbs for 
  medicines, write books and scrolls and so on, Friars often 
  wander away from the Abbey in the outside world 
  spreading the word of Good and helping others where 
  they can. Most of the Friar’s abilities are oriented toward 
  healing and protecting, although they are able to defend 
  themselves quite well but will use only blunt weapons. As 
  a Friar grows in power and reputation, he or she might 
  establish an Abbey; a fortified monastery, a soaring 
  cathedral in the wilderness, or whatever strikes him or her 
  as the best way to protect and serve their flock of acolytes 
  and followers. 
   
  Prime Attribute: Wisdom 9+ 
  Hit Dice: 1d+1 at 1st level; then per the Friar Advancement 
  table below 
  Armour/Shield Permitted: Quilted cloth, tree bark, 
  chainmail, helmet and shield 
  Weapons Permitted: Club, cudgel, hammer, war-hammer, 
  mace, quarterstaff and sling. 
   
  Table 6: Friar Advancement 
   
   
   
  Lay on 
  Spells by level 
  Level 
   
  Hit Dice 
   
  Paws 
  1 
   
  2 
   
  3 
   
  4 
   
  1 
   
  1d+1 
   
  2 
  1 
   
  – 
   
  – 
   
  – 
   
  2 
   
  2d 
   
  4 
  2 
   
  – 
   
  – 
   
  – 
   
  3 
   
  2d+1 
   
  6 
  2 
   
  1 
   
  – 
   
  – 
   
  4 
   
  3d 
   
  8 
  2 
   
  2 
   
  – 
   
  – 
   
  5 
   
  3d+1 
   
  10 
  3 
   
  2 
   
  1 
   
  – 
   
  6 
   
  4d 
   
  12 
  3 
   
  2 
   
  2 
   
  1 
   
   
  Friar Class Primary Abilities 
  1st Level - Primary Save (Will): Friars need to be strong of 
  heart to face up to the threat of evil. 
   
  1st Level - Spell Casting (WIS): Friars cast Good spells from 
  a specific list, as per the Friar Advancement table. Each 
  morning, the Friar prays for a certain set of spells, 
  choosing any spells from the standard list. Once a spell is 
  cast, it cannot be cast again until the next day, unless the 
  Friar prepares the spell more than once. 
   
  1st Level - Banish Undead (WIS): Friars can “Turn” (See 
  Table 23: Turning Undead) the undead, making them flee 
  from the Friar’s goodness (or, in the case of a wicked Friar 
  (called a Necromancer), bringing them to heel as servants 
  and minions). 
   
  1st Level - Lay on Paws: Friars can heal a number of points 
  of damage per game session by laying their paws on the 
  wound. They can split the points as they wish, so a 2nd 
  level Friar can cure two points of damage on one 
  character, one point on another and one point on 
  another.  
   
  1st Level - Fellowship (CHA): Friars are naturally 
  welcome in most communities and can use this ability to 
  gain the trust of other creatures and ingratiate 
  themselves into their group or community. This enables 
  the Friar to obtain information, local gossip, food, 
  lodging and other benefits up to the Keeper.   
   
  1st Level - Lore (INT): Friars are very scholarly and spend 
  hours scribing scrolls and illustrating manuscripts, 
  recording the histories, geography, events and lore of 
  the Abbey. They retain a lot of this information and can 
  recall details with a successful roll. 
   
  1st Level - Read/Write (INT): Friars are required to 
  spend much of their time writing Abbey histories; this 
  ability allows the Friar to read manuscripts that are 
  written in ancient languages or write important stuff 
  down legibly. 
   
  2nd Level - Herbalism (WIS): Friars gain knowledge of 
  plants and herbs and their medicinal (and poisonous) 
  uses. They can gather plants and herbs for cooking in an 
  hour and with a few hours searching can normally locate 
  enough medicinal herbs to make a potion. Potions take 
  a game week to brew (less one day per level of 
  character) per dose and can either be a poison antidote 
  or a healing potion (restores ½d HP). No roll is needed.  
   
  6th Level - Abbey: A Friar character becomes known as an 
  Abbot (or Abbess) may establish his or her own Abbey; a 
  stronghold against Evil and attract a body of loyal friars 
  and warriors who will swear fealty to him or her. 
   
  Starting gear 
  Starting gear, broke: Friar’s habit, quarterstaff, Symbol of 
  Good (wooden), 6 candles. 
  Starting gear, poor: Friar’s habit, quilted cloth armour, 
  helmet, sling, 12 bullets (pouch), quarterstaff, Symbol of Good 
  (wooden), 6 candles, bedroll, flint & steel, flask of water. 
  Starting gear, moderate: Friar’s habit, quilted cloth armour, 
  shield, helmet, mace, sling, 24 bullets (pouch), satchel, Symbol 
  of Good (iron), Good Water (vial), 6 candles, bedroll, flint & 
  steel, flask of water, ink (vial), parchment, quill pen. 
  Starting gear, prosperous: Friar’s habit, tree bark armour, 
  shield, helmet, mace, sling, 24 bullets (pouch), satchel, Good 
  Water (vial), Symbol of Good (silver), 6 candles, bedroll, flint & 
  steel, flask of water, 5 day’s food, ink (vial), parchment, quill 
  pen. 
  Starting gear, rich: Friar’s habit, chainmail, shield, helmet, 
  mace, war-flail, sling, 18 bullets and 6 silver bullets (pouch), 
  satchel, Symbol of Good (silver), Good Water (vial), 6 candles, 
  bedroll, flint & steel, flask of water, 5 day’s food, ink (vial), 
  parchment, quill pen. 
  
  14 
   
  SCOUT 
  Scouts are lightly armed and armoured trackers, 
  pathfinders and hunters. Their job is to patrol the borders 
  of the Abbey domain keeping watch for signs of intruders, 
  as well as to investigate new lands to determine whether 
  they are capable of supporting a new Abbey. Scouts tend 
  to work alone for long periods. In battle, their job is to 
  lead armies safely through the wilderness, forage for food 
  and to harass the enemy with missile fire, raids and 
  ambushes.  
   
  Prime Attribute: Dexterity 9+ 
  Hit Dice: 1d+1 at 1st level; then per the Scout 
  Advancement table below. 
  Armour/Shield Permitted: Quilted cloth, tree bark, 
  chainmail, helmet and shield 
  Weapons Permitted: Spear, dagger, sword, hatchet, 
  wood- axe, club, cudgel, quarterstaff, dart, javelin, sling, 
  short bow and bow.  
   
  Table 7: Scout Advancement 
   
   
  Level 
   
  Hit 
  Dice 
  1 
   
  1d+1 
   
  2 
   
  2d 
   
  3 
   
  2d+1 
   
  4 
   
  3d 
   
  5 
   
  3d+1 
   
  6 
   
  4d 
   
   
  Scout Class Primary Abilities 
  1st Level - Primary Save (REF): Scouts need to have quick 
  reactions to be able to avoid traps and the danger of slips 
  and falls.  
   
  1st Level - Ranged Weapons (DEX): Scouts are supreme 
  marksmen and therefore any attacks with any missile 
  weapons counts as a primary ability. 
   
  1st Level - Climb & Jump (DEX or STR): Scouts need to be 
  nimble and swift. Therefore this is one of their class 
  abilities. 
   
  1st Level - Notice (WIS): Scouts are naturally alert to 
  danger and have a greater sense for threats than other 
  creatures. Therefore they receive notice as one of their 
  class abilities. 
   
  1st Level - Sneak (DEX): Scouts are more skilled than most 
  others at hiding and creeping stealthily and therefore 
  receive this as one of their class abilities. 
   
  1st Level - Survival (CON or WIS): This ability allows the 
  scout to keep him or herself self fed, watered, sheltered, 
  and warm (or cool) and to find his way through 
  inhospitable terrain. In addition the scout can safely 
  sustain another beast for every level he or she has 
  attained, starting at 1st level. 
   
  1st Level - Track (WIS): The ability of the Scout to 
  recognize and follow a trail left by another creature. 
  Modifiers could apply, from things like the size or number 
  of creatures leaving the trail, weather conditions or the 
  type of ground. 
   
  1st Level - Traps (DEX): Scouts are good at setting and 
  removing traps, snares and pits. The Scout rolls for how 
  difficult the trap is to notice and this is the target number 
  for the victim’s notice roll to spot it. 
   
  You roll for success only if a creature sets the trap off. This 
  can be countered by the victim’s reflex save. A Scout’s 
  trap can be simply to ensnare of capture another beast or 
  enemy, to set off a warning alarm or to cause damage. 
  Traps cause ½d damage per Scout level. 
   
  2nd Level - Move Bonus: Provided the Scout is 
  unhampered (“things” carried 5 or less) he can move an 
  extra stride per 2 levels attained. So, at 6th level, a Scout 
  can move at 15 strides in a round. Carrying any weight 
  over 5 things completely negates the bonus. 
   
  4th Level – Sharpshooter: The Scout is now able to re-roll 
  any attack or damage roll made with a ranged weapon, 
  once per game session and take the best result. 
   
  Explorer’s Ship (6th): At 6th level, a Scout becomes known 
  as an Explorer and can have his own ship built. He will 
  attract a number of sailors, scouts and merchants who will 
  swear fealty to him, as he goes off upriver or across 
  uncharted seas, to seek out new lands to chart for trade 
  and for colonization.  
   
  Starting gear 
  Starting gear, broke: Scout’s attire, club, snares. 
  Starting gear, poor: Scout’s attire, helmet, spear, snares, flask 
  of water. 
  Starting gear, moderate: Scout’s attire, quilted cloth armour, 
  helmet, hand axe, bow, 12 arrows (quiver), bedroll, snares, 
  flask of water, hemp rope (50 paws), sack, signal whistle. 
  Starting gear, prosperous: Scout’s attire, cloak, tree bark 
  armour, shield, helmet, hand axe, sword, bow, 24 arrows 
  (quiver), bedroll, snares, flask of water, 5 day’s food, hemp 
  rope (50 paws), sack, signal whistle. 
  Starting gear, rich: Scout’s attire, cloak, chainmail, shield, 
  helmet, hand axe, sword, bow, 24 arrows (quiver), bedroll, 
  snares, flask of water, 5 day’s food, silk rope (50 paws), sack, 
  signal whistle, riding lizard.
  
  15 
   
  TALESPINNER 
  Talespinners are wandering story-tellers, musicians and 
  entertainers. They are generally welcome most places for 
  their news and gossip and can always be sure of a meal 
  and a bed in exchange for a night’s entertainment. 
  Talespinners sometimes travel in company with other 
  wanderers – Wayfarers and questing Friars in particular. 
   
  Prime Attribute: Charisma 9+ 
  Hit Dice: 1d+1 at 1st level; then per the Talespinner 
  Advancement table 
  Armour/Shield Permitted: Quilted cloth, tree bark, 
  chainmail 
  Weapons Permitted: Quarterstaff, dagger, club, cudgel, 
  hatchet, wood-axe, sword, dart, sling and short bow  
   
  Table 8: Talespinner Advancement 
   
  Level 
  Hit Dice 
  1 
   
  1d+1 
   
  2 
   
  2d 
   
  3 
   
  2d+1 
   
  4 
   
  3d 
   
  5 
   
  3d+1 
   
  6 
   
  4d 
   
    
  Talespinner Class Primary Abilities 
  1st Level - Primary Save (Will): Talespinners need to be 
  strong of mind to continue their performance even when 
  the audience is hostile and so receive level bonuses to Will 
  saves.  
    
  1st Level - Enthrall (CHA): A Talespinner can spin a web of 
  words, song and/or poetry to attract and hold an audience 
  of up to six creatures per level (no save). Creatures must 
  be able to hear (not necessarily understand) the 
  Talespinner to be affected. Affected creatures take a -2 
  penalty to their attribute/ability rolls to spot things they 
  would normally otherwise notice (as they are so 
  fascinated by the web of words the Talespinner is 
  creating). This can be useful as a distraction or for various 
  other purposes and can be used once per level per game 
  session.  
   
  1st Level - Charm (CHA): Talespinners are so persuasive 
  that once per game session they can charm a single 
  creature that can hear and understand them, per the 
  Wizard spell. 
   
  1st Level – The Voice (CHA): Talespinners have incredible 
  vocal skills and can perform a number of almost magical 
  effects with their voices. Talespinners can “throw” their 
  voice, to make it appear to come from another location. 
  Talespinners can also mimic other creature’s voices and 
  accents if they’ve heard them before and can also make 
  simple sound effects with their voices – the sounds of 
  breeze in the forest, doors opening, floorboards creaking 
  etc. 
   
  1st Level - Fellowship (CHA): Talespinners are the 
  masters of creating a good mood and sense of ease by 
  their poetry, song or conversation. Talespinners can use 
  this to gain the trust of other creatures and ingratiate 
  themselves into their group or community. This enables 
  the Talespinner to obtain information, food, lodging and 
  other benefits up to the Keeper.   
   
  1st Level - Lore (INT): Talespinners are storytellers and 
  therefore have great stores of factual (and invented) 
  legends. They can recall old histories, tales and lore 
  passed down through the generations. 
   
  1st Level - Trained Memory (INT): A Talespinner forgets 
  little of what he or she knows. If he or she takes the time 
  to memorize something, he or she can recite it perfectly at 
  any later date with a successful roll. The time taken 
  depends on the thing to be memorized, but as a rule of 
  thumb it takes three times as long to memorize a piece of 
  text as it takes to simply look over it. 
   
  1st Level - Rogue Ability (DEX or CHA): The Talespinner 
  can choose one ability from the Rogue class (see later), 
  from Sleight or Disguise. Sleight is a DEX ability and 
  Disguise is based on CHA. 
   
  2nd Level - Bardic Immunity: A Talespinner can invoke 
  Bardic Immunity once per game session (no roll needed). 
  It functions as the Friar spell Sanctuary but only against 
  creatures that can hear (not necessarily understand) the 
  Talespinner. It lasts for 1 turn per level. 
   
  4th Level - Suggestion: Talespinners can subtly work a 
  suggestion into their tales and songs once per game 
  session, like the Wizard spell (no roll needed). The target 
  is entitled to a Will save. Observers must make a notice 
  check to spot the suggestion being used against them. 
   
  6th Level - Storyteller’s School: A Talespinner is now called 
  a Bard and can establish his own school for students of 
  poetry, music and entertainment. It will attract a number 
  of paying students eager to learn more.  
    
  Starting gear 
  Starting gear, broke: Tunic, cudgel, flute. 
  Starting gear, poor: Tunic, dagger, club, flute, flask of water. 
  Starting gear, moderate: Tunic, quilted cloth armour, dagger, 
  hatchet, satchel, lute, bedroll, flask of water, flint & steel. 
  Starting gear, prosperous: Tunic, cloak, tree bark armour, 
  sword, dagger, short bow, 24 arrows (quiver), satchel, lute, 
  flute, bedroll, 5 days food, flask of water, flask of wine, flint & 
  steel. 
  Starting gear, rich: Tunic, cloak, chainmail, sword, dagger, 
  short bow, 24 arrows (quiver), satchel, flute, lyre, lute, 
  bedroll, 5 days food, flask of water, flask of wine, flint & steel, 
  parchment, quill pen, ink, riding lizard. 
  
  16 
   
   
  WARRIOR 
  A warrior is a fighter, trained to use all weapons and to 
  wear the heaviest of armour. Warriors might be Abbey 
  guards, whose job it is to protect the Abbey from 
  marauders and bandits. Or they might be soldiers in the 
  trained armies of the feudal lords. Warriors can be 
  archers, spear-bearers, valiant knights riding war-lizards 
  into battle or mercenaries and bodyguards. The Warrior 
  character is best equipped of all the character classes to 
  dish out damage and absorb it, too. 
   
  Prime Attribute: Strength 9+ 
  Hit Dice: 1d+2 at 1st level; then per the Warrior 
  Advancement table 
  Armour/Shield Permitted: Any 
  Weapons Permitted: Any 
   
  Table 9: Warrior Advancement 
   
  Level 
   
  Hit Dice 
   
  1 
   
  1d+2 
   
  2 
   
  2d+2 
   
  3 
   
  3d+2 
   
  4 
   
  4d+2 
   
  5 
   
  5d+2 
   
  6 
   
  6d+2 
   
   
  Warrior Class Primary Abilities 
  1st Level - Primary Save (Fort): Warriors need to be tough 
  and resilient and therefore they receive save bonuses to 
  their Fortitude. 
   
  1st Level - Weapon Trained (STR or DEX): Fighting is the 
  primary ability of a warrior and so they receive level 
  bonuses to attack rolls with melee and missile weapons. 
   
  1st level - Favoured Weapon: The Warrior has a weapon 
  (sword, spear, war-axe etc.) that he or she is especially 
  skilled with. The character receives a free re-roll of attack 
  or damage when using this weapon, once per session.  
   
  1st Level - Warrior Stunt (STR or DEX): Warriors can 
  attempt a special manoeuvre in or out of combat that isn’t 
  a direct attack, disarming a foe, shooting an arrow at a 
  rope to break it or some other similar trick at the Keeper’s 
  discretion. This can be opposed or unopposed. 
   
  2nd Level - Cleave: Warriors whose blow has just killed an 
  opponent in front of them (reduced to 0 HP) and the blow 
  still has damage over, can roll to hit another opponent 
  within a stride of them and, if the blow lands, do any 
  remaining damage from the first blow to the second 
  opponent. 
   
  4th Level - Combat Master: The Warrior receives a second 
  attack (melee or ranged) at the end of the round. 
   
  6th Level - Establish Stronghold: A Warrior may establish 
  his own stronghold and attract a body of loyal warriors-at-
  arms who will swear fealty to him. Most likely, the 
  protection of a castle will attract villagers, and the Warrior 
  will become a feudal Lord or even a Baron. 
   
  Starting gear 
  Starting gear, broke: Warrior’s attire, helmet, club. 
  Starting gear, poor: Warrior’s attire, quilted cloth, helmet, 
  shield, spear, club, flask of water. 
  Starting gear, moderate: Warrior’s attire, tree bark armour, 
  helmet, shield, sword, spear, bow, 12 arrows (quiver), bedroll, 
  flask of water, flint & steel. 
  Starting gear, prosperous: Warrior’s attire, cloak, chainmail, 
  shield, helmet, sword, bow, 24 arrows (quiver), heavy weapon 
  of choice, bedroll, 5 days food, flask of water, flask of wine, 
  riding lizard. 
  Starting gear, rich: Warrior’s attire, cloak, breastplate, shield, 
  helmet, sword, dagger, bow, 24 arrows (quiver), heavy 
  weapon of choice, small tent, bedroll, 5 days food, flask of 
  water, flask of wine, war lizard.
  
  17 
   
  WAYFARER 
  Wayfarers are mysterious rovers and vagabonds that 
  travel the highways and byways of the land, rarely 
  stopping in one place for too long. Sometimes they are 
  seeking something or someplace in particular; a lost 
  friend, thing, ideal or somewhere to call home. Others are 
  not looking for anything – perhaps circumstances mean 
  they had to leave wherever they came from or they are 
  just afflicted by wanderlust. Some Wayfarers are on the 
  road for spiritual reasons but this isn’t necessarily the 
  case. Wayfarers don’t use weapons or armour but they 
  are masters of unarmed combat and can improvise with 
  almost anything as required. Wayfarers are pacifists and 
  never initiate a combat and try not to kill wherever 
  possible. Wayfarers do not multi-class. Wayfarers don’t 
  have much need for money; therefore their Wealth is re-
  rolled on a single die. 
   
  Prime Attribute: Constitution 9+, Wisdom 7+ 
  Hit Dice: 1d+2 at 1st level; then per the Wayfarer 
  Advancement table 
  Armour/Shield Permitted: None 
  Weapons Permitted: Quarterstaff 
   
  Table 10: Wayfarer Advancement 
   
  Level 
   
  Hit Dice 
   
  Unarmed Damage  
  1 
   
  1d+1 
   
  ½d 
  2 
   
  2d 
   
  2d(L) 
  3 
   
  2d+1 
   
  2d(L) 
  4 
   
  3d 
   
  1d 
  5 
   
  3d+1 
   
  1d 
  6 
   
  4d 
   
  2d(H) 
   
  Essential Wayfarer Class Abilities 
  1st Level - Primary Save (Fort, Ref & Will): Wayfarers are 
  fast, strong of mind and resilient - able to avoid all kinds of 
  danger and therefore all saves are primary. 
   
  1st Level - DC Bonus (DEX or WIS): Wayfarers don’t wear 
  armour but are skilled at avoiding harm by speed, 
  reactions and general alertness. Because of this, as they 
  advance levels, their natural defence class improves as a 
  primary ability. Wayfarers can choose whether to add 
  their DEX modifier or their WIS modifier to their DC. 
   
  1st Level - Unarmed Attacks (DEX): Fighting without 
  weapons is what Wayfarers are trained to do and their 
  chance to hit increases with level.  
   
  1st level - Unarmed Damage: Wayfarers don’t carry 
  weapons (except maybe a walking staff). However, they 
  are very capable of bringing down any attackers with their 
  unarmed prowess, doing damage as set out in the table 
  (modified by STR). 
   
  1st Level - Wayfarer Stunt (STR or DEX): This ability allows 
  the Wayfarer to make a special manoeuvre in combat that 
  isn’t a direct attack, like disarming an opponent with a 
  kick, knocking an opponent off her feet with a leg sweep 
  or catching arrows out of the air. 
   
  1st Level - Danger Sense (WIS): Wayfarers are naturally 
  alert to danger and have a sense for threats. Ambushes, 
  traps, about to drink poison…they are aware that 
  something is wrong; not necessarily exactly what is wrong. 
   
  1st level - Knack (Variable): Wayfarers often pick up 
  random abilities as a result of their wanderings. The player 
  may choose one class ability from another class and treat 
  it as a Wayfarer class ability. Spellcasting isn’t allowed and 
  other class abilities may be restricted at the Keeper’s 
  discretion.  
         
  1st Level - Move Bonus (1st): Provided the Wayfarer is 
  unhampered (“things” carried 5 or less) he or she can 
  move an extra stride per level attained. So, at 6th level, a 
  Wayfarer can move at 18 strides in a round. Carrying any 
  weight over 5 things completely negates the bonus. 
   
  2nd Level - Meditative Healing: Wayfarers have supreme 
  control over their own bodies. If they are allowed to 
  meditate in a quiet and relaxing place, they can enter an 
  altered state where their bodies can repair injuries much 
  more quickly. Provided they have at least a full hours’ 
  meditation they can restore 1 HP per level and can purge 
  themselves of any poisons in their bodies. No roll needed. 
   
  6th Level - Wayfarers Rest: A Wayfarer is able to settle 
  down and is called a Host. They may build a Wayfarers 
  Rest (an inn, hostel, tea house or similar, often fortified) 
  along a busy route for other travellers to stay and refresh 
  themselves. It attracts Kind from all over and they will 
  always be welcome. Those that accept the Host’s 
  hospitality will often be very loyal, returning whenever 
  their wanderings bring them to the vicinity and leaping to 
  the defence of their host and his guests if danger 
  threatens. 
   
  Starting gear 
  Starting gear, broke: Tunic, quarterstaff. 
  Starting gear, poor: Robe, quarterstaff, satchel, bedroll, flask 
  of water, flute. 
   
   
   
   
   
  
  18 
   
  WIZARD 
  The Wizard is a mysterious figure, a student of arcane 
  powers and magic spells. Often cloaked in robes woven 
  with mystical symbols, Wizards can be devastating 
  opponents. However, they are usually physically weaker 
  than other adventuring classes, and are untrained in the 
  use of armour and weapons.  
   
  As Wizards progress in level, they generally become the 
  most feared of the character classes. With just a muttered 
  word or a flick of the paw, Wizards are able to command 
  their enemies to sleep, make themselves disappear and 
  send balls of fire and bolts of lightning into their foes.  
   
  The highest level Wizard can build his or her own tower, 
  where he can conduct his experiments, create fabulous 
  magic items and scribe new formulae for hitherto 
  unknown spells. 
   
  Prime Attribute: Intelligence 9+ 
  Hit Dice: 1d at 1st level; then per the Wizard Advancement 
  table. 
  Armour/Shield Permitted: Padded Wizards Robes 
   
  Weapons Permitted: Dagger, cudgel, quarterstaff and 
  dart 
   
  Table 11: Wizard Advancement 
   
   
   
  Spells by Level 
  Level 
   
  Hit Dice 
   
  1 
   
  2 
   
  3 
   
  4 
   
  1 
   
  1d 
   
  1 
   
  – 
   
  – 
   
  – 
   
  2 
   
  1d+1 
   
  2 
   
  – 
   
  – 
   
  – 
   
  3 
   
  2d 
   
  2 
   
  1 
   
  – 
   
  – 
   
  4 
   
  2d+1 
   
  3 
   
  2 
   
  – 
   
  – 
   
  5 
   
  3d 
   
  4 
   
  2 
   
  1 
   
  – 
   
  6 
   
  3d+1 
   
  4 
   
  3 
   
  2 
   
  1 
   
   
  Wizard Class Primary Abilities 
  1st Level - Primary Save (Will): Having the focus and 
  determination to learn, store and cast spells takes great 
  levels of concentration. 
   
  1st Level - Spell Casting (INT): Each day, Wizards will study 
  their spell book, choosing any spells they want that are 
  written in it up to the number he can cast per day, as in 
  the Wizard Advancement table. Once a spell is cast, it 
  cannot be cast again until the next day, unless the Wizard 
  is able to prepare the spell more than once. 
   
  If Wizards find scrolls of spells while adventuring, they can 
  cast the spell once directly from the scroll but it then 
  magically becomes erased from the scroll. Alternatively, 
  they can copy the spell into their spell book, where it 
  remains (but is erased from the scroll). 
   
  To determine which spells you have in your spell book at 
  the start, go down the Wizard spell list making an INT roll 
  (primary ability) for each one, in order. A successful roll 
  means you start with that spell. Once you have gone down 
  the list that is it. Every Wizard starts with at least one 
  spell, so if you fail to make a successful roll, you still get to 
  choose one spell for your book. 
   
  1st Level - Wizard’s Wand (INT): The second method for 
  Wizards to cast their spells, is through their wand. After 
  completing their apprenticeship a Wizard creates a wand 
  that is specifically attuned to the Wizard, so that he or she 
  can put their spells into it, similar to how spells are 
  pressed into his or her mind. You can put the same 
  number and level of spells into your wand as into your 
  mind (effectively doubling their capacity). However, to 
  cast from the wand, you must make an INT roll of 5+ or 
  the spell doesn’t go off (it stays in the wand though and 
  can still be cast later).  
   
  It is possible to have spells that the Wizard can’t normally 
  cast put into a wand by another Wizard (maybe because 
  he doesn’t have the spell in his spell book or it is of a 
  higher level than he can normally cast). In this way 
  Wizards can exchange favours, without having to give 
  away their spell formulae. Where such a spell is being cast 
  from the Wand, the roll required is at -1 per level of spell 
  
  19 
   
  over that the Wizard can normally cast. So if a Wizard of 
  1st level has a 2nd level spell put in his Wand, he would 
  need to roll a 6+ to cast it. The reverse is true for higher 
  level Wizards and lower level spells, so a 3rd level Wizard 
  only needs 4+ to cast a 1st level spell from their Wand).  
   
  Optional: If you roll a 1 when trying to cast from a Wand, 
  not only is it always a failure but also you must roll again. 
  Another 1 means the Wand is destroyed – creating a 20 
  paw radius area effect explosion of magic energy causing 
  ½d damage per level of spell remaining in the wand.  
   
  At 6th level, some Wizards create a staff to replace their 
  wand, as spell staffs are better able to cope with the 
  power of magic and doesn’t have a chance of breaking. 
   
  1st Level - Read/Write (INT): Wizards need to read old 
  books and scrolls to learn their spells, so reading and 
  writing is an important ability for them. 
   
  6th Level - Wizard’s Tower: At 6th level, a Wizard becomes 
  known as a High-Wizard and can build a Wizards Tower 
  for himself to house his libraries and laboratories. He or 
  she will attract a mixed bag of mercenaries, strange 
  servants (some with odd abilities and deformities). This 
  motley crew will swear fealty to the Wizard and serve him 
  or her with whatever loyalty he or she can inspire in them. 
   
  Starting gear 
  Starting gear, broke: Tunic, cudgel, wand, spell book 
  Starting gear, poor: Robe, quarterstaff, sling, 12 bullets 
  (pouch), wand, spell book    
  Starting gear, moderate: Padded wizard’s robe, quarterstaff, 
  dagger, sling, 12 bullets (pouch), satchel, bedroll, flask of 
  water, wand, spell book  
  Starting gear, prosperous: Padded wizard’s robe, quarterstaff, 
  dagger, dart, sling, 24 bullets (pouch), satchel, bedroll, 5 days 
  food, flask of water, ink (vial), parchment, wand, spell book 
  Starting gear, rich: Padded wizard’s robe, quarterstaff, 
  dagger, sling, 24 bullets (pouch), satchel, bedroll, 5 days food, 
  flask of water, ink (vial), parchment, wand, spell book 
  WOODWISE
  Long before Abbeys, there were creatures that looked 
  after the spiritual needs of the animals in the woods. 
  These Kind would comfort the old and sick, teach the 
  young and protect their followers from the Vermin; they 
  were the Woodwise. They are not common now as the 
  Abbeys have all but taken over from them. The Woodwise 
  generally live in ancient out-of-the-way places now; in 
  hillside caves, hollowed out trees or in forest glades. They 
  are the guardians of the forests and still care and tend for 
  the creatures of the woods and aid lost travelers when 
  they are sick and injured. Woodwise eschew anything 
  made of metal, so they won’t even use weapons with any 
  metal in them. Their weapons are therefore made of 
  stone and naturally sourced materials and they wear 
  armour made from quilted cloth or tree bark. Woodwise 
  aren’t that interested in money and re-roll their Wealth on 
  2d.  
   
  Prime Attribute: Wisdom 9+ 
  Hit Dice: 1d at 1st level; then per the Woodwise 
  Advancement table 
  Armour/Shield Permitted: Quilted cloth, tree bark, 
  helmet and wooden shield 
  Weapons Permitted: Quarterstaff, club, cudgel, spear, 
  dagger, hatchet, wood-axe, sling and short bow 
   
  Table 12: Woodwise Advancement 
   
   
   
  Spells by level 
  Level 
   
  Hit Dice 
   
  1 
   
  2 
   
  3 
   
  4 
   
  1 
   
  1d 
   
  1 
   
  – 
   
  – 
   
  – 
   
  2 
   
  1d+1 
   
  2 
   
  – 
   
  – 
   
  – 
   
  3 
   
  2d 
   
  2 
   
  1 
   
  – 
   
  – 
   
  4 
   
  2d+1 
   
  2 
   
  2 
   
  – 
   
  – 
   
  5 
   
  3d 
   
  3 
   
  2 
   
  1 
   
  – 
   
  6 
   
  3d+1 
   
  3 
   
  2 
   
  2 
   
  1 
   
   
  Woodwise Class Primary Abilities 
  1st Level - Primary Save (Will): Having the focus and 
  determination to learn, store and cast spells takes great 
  levels of concentration. 
   
  1st Level - Spell Casting (WIS): Woodwise cast Good spells 
  from a specific list, as per the Woodwise Advancement 
  table. Each day, the Woodwise meditates, focusing on a 
  certain set of spells, choosing any spells from the standard 
  list. Once a spell is cast, it cannot be cast again until the 
  next day, unless the Woodwise can prepare the spell more 
  than once. 
   
  1st Level - Herbalism (WIS): Woodwise have a 
  knowledge of plants and herbs and their medicinal (and 
  poisonous) uses. They can gather plants and herbs for 
  cooking in an hour and with a few hours searching can 
  normally locate enough medicinal herbs to make a 
  
  20 
   
  potion. Potions take a week to brew (less one day per 
  level) per dose and can either be a poison antidote or a 
  healing potion (restores ½d HP). No roll is needed. 
    
  1st Level - Lore (INT): Woodwise are learned of histories 
  and legends. They are particularly steeped in knowledge 
  of the woods and the creatures that live in it. A 
  Woodwise may re-roll any Lore roll made involving the 
  woods, plants and creatures of the wood, once per level 
  per game session.     
   
  2nd Level - Hivemaster: The Woodwise is able to speak to 
  all types of insect. Insects might not want to speak to 
  them of course.  At 3rd level, the Woodwise can befriend 
  one insect, which will stay with him at all times as a 
  “familiar”, messenger, spy and pet.  
   
  4th Level - Shapechange: Woodwise can change their 
  shape into that of an insect. They can change once per 
  session at 4th level, twice at 5th and three times at 6th level. 
  Shifting shape takes one round, during which the 
  Woodwise cannot take other actions. The Woodwise can 
  remain in the new shape indefinitely - the duration of a 
  form ends only when the Woodwise turns back to their 
  normal form or assumes another one. A Woodwise can 
  shift from one insect shape to another without returning 
  to normal form first. Upon assuming a new form, the 
  Woodwise heals half of all damage suffered. The insect 
  form a Woodwise assumes can vary from the size of an 
  ant or bee to that of a giant spider. A Woodwise in insect 
  form takes on all of the insect's physical characteristics 
  movement rate, abilities, AC, attacks and damage. The 
  Woodwise retains original hit point and saving throw 
  values. The Woodwise’s clothing and one item held in 
  each paw also become part of the new body; these 
  reappear when the Woodwise resumes normal shape.  
   
  6th Level - Sacred Grove: The Woodwise becomes a 
  Custodian and creates a sacred grove, pool or cave. It is a 
  quiet place of peace and tranquility that immediately 
  calms anybeast that enters it making violence possible 
  only with a successful Will roll, each round. 
   
  Starting gear: 
  Starting gear, broke: Tunic, tree bark armour, quarterstaff. 
  Starting gear, poor: Tunic, tree bark armour, shield, hatchet, 
  sling, 12 bullets (pouch) 
  Starting gear, moderate: Robe, tree bark armour, shield, 
  helmet, spear, hatchet, sling, 24 bullets (pouch), satchel, 6 
  candles, flint & steel, flask of water.  
   
  NPC CLASSES
  The following two classes aren’t as appropriate as the 
  others for player character’s because they are so sneaky 
  and devious. Their whole outlook is generally so far from 
  the friendly and caring and style of the other classes that 
  their ideals would often clash, meaning these classes are 
  more appropriate for NPC Vermin characters. However, 
  your Keeper may allow you to play a reformed Rogue or 
  Trickster that is now trying to amend his ways and 
  become a good member of the Abbey community.  
      
  TRICKSTER
  Tricksters are masters of deception and illusion. They use 
  their illusory magic to trick other beasts so that they can 
  rob, swindle or otherwise con them. Tricksters are most 
  commonly found amongst the Vermin - Foxes in 
  particular. Hares and Raccoons also make good tricksters.  
   
  Prime Attribute: Intelligence 9+ Charisma 7+  
  Hit Dice: 1d at 1st level; then per the Trickster 
  Advancement table 
  Armour/Shield Permitted: Quilted cloth, scrap armour, 
  (leather*), tree bark 
  Weapons Permitted: Quarterstaff, club, cudgel, dagger, 
  sling and dart. 
  * Vermin only 
   
  Table 13: Trickster Advancement 
   
   
   
  Spells by level 
  Level 
   
  Hit Dice 
   
  1 
   
  2 
   
  3 
   
  4 
   
  1 
   
  1d 
   
  1 
   
  – 
   
  – 
   
  – 
   
  2 
   
  1d+1 
   
  2 
   
  – 
   
  – 
   
  – 
   
  3 
   
  2d 
   
  2 
   
  1 
   
  – 
   
  – 
   
  4 
   
  2d+1 
   
  2 
   
  2 
   
  – 
   
  – 
   
  5 
   
  3d 
   
  3 
   
  2 
   
  1 
   
  – 
   
  6 
   
  3d+1 
   
  3 
   
  2 
   
  2 
   
  1 
   
   
  Trickster Class Primary Abilities 
  1st Level - Primary Save (Will): Having the focus and 
  determination to learn, store and cast spells takes great 
  levels of concentration. 
   
  1st Level - Spell Casting (INT): Tricksters cast spells from a 
  specific list, as per the Trickster Advancement table. 
  Tricksters don’t need to memorize their spells as Wizards 
  do – they can cast any spell from their level list. They do 
  receive a bonus 1st level spell if they have INT 15+. Once a 
  Trickster has cast his spells for the day, he can cast no 
  more until the following day. 
   
  1st Level - Detect Illusions (WIS):  Tricksters are trained to 
  notice the tricks and stratagems of other tricksters and to 
  detect magical illusions.  Against any illusory spell or trick, 
  the trickster gets a roll to see if he sees through the 
  illusion or notices the trickery.  
  
  21 
   
  1st Level - Sleight (DEX): Tricksters are good at little tricks 
  of prestidigitation. They receive the sleight ability, as used 
  by Rogues. 
   
  1st Level - Deceit (CHA): Tricksters are con-artists and 
  usually sound plausible when trying to deceive or bluff 
  another creature. 
   
  6th Level - Travelling Circus: The Trickster becomes known 
  as a Madcap and can set up a travelling circus, which 
  attracts a troupe of Tricksters, Talespinners, Rogues and 
  ne’er-do-wells.  
   
  Starting gear: 
  Starting gear, broke: Tunic, cudgel. 
  Starting gear, poor: Tunic, dagger, quarterstaff, flask of water. 
  Starting gear, moderate: Tunic, quilted cloth armour, 
  quarterstaff, bedroll, flask of water, set of dice. 
  Starting gear, prosperous: Tunic, cloak, quilted cloth armour, 
  dagger, dart, quarterstaff, sling, 12 bullets (pouch), satchel, 6 
  candles, flint & steel, bedroll, 5 days food, flask of water, flask 
  of wine, set of dice, ink (vial), parchment, riding lizard 
  Starting gear, rich: Tunic, cloak, tree bark armour, dagger, 
  dart, quarterstaff, sling, 24 bullets (pouch), satchel, 12 
  candles, flint & steel, bedroll, 5 days food, flask of water, flask 
  of wine, set of dice, ink (vial), parchment, riding lizard, wagon 
  (lizard-pulled) 
   
  ROGUE 
  Rogues are vagabonds, thieves, gamblers, spies, assassins 
  and n’er-do-wells. They live by their wits and their 
  cunning, robbing, stealing, cheating and swindling their 
  way around the land. Very few Kind are rogues because 
  their nature is too mean and sneaky. They have some 
  abilities that are similar to those of Scouts. 
   
  Prime Attribute: Dexterity 9+ 
  Hit Dice: 1d+1 at 1st level; then per the Rogue 
  Advancement table. 
  Armour/Shield Permitted: Quilted cloth, scrap armour, 
  (leather), tree bark, chainmail, helmet and shield. 
  Weapons Permitted: Dagger, sword, hatchet, club, cudgel, 
  quarterstaff, cutlass, dart, sling, short bow, bow and 
  crossbow.  
   
  Table 14: Rogue Advancement 
   
  Level 
   
  Hit Dice 
  1 
   
  1d+1 
   
  2 
   
  2d 
   
  3 
   
  2d+1 
   
  4 
   
  3d 
   
  5 
   
  3d+1 
   
  6 
   
  4d 
   
   
  Rogue Class Primary Abilities 
  1st Level - Primary Save (Ref): Rogues need to have quick 
  reactions to be able to avoid traps and the danger of slips 
  and falls. 
   
  1st Level - Sneak attack: A Rogue who can catch his or her 
  opponent unawares or get behind them can attack the 
  victim as a primary ability. In addition, their weapon is 
  classed as the next highest type for damage – so a dagger 
  would do 1d instead of 2d(L). At 4th level and higher, 
  instead they add 1d to the damage caused if they hit. 
   
  1st Level - Jump & Climb (STR or DEX): Leaping from tree 
  to tree or climbing walls and balancing on branches. 
  Sometimes the Keeper will not require a roll or a bonus 
  will apply, if the task is deemed straightforward. 
   
  1st Level - Locks & Traps (DEX): Rogues are good picking 
  locks and removing small mechanical traps. 
   
  1st Level - Sleight (DEX): The Rogue can perform sleight of 
  hand trickery (the pea under the beaker, or cheating at 
  dice or cards) by deft hand movements and misdirection. 
  He or she can also pick pockets or cut purses from belts. 
   
  1st Level - Stealth (DEX): Rogues are good at lurking in 
  shadows and sneaking into and out of places they 
  shouldn’t be. 
   
  
  22 
   
  2nd Level - Disguise (CHA): With a bit of fur, a few tweaks 
  here and there, a touch of dye, a change of posture and 
  loose cloaks or clothing, the Rogue can make himself 
  appear to be an animal of a different type. They may 
  receive a notice roll to spot you even if you are cleverly 
  disguised, if you do anything unusual and they are 
  reasonably close. The Keeper will determine what 
  constitutes unusual. 
   
  6th Level - Gang: The Rogue becomes an Outlaw and has a 
  secret hideout, in a cellar or a cave in the woods or 
  somewhere similar. He or she attracts a bunch of like-
  minded individuals of dubious character to help them 
  perform their misdeeds. The gang remains loyal as long as 
  a cut of the spoils continues to come their way. A Kind 
  rogue who has amended his ways can resist the 
  temptation to start a gang and instead simply gains 
  respectability. 
   
  Starting gear: 
  Starting gear, broke: Tunic, cudgel. 
  Starting gear, poor: Tunic, shield, dagger, club, flask of water. 
  Starting gear, moderate: Tunic, quilted cloth armour, shield, 
  sword, bedroll, flask of water, lock-pick tools. 
  Starting gear, prosperous: Tunic, cloak, tree bark armour, 
  shield, sword, short bow, 12 arrows (quiver), satchel, bedroll, 
  5 days food, flask of water, flask of wine, lock-pick tools, set of 
  dice, hemp rope (50 paws), pushcart, clothes chest. 
  Starting gear, rich: Tunic, cloak, chainmail, helmet, shield, 
  sword, dagger, bow, 24 arrows (quiver), satchel, bedroll, 5 
  days food, flask of water, flask of wine, lock-pick tools, set of 
  dice, manacles, silk rope (50 paws), wagon (lizard-pulled), 
  clothes chest, treasure chest.  
  MULTI-CLASS CHARACTERS 
  A multi-class character is one that starts off at 1st level 
  with two classes. When a player wishes to have a true 
  multi-class character, the following rules apply: 
   
   
  No more than two classes may be taken 
   
  The character must have a minimum of 12 in the 
  primary attributes of each class   
   
  To advance a level the character needs to 
  complete an additional number of Quests equal 
  to the level the character is at already. For 
  example, a 1st level Warrior/Scout would need to 
  complete two Quests to rise to 2nd level (one 
  normally, +1 for his current level)  
   
  The character uses the best HD available to him - 
  a 1st level Warrior/Scout would have 1d+2 
   
  The character can wear the best armour available 
  to the two classes selected, except Woodwise, 
  who are always limited to natural weapons and 
  armour. However, some abilities still cannot be 
  performed in armour heavier than quilted, 
  padded robes or bark armour (casting Wizard’s 
  spells).  
   
  The character may use weapons available to both 
  of his classes (with limitations on the weapons 
  usable by Woodwise multi-class characters) 
   
  The character gains all other benefits and 
  penalties of both classes such as a warrior’s 
  stunts and the scout’s tracking as primary 
  abilities other than saving throws - you choose 
  which save is your primary save out of the two 
  class options, not both. 
   
  You choose which class starting gear to select – 
  you don’t get both sets. 
   
   
  
  23 
   
  ALIGNMENT 
  In a WOODLAND WARRIORS campaign, the player-
  characters are always Kind, who are good aligned. This 
  means they are generally helpful, know right from wrong 
  and do not commit wicked acts. Some might be a little 
  sneaky, rude or devious but they don’t enjoy killing or 
  wanton destruction for the sake of it. Their struggle is to 
  keep the Abbey and environs safe from the incursions of 
  the wicked beasts; the hordes of barbaric rats, weasels 
  and other Vermin that terrorize the Abbey lands and from 
  the more subtle machinations of foxes, snakes, crows and 
  their ilk. 
    
  MONEY
  WOODLAND WARRIORS doesn’t measure every single gold 
  coin accumulated; it simply measure the approximate 
  wealth or financial status of the character and broadly 
  leaves it up to the Keeper as to what this means in terms 
  of what the character can purchase. 
   
  Characters can be in one of the following ‘levels’ of 
  Wealth: 
   
  Broke (3): No money even for food, poor quality clothing, 
  relies on begging, barter or simple labour to get by. 
  Poor (4-6): Has a few coins to buy simple food and goods, 
  normally relies on barter or work to get anything more 
  than basic stuff. 
  Moderate (7-14): Carries a pouch of coins and at home 
  can probably get a gold coin or two together. Can afford 
  some of the more costly items but buying luxury goods 
  would make the character poor for a long while. The 
  character must still work for pay or goods and often 
  barters for stuff he can’t afford with coin.   
  Prosperous (15-18): The character has a full purse and can 
  readily gather together a small heap of gold coins if 
  needed. The character could possibly afford to buy one of 
  the most expensive items but any more major purchases 
  would probably have to wait a while. A prosperous 
  character rarely barters although he or she might get one 
  of his underlings to do it for them.    
  Rich (19+): The character no longer needs to work (but 
  some continue to do so). Always carries gold around and 
  can easily afford most of items on the lists without 
  affecting his wealth. Rich characters don’t generally barter 
  at all.  
   
  BARTER 
  Ordinary beasts (non-adventurers) tend not to have a lot 
  of cash, just a few silver or copper coins or so to buy 
  essentials. More commonly, especially amongst the Kind, 
  they exchange goods and services; this is called barter. So, 
  if the miller has a sack of flour, he would take it to the 
  Abbey and come away with a jar of honey and/or a jug of 
  pear cider (if he was persuasive enough).  
   
  Table 15: General Equipment 
   
  Item 
   
  Backpack * 
   
  Barrel 
   
  Bedroll 
   
  Bell  
   
   
  Candle 
  Clothes, tunic 
  Clothes, robe 
  Clothes, cloak 
   
  Clothes, warriors attire 
  Case (map or scroll) 
   
  Chalk, 1 piece 
   
  Chest, clothes 
  Chest, treasure 
   
  Fishing net (per 25 sq. paws) 
   
  Flask 
  Flint & Steel 
   
  Grappling Hook 
   
  Hammer 
   
  Symbol of Good, wooden 
   
  Symbol of Good, iron 
  Symbol of Good, silver 
   
  Good Water (Vial) 
   
  Ink (1 oz) 
   
  Ladder (10 paws long) 
   
  Lantern 
   
  Satchel* 
  Lock-pick tools 
  Manacles 
   
  Mirror 
   
  Musical Instrument, flute 
   
  Musical Instrument, lute 
   
  Musical Instrument, lyre 
   
  Oil (lamp), jar 
   
  Parchment (sheet) 
   
  Pole, 10 paws 
   
  Pot, iron 
   
  Food (5 days) 
   
  Rope, hemp (50 paws length) 
   
  Rope, silk (50 paws length) 
   
  Sack 
   
  Shovel 
   
  Signal Whistle 
   
  Spike, iron 
   
  Tent 
  Torch 
   
  *Can hold 6-8 small items – which all counts as 1 ‘thing’ 
   
  
  24 
   
  Table 16: Transportation 
   
  Type 
   
  Lizard, Cart* 
  Lizard, Riding* 
  Lizard, War* 
  Wheelbarrow 
  Pushcart 
   
  Wagon (pulled by lizards) 
   
  Ship, small (50 crew) 
   
  Ship, medium (100 crew) 
   
  Ship, large (200 crew) 
  Galleon (300 crew) 
  Coracle 
  Rowboat 
   
  Sailboat 
  *Lizards are hired, not bought 
   
  Table 17: Weapons 
   
   
  Weapon 
  Class 
   
   
   
  Dam 
   
   
   
  Things 
  Examples 
  Melee 
  Thrown 
  Missile 
  Unarmed 
  ½d 
   
  - 
  Punch, butt, 
  kick 
  - 
  - 
  Light (L) 
  2d(L) 
   
   
  ½ 
  Dagger, cudgel, 
  hammer*, 
  hatchet, chisel* 
  Dagger, 
  dart, 
  hatchet  
  Sling, 
  short-
  bow 
  Medium 
  (M) 
  One- 
  handed 
  1d 
   
   
  1 
  Sword, mace, 
  quarterstaff, 
  club, wood-axe, 
  stone-hammer* 
   
  Javelin, 
  axe  
   
  Bow 
   
  Medium-
  Heavy 
  (MH) 
  One or 
  two 
  handed 
  1d 
  or 
  2d(H) 
   
   
  1½   
  Morning-star, 
  war-axe,  
  war-spear, 
  war-sword, 
  war-hammer, 
  war-flail 
  pick-axe* 
  shovel* 
  Spear 
  - 
  Heavy (H) 
  Two-
  handed 
  2d(H) 
   
   
  2 
  Great-sword, 
  flail, halberd, 
  great-spear, 
  pike, maul,  
  great-axe, 
  mattock* 
  sledgehammer* 
   
  - 
  Cross-
  bow 
   
  2d6(L) means roll 2d6 and take the lowest result 
  2d6(H) means roll 2d6 and take the highest result 
  Medium-heavy weapons cause medium damage (1d) when held in 
  one hand and heavy damage (2dH) when used two-handed 
  Thrown weapons can be thrown up to 30 paws without penalty 
  and up to twice that (60 paws) range for a -1 penalty and up to 
  three times (90 paws) for -2. 
  Slings and short bows can be fired up to 50 paws with no penalty, 
  up to 100 paws at -1 and 200 paws at -2. 
  Bows and crossbows can be fired at up to 100 paws with no 
  penalty, up to 200 paws at -1 and 400 paws at -2.  
  *These are mole-tools, often used as weapons. They count as an  
  extra ½ ‘thing’ 
   
  Table 18: Armour 
   
  Armour Type 
   
  AP 
  Things 
   
  Padded Wizard’s Robes 
  1 
  1½ 
  Quilted cloth/scrap armour 
   
  1 
  1 
   
  Tree-bark armour 
  2 
  2 
  Leather (Vermin only) 
  2 
  2½ 
  Chainmail 
   
  3 
  3 
   
  Breastplate 
   
  4 
  4 
   
  Shield 
   
  - 
  1 
   
  Helmet* 
  - 
  ½  
  *Wearing a helmet doesn’t add to your AP but gives you +1 to 
  your ‘death save’ (see the Combat section) 
  Scrap armour is usually worn by Vermin. It is made up of 
  scavenged bits and pieces of leather, bark, metal or anything else 
  that can be found and utilized. 
  Tree bark armour was originally made by Woodwise who don’t 
  wear metal but is now often worn as a cheap alternative by other 
  creatures too. 
   
  HOW MUCH YOU CAN CARRY 
  A “normal” level of miscellaneous items from the general 
  equipment list, together with the characters clothing and 
  a few coins in his purse is assumed to count as 1 “thing”. If 
  a character has selected a lot more than what the Keeper 
  considers normal, he is entitled to increase this to 2 or 
  even 3 things. Armour and weapons are counted 
  separately to work out how many things the character is 
  carrying. Once you have your total of things carried, 
  consult Table 20: Movement rate to determine how far 
  your character can move in a round. 
   
  Example: Pip has STR 6, which means he can carry one 
  fewer “thing” (4 instead of 5, with a total maximum of 11). 
  He puts on his friar’s habit, and grabs his satchel 
  containing an assortment of small items (1thing). He puts 
  on his chainmail (3) and shield (1), and picks up his mace 
  (1). At 6 things, his movement rate is now reduced to 9 
  strides.  
   
  HOW TO PLAY 
  Once you’ve got a character, the Keeper will describe 
  where the character is, and what he sees. The game might 
  start in the library at the Abbey, on the deck of a galley in 
  the middle of a violent ocean storm, in a tavern or at the 
  entrance to an old smuggler’s cave where a vast hoard of 
  gold is reputed to be hidden - that’s up to the Keeper. But 
  from that point on, you describe what your character 
  does. Going down stairs, attacking a group of evil Rats, 
  speaking to the other beasts you meet: all of these sorts 
  of things are your decisions. The Keeper tells you what 
  happens as a result: maybe the cave entrance leads down 
  to a lost tomb, or those Rats attack your character. That’s 
  for the Keeper to decide. The rules below are guidelines 
  for how to handle certain events: combat, movement, 
  healing, dying, and other important parts of the game. 
  
  25 
   
  Basically, you and the Keeper work together, with the 
  Keeper handling the details of a dangerous fantasy world, 
  and you handling what your character does in it. The epic 
  story of your character’s rise to greatness (or of his 
  unfortunate death) is yours to create in the Keeper’s 
  world. 
   
  MEASUREMENTS OF 
  DISTANCE 
  Here is a guide to units of measurement in WOODLAND 
  WARRIORS: 
   
  Table 19: Distances & Measurements 
   
  Measurement/Distance 
   
  Approx. “Real” Equivalent 
   
  Claw 
   
  Inch 
  Paw 
   
  Foot 
   
  Stride 
   
  Yard 
   
  Furlong 
   
  Mile 
   
   
   
  MOVEMENT IN COMBAT 
  All characters, depending on what sort of armour they’re 
  wearing and what they’re carrying, have a base movement 
  rate in a round as follows: 
   
  Table 20: Movement Rate 
   
  Things Carried* 
   
  Rate (strides) 
   
  Up to 5 
   
  12 
   
  6 - 8 
   
  9 
   
  9 - 10 
   
  6 
   
  11 - 12 
   
  3 
   
  *Modified by STR 
   
   
   
  MOVEMENT OUT OF 
  COMBAT 
  When the characters are not in combat, where everybeast 
  is isn’t so important and so movement isn’t so strictly 
  regulated.  If you are in the Abbey or at the local village, 
  usually it’s a question of informing the Keeper what your 
  character is doing and where they are going and, unless 
  there’s a reason they can’t get there, it happens as 
  described. 
   
  Travel over larger distances just takes time – to go to the 
  next village might take half a day or a trip further afield 
  might take a day or several days. Again this is often 
  handled by the Keeper simply stating that after a day’s 
  walk, the party find themselves in the village, a little 
  weary, but otherwise fine. 
   
  When on a Quest, travel might be trickier – sometimes the 
  characters need to go to places where roads are poor or 
  non-existent. Sometimes they need to cross rivers, climb 
  steep hills, travel through tangled woods or navigate 
  stinking bogs. This is wearying and dangerous. Even 
  worse, there may be wild creatures in these out of the 
  way places, further slowing up the rate of travel. 
   
  The Keeper will broadly determine how long travel takes 
  in these circumstances. The Keeper might require you to 
  make a CON roll, to see whether you start to get tired and 
  need to rest. This might be important if you are under 
  time pressure to complete your Quest. 
   
  QUESTS 
  Heroes go on Quests and the stories of the Heroes’ 
  bravery and prowess are told and retold from a very 
  young age. Every young mouse, otter or mole aspires to 
  be a great hero and take part in those adventures. For 
  most, this never comes to be, but for the player-
  characters, they have a yearning for adventure and will 
  eventually go on Quests of their own. Almost any 
  adventure that takes you away from the Abbey is a Quest. 
  A search for a lost relic, tracking down a band of weasels 
  in the woods or rescuing some mole youngsters lost in the 
  wilderness are all Quests. Characters on a Quest are called 
  Questers. 
   
  Once you have completed the Quest, you can record this 
  against the # of Quests Completed on your character 
  sheet.  When you have completed enough to go up a level, 
  your character becomes more experienced and gains new 
  spells if you’re a Wizard or Friar. Your combat skills and 
  other abilities may also increase. In other words, you’ve 
  become more powerful and can pursue greater 
  challenges! 
   
  TIME
  Sometimes the Keeper will rule that “an hour passes,” or 
  even, “a month passes,” in the life of our intrepid 
  adventurers, but two important time measurements need 
  a quick explanation. These are the “turn,” and the 
  “combat round.” A turn represents about ten minutes and 
  a combat round is about ten seconds. Turns are used to 
  measure normal movement when the adventurers are in a 
  dangerous place; combat rounds are used to measure 
  time when the party is in combat. 
   
  PERFORMING ACTIONS 
  Player characters can perform almost any task by the 
  player describing to the Keeper what he wants to do; most 
  of the time this happens as described if it is a fairly typical 
  activity – going down the stairs to the cellar, talking to the 
  Abbey gatekeeper, reading a book, drinking in the tavern 
  and so on.  
   
  Some actions might be less certain though, especially if 
  some other creature doesn’t want you to succeed or is 
  trying to outdo you – combat is a prime example, but you 
  
  26 
   
  might be trying to persuade the gatekeeper to leave his 
  post or the book you’re reading might be in Olden Script 
  and therefore difficult to understand.  
   
  UNOPPOSED ACTIONS 
  In circumstances where no other creature is opposing 
  your character, you roll a die: 
   
   
  The number needed is normally 5 
   
  For easier tasks, the target is 4 
   
  For harder tasks, the target is 6 
   
  Whether the task is harder or easier is determined by the 
  Keeper, depending on the situation. 
   
  OPPOSED ACTIONS 
  Where your character is being opposed, you roll a die and 
  your opponent rolls a die. Whoever gets the highest roll is 
  the winner and gets to succeed in their action.  
   
  There might be instances where the Keeper requires 
  several rolls, with the winner each time being noted – at 
  the end of the required number of rolls, whoever has the 
  most successes is the overall winner. 
   
  MODIFIERS 
  Whether it is an opposed or unopposed action you are 
  attempting there could be modifiers that you can add to 
  your die roll. These modifiers might be because of your 
  attributes and Kind or due to your class and level. 
   
   
  If the attribute is 6 or lower you get -1 to your roll 
   
  If the attribute is 15 or higher, you get +1 
   
  If the attribute is 19 or higher, you get +2 
   
  If the task you are performing is a class ability, 
  you get a bonus to your roll depending on your 
  level 
   
  WHEN YOU CAN’T SUCCEED 
  There will be times when you need to roll more than 6 to 
  succeed (even after modifiers).  In these circumstances 
  the Keeper might allow you to roll anyway and, if you get 
  a 6 (and only a 6) you roll again. The second die roll needs 
  to exceed the following number in order to convert your 
  attempt into a success (you get no modifiers to your 
  second roll): 
   
  Required target  
  Roll needed (after rolling a 6) 
  7 
   
   
  3+ 
  8 
   
   
  4+ 
  9 
   
   
  5+ 
  10 
   
   
  6 
   
  COMBAT
  When the party of adventurers comes into contact with 
  enemies and a fight is about to start, the order of events is 
  as follows: 
   
  1. The Keeper determines if one side or the other is 
  entitled to a free attack or move as a result of 
  surprise—this is either a judgment or a die roll of 
  some kind, depending on the circumstances. 
  2. Declare spells and intent (for example, if taking a 
  defensive stance) 
  3. Determine order of action  
  4. Anyone who “held” their action now acts, and 
  results take effect 
  5. The round is complete; start the next round 
   
  SURPRISE
  The Keeper determines if one side gets a free initiative 
  phase before the action begins properly. This is either 
  through common sense (adventurers or beasts are not 
  alert), or it can be a range of probability (e.g., a particular 
  ambush has only a 1-in-6 chance of succeeding when the 
  victims are alert and watchful). 
   
  DECLARE SPELLS/INTENT 
  Any player whose character is going to cast a spell, act 
  defensively or take other unusual actions must say so 
  before the initiative is determined. Spell casting begins at 
  the beginning of the round. Thus, if the enemies have 
  higher DEX and hurt the spell caster, the spell’s casting 
  may be disturbed. 
   
  DETERMINE INITIATIVE 
  Highest DEX has initiative, followed by next highest and so 
  on. In the event of a tie, the highest level beast acts first. If 
  it is still a tie, player characters act before other beasts. In 
  the event of a tie between player characters the players 
  can decide between them who gets to go first.  
   
  You can hold your action to see what your opponent does 
  and take your action at any time thereafter. The Beasts 
  chapter lists average DEX values for non-player characters. 
   
  THE ATTACK ROLL 
  To attack, you roll a die and add any modifiers. Modifiers 
  come from your DEX attribute and your class and level, 
  depending on whether your character’s attack roll is a 
  primary ability (see the section on Character Classes)  
   
  The attack roll is then compared with the Defence Class of 
  the opponent. If the attack roll is higher, the character hits 
  the target and potentially causes some damage. 
   
  
  27 
   
  THE DAMAGE ROLL 
  If an attack hits, it inflicts damage. The amount of damage 
  depends on the weapon being used and is detailed in 
  Table 19: Weapons. The damage is lessened by Armour 
  Protection. You subtract the AP of any armour being worn 
  from the damage. Whatever damage penetrates the AP is 
  subtracted from the defender’s HP total (See Damage and 
  Death). 
   
  There may be bonuses to damage, due to high STR, class 
  abilities or magic weapons. 
   
  SPECIFIC SITUATIONS 
  The following are guidelines for handling certain, specific 
  situations that might arise during combat. The Keeper can 
  use or ignore these as desired. 
   
  BACKSTABBING AND  
  PRONE OPPONENTS 
  The Keeper will probably assign a bonus to hit for any 
  attacks made from behind or from a position of advantage 
  (perhaps +1 to hit). Also, if someone is attacked by 
  surprise from behind, they will not be able to use any 
  shield they have, so will be at a lower AC anyway. 
   
  TERRAIN FEATURES 
  Characters and beasts will hide behind things, stand on 
  things, lay prone, fight from higher ground, shoot arrows 
  from within concealing mists or tree branches, and take 
  every possible advantage of the combat terrain. The 
  Keeper can assign bonuses and penalties for terrain 
  features. Most such bonuses will only be +/-1, depending 
  on the degree of cover or the benefit of higher ground. 
  Trying to hit someone through an arrow slit in a castle wall 
  might have a penalty of -2. 
   
  SPACING
  If using markers or figures (Splintered Light  Miniatures 
  do a fabulous range of Woodland Warriors) it is easiest to 
  assume that a character “occupies” a single square or hex, 
  counting as a “stride” across, for purposes of marching 
  and fighting. 
   
  REACH WEAPONS 
  Some weapons are longer than others – spears, pikes and 
  so on. The Keeper may allow a creature armed with a 
  spear to stab from behind one of their friends. They are 
  also useful for specific Warrior Stunts – a Warrior might 
  use a spear simply to keep some enemies (with shorter 
  weapons) at bay, perhaps to allow friends to escape or a 
  long spear or pike could be used to vault over a wall.  
   
  MISSILE ATTACKS 
  Missile attacks are attacks with ranged weapons such as a 
  crossbow, sling, or thrown axe. A character’s DEX bonus 
  for missile attacks is added to the attack roll when the 
  character is using missile weapons.  
   
  Firing or throwing weapons beyond close range incurs a -1 
  penalty for medium range or -2 for long range. The ranges 
  are set out in Table 19: Weapons. 
   
  NEGOTIATION AND 
  DIPLOMACY 
  Some combats can be averted with a few well-chosen 
  words (including lies or intimidation). If the party is 
  outmatched, or the enemy beasts don’t seem to be 
  carrying much in the way of loot, the party might elect to 
  brazen their way through, in an attempt to avoid 
  combat—or at least delay it until conditions get more 
  favorable. Striking bargains, persuading beasts or non-
  player characters to do things, and getting out of trouble 
  by using your wits are an important part of the game. Use 
  what the character is saying as a guide to whether you 
  need them to make a roll or not. If the beast isn’t too 
  bothered and the character makes a persuasive argument, 
  allow the beast to step aside. However, if the beast has a 
  vested interest in preventing the character doing 
  something or getting somewhere, the player needs to 
  make his persuade roll (possibly with a modifier).  
   
  RETREATING
  It is up to the Keeper to decide if there will be any special 
  rules for retreating away from a melee combat. Most 
  Keepers allow the enemy a free attack if the character (or 
  beast) moves away by more than its “combat” movement 
  of base movement rate. 
   
  SPELLS 
  Spell casting begins at the beginning of the round. It is 
  possible to cast a spell while within melee range of an 
  opponent, but if the spell caster suffers damage while 
  casting a spell, the spell is lost. Unless the spell description 
  states otherwise, the spell takes effect in the caster’s 
  initiative phase. 
   
  SUBDUAL DAMAGE 
  A weapon may be used to beat down, rather than kill, an 
  opponent. When the player desires, damage inflicted can 
  be composed of half “real” damage and half “subdual” 
  damage that does not kill, and such points are recovered 
  at a rate of 1 hit point per hour. If the opponent’s hit 
  points, including the subdual damage, fall to zero, the 
  opponent is knocked unconscious rather than killed 
  (unless the real damage actually reduces real hit points to 
  zero, in which case the opponent is accidentally killed). 
   
  TWO-WEAPON FIGHTING 
  You need a dexterity of at least 13 to use two weapons in 
  combat. The weapons must be medium or light or a 
  combination of these. Using two weapons, one in each 
  
  28 
   
  paw, allows you to make your attack roll on 2d and take 
  the best result. Or you can choose to parry with one 
  weapon gaining +1 DC (using it effectively as a shield). 
   
  UNARMED COMBAT 
  Brawling attacks, such as those conducted with paw, claw, 
  tooth or dagger pommel, will normally inflict ½d points of 
  damage, plus the attacker’s STR bonus to damage (if any). 
  Attempts to wrestle an opponent to the ground and pin 
  them down, or attempts to smash into an opponent and 
  push them backward, will be determined by the Keeper’s 
  common sense (marsh dragons aren’t easily wrestled to 
  the ground, unlike shrews). A good rule of thumb is to 
  require a successful attack roll. 
   
  DEFENSIVE STANCE 
  Characters can parry, block or dodge or otherwise go onto 
  all-out defence, especially if already badly wounded. If you 
  do this, you have to declare it at the start of the round and 
  you can’t attack that round. However, you can make your 
  attacker re-roll their attack die if they hit you. They have 
  to take the second result. 
   
  MORALE
  Certain beasts, such as mindless or Undead creatures, are 
  fearless and always fight to the death or to their 
  destruction. The majority, however, will not continue to 
  fight a hopeless battle, seeking to retreat, surrender or 
  flee. The Keeper decides when beasts abandon the battle 
  and retreat, based on the situation and the beast’s 
  intelligence. Keep in mind that the party’s own NPC allies 
  might decide to flee if their prospects of survival look 
  grim. 
   
  TURNING UNDEAD 
  Friars have the ability to turn Undead, causing them to 
  flee or even outright destroying them. When a turning 
  attempt is made, a die should be rolled. Turning Undead is 
  a primary ability of the Friar. 
   
  Each type of Undead has a target number for the Friar to 
  get in order to turn undead of that type. This is indicated 
  in the following table: 
   
  If the turning roll is equal to or greater than the number 
  shown on the table, all Undead creatures of the targeted 
  type are turned and will flee for 3d rounds, or will cower 
  helplessly if they are unable to flee. 
   
  For Good Friars, where the turning roll exceeds the target 
  number by 3 or more, the undead creature is 
  automatically destroyed and will crumble to dust. For 
  Necromancers (detailed in a free download from the BBG 
  website) this indicates that the undead are forced into the 
  Necromancer’s service for a period of 24 hours. 
   
  Using a Symbol of Good 
  There is a modifier of -1 for using a wooden Symbol of 
  Good and +1 for using a silver Symbol of Good. Iron ones 
  receive no modifier.  
   
  Table 21: Turning Undead 
   
  Undead type 
  Die roll needed 
   
   
  Skeleton 
   
  4+ 
  Zombie-vermin 
   
  5+ 
  Ghoul-rat 
  6+ 
  Wraith 
   
  7+ 
  Vampire 
   
  8+ 
  Ghost 
   
  9+ 
  Lich 
   
  10+ 
   
  DAMAGE AND DEATH 
  When a character (or creature) is hit, the amount of 
  damage is deducted from their HP. When HP drops to 0, 
  the character may fall unconscious – make a Fortitude 
  save to stay conscious. If the character is wearing a 
  helmet, they can add +1 to their roll. A non-player 
  character is dead when they hit 0 HP.  
   
  If a character goes to negative HP the following applies: 
  On his initiative phase on each subsequent round roll 1d 
  and consult the table: 
   
  Table 22: Death Save  
   
  Die roll 
  Result 
  1 
  Make a fortitude save (+1 if wearing a helmet). 
  If this roll fails, the character dies; roll up a new 
  one! If the roll succeeds, see 2-3 below but also: 
  When the character comes round he or she 
  develops a phobia – maybe blood, death or 
  something connected to the circumstances of 
  their “near death” – if he was fighting spiders 
  for example, they could develop a fear of 
  spiders, or if they were hit by a fireball it could 
  be a fear of magic or fire.  The Keeper should 
  work with the player to determine what is 
  appropriate. 
  2-3 
  No change, roll again next round 
  4-5 
  The character stabilizes, but won't regain 
  consciousness till after the battle is over (at 
  which point will have 1 HP) 
  6 
  The character draws on their heroic reserves, 
  regains consciousness and 1 HP, and is able to 
  get up and take an action this turn. They also 
  suffered a scar or some other minor permanent 
  injury. It doesn’t affect them, other than as a 
  permanent reminder of this particular battle 
   
  
  29 
   
  HEALING 
  In addition to the various magical means of restoring hit 
  points, player characters recover 1 HP per level per day 
  that they takes uninterrupted rest. One week of rest will 
  return a character to full HP regardless of how many HP 
  the character lost. 
   
  STRONGHOLDS 
  Adventurers can start building strongholds before they 
  have reached 6th level, of course, but they don’t get the 
  followers (or necessarily the recognition of other nobles in 
  the area) until reaching a level where their renown is 
  enough to attract villagers and troops to their protection.  
   
  Once the game reaches this level, the character will have 
  to clear the area around the stronghold of any wicked 
  beasts (or try to win them over), and can then safely begin 
  building fortifications and taxing locals as they flock (or 
  trickle) to the character’s banner. It is possible at this 
  point that actual battles might be fought, either on land or 
  at sea, as the character defends his domain or seeks to 
  expand it. 
   
  There are many sets of rules for this “wargaming” side of 
  the game available for the players and Keeper to choose 
  from. If there is sufficient demand, a set of 
  straightforward battle rules will be included in a future 
  sourcebook. 
   
  MAGICAL RESEARCH 
  Magical research is another area in which higher-level 
  characters will begin to grow beyond the scope of the 
  rules. Even fairly low-level Wizards may want to develop 
  new spells, and higher-level Wizards might become 
  involved in all kinds of research from potion formulae to 
  creating magical items, to creating golems, to breeding 
  beasts.  
   
  In general, the details of such projects are left to the 
  Keeper; they will certainly be expensive, and will probably 
  involve finding books of lost lore (yup, in old vaults and 
  libraries, although perhaps the Wizard has henchmen to 
  retrieve them by this point) and strange components 
  ranging from eye of newt up to the heart of a marsh 
  dragon.  
   
  Special laboratories might be required, as might the 
  services of a hired alchemist or sage. Remember that new 
  spells should be carefully reviewed to make sure they 
  aren’t too powerful—the spell’s level should reflect the 
  spell’s power. If a spell turns out to be unexpectedly 
  powerful to the point where it endangers the game, it is 
  always the Keeper’s prerogative to protect the game by 
  adjusting the level of the new spell. 
   
  FRIAR SPELL LIST 
  These are the spells of the Friar. They are mainly 
  protective and restorative. 
   
  FRIAR LEVEL 1 
  Cure Light Wounds: Cures 1d+1 hit points of damage. An 
  evil reversal of this spell allows an evil Necromancer to 
  cause light wounds. 
   
  Create Good Water: The Friar is able to turn a vial of 
  water into Good water, this is sufficient, when splashed 
  over Undead to cause 1d (+1 per level) of damage to 
  Undead. 
   
  Command: One subject obeys selected command as far as 
  they are able, immediately. 
   
  Detect Evil: The caster detects any evil enchantments, evil 
  intentions, evil thoughts, or evil auras (such as Undead) up 
  to 100 paws distant. 
   
  Detect Magic: The caster can perceive the presence of a 
  magical spell or enchantment up to 100 paws distant. 
   
  Light: The target creature or object produces light about 
  as bright as a torch, to a radius of 20 paws for two turns. 
   
  Blessed Weapon: A mundane weapon is blessed with the 
  ability to hit Undead that are normally only damaged by 
  magic for a turn. 
   
  Purify Food & Drink: Enough food and water for up to a 
  dozen creatures is made pure, removing spoilage and 
  poisons. 
   
  Sanctuary: The Friar is completely safe from attack whilst 
  the spell lasts (one turn per level) and provided the Friar 
  doesn’t attack or threaten anyone. 
   
  Shield of the Abbey: Grants a +1 DC bonus to the 
  recipient for a turn. 
   
  FRIAR LEVEL 2 
  Armour of the Abbey: Grants a +2 AP bonus to the 
  recipient for one turn. 
   
  Delay Poison: The subject becomes temporarily immune 
  to poison and the effects of poisoning already in the 
  system for up to six turns per level. 
   
  Dispel Magic: This automatically dispels the magic of a 
  lower level spell caster. If the original caster is of a higher 
  level, roll a die. The target number is the difference in 
  level between the casters. 
   
  Embolden: This spell grants its recipient a +3 to Will saves 
  against fear for a turn. 
  
  30 
   
  Find Traps: The caster can perceive both magical and non-
  magical traps at a distance of 100 paws. 
   
  Hold Beast: The caster targets ½d+1 beasts, who are 
  completely immobilized for 6 combat rounds plus the 
  level of the caster (a Will saving throw applies). The caster 
  may instead target a single beast, in which case the saving 
  throw is made with a penalty of -2.  
   
  Protection From Undead: This spell creates a magical field 
  of protection around the caster, blocking out all Undead. 
  Undead suffer a -2 penalty to hit the caster, and the caster 
  gains +2 on all saving throws against any special undead 
  abilities for a turn. 
   
  Silence, 15paw radius: A magical silence falls in an area 15 
  paws around the targeted creature or object, and moves 
  with it. Nothing from this area can be heard outside, no 
  matter how loud, for a turn per level or until dispelled. 
   
  Superior Blessed Weapon: A mundane weapon is blessed 
  with a +1 bonus to hit and damage. It lasts for a turn. 
   
  Zone of Truth: Subjects within normal speaking distance 
  cannot lie. The effects last a turn per level. 
   
  FRIAR LEVEL 3 
  Chant of the Abbey: Grants a bonus of +1 to all rolls made 
  by all allies and -1 to all rolls made by all enemies for a 
  turn. 
   
  Continual Light: The targeted beast or object produces 
  light as bright as sunlight (and with the same effects as 
  sunlight), to a radius of 120 paws. It lasts until dispelled. 
    
  Cure Disease:  This spell cures the spell’s recipient of any 
  diseases, including magically inflicted ones. 
   
  Locate Object: This spell gives the caster the correct 
  direction towards an object the casters specifies with a 
  description.  
   
  Remove Curse: This spell immediately removes one curse 
  from a creature or object. 
   
  Remove Fear: This spell immediately removes the effects 
  of fear (from spells, undead etc) from the recipient. 
   
  Sending: Delivers a short spoken message to or from any 
  other Friar at any Abbey instantly. 
    
  Speak with Dead: The caster can ask three questions to a 
  corpse, and it will answer truthfully, although the answers 
  might be cryptic if the corpse is considered an enemy. 
   
  Walls of the Abbey: Grants a +2 DC bonus to the recipient 
  for one turn. 
  FRIAR LEVEL 4 
  Cure Serious Wounds: Cures 2d+2 hit points of damage. 
  An evil reversal of this spell allows an evil Necromancer to 
  cause serious wounds. 
   
  Mighty Blessed Weapon: A mundane weapon is blessed 
  with a +2 bonus to hit and damage. It lasts for a turn. 
   
  Neutralize Poison: This spell counteracts the effects of 
  poison completely if used promptly. 
   
  Protection from Undead, 10 paw radius: This spell creates 
  a magical field of protection around the caster and anyone 
  within a 10 paw radius, blocking out all Undead for a turn 
  per level. 
    
  Speak with Plants: The caster can speak with and 
  understand the speech of plants. Plants smaller than trees 
  will obey commands, moving aside when requested, etc. 
   
  Sticks to Snakes: The caster may turn as many as 2d 
  normal sticks into serpents. The snakes follow the caster’s 
  commands, but turn back into sticks at the end of the spell 
  (or when killed). 
   
  TRICKSTER SPELL LIST
  These are the spells of the Trickster. They are mainly 
  illusions and glamours. 
   
  TRICKSTER LEVEL 1 
  Animate Rope: Makes a rope move or tie itself into a knot 
  at the command of the Trickster.  
   
  Colour Spray: A vivid 30-paw cone of clashing colours 
  springs forth from the caster’s paw, causing creatures to 
  become stunned, perhaps also blinded, and possibly 
  
  31 
   
  knocking them unconscious. Creatures caught in the area 
  of effect receive a Will save. Each creature within the area 
  is affected according to its Hit Dice.  
  1 HD or less: The creature is unconscious, blinded, and 
  stunned for 1d+1 rounds, then blinded and stunned for ½d 
  rounds, and then stunned for one round. 
  2HD: The creature is blinded and stunned for ½d rounds, 
  then stunned for one round. 
  3HD or more: The creature is stunned for 1 round. 
  Sightless creatures are not affected by colour spray. Bats 
  are unaffected; moles receive +2 to their save due to poor 
  vision. 
   
  Dancing Lights: Creates a small number of lights that 
  could be torches, candles or lanterns for a minute per 
  level. 
   
  Disguise Self: Makes the caster - including clothing, 
  armour, weapons, and equipment - look different. They 
  can seem one paw shorter or taller, thinner, fatter, or in 
  between and can change fur colouration. The spell lasts a 
  turn. 
   
  Ghost Sound: Ghost sound allows the caster to create a 
  volume of sound that rises, recedes, approaches, or 
  remains at a fixed place as long as the caster concentrates. 
  Ghost sound can be used to enhance the effectiveness of 
  a silent image spell. 
   
  Moonglow:  The caster creates a magical, ghostly glow 
  that outlines the object or beast he desires for a minute. 
   
  Silent Illusion: This spell creates the visual illusion of an 
  object, creature, or force, as visualized by the caster as 
  long as the caster concentrates. The illusion does not 
  create sound, smell, texture, or temperature. 
   
  Ventriloquism: The caster can make his voice (or any 
  sound that he can normally make vocally) seem to issue 
  from someplace else. 
   
  TRICKSTER LEVEL 2  
  Blur: The subject’s outline appears blurred, shifting and 
  wavering, granting +2 to sneak rolls. This also means that 
  missiles fired at the subject are at -1 to attacks. It lasts for 
  six rounds. 
   
  Hypnotic Pattern: A twisting pattern of subtle, shifting 
  colours weaves through the air, fascinating creatures 
  within a 10 paw radius spread. Roll 1d and add the 
  caster’s level to determine the total number of HD of 
  creatures affected. Affected creatures become fascinated 
  by the pattern of colors (Will save negates). Sightless 
  creatures (bats) are not affected and moles receive +2 to 
  their save. 
   
  Illusory Script: The caster writes instructions or other 
  information on parchment, paper, or any suitable writing 
  material. The illusory script appears to be some form of 
  foreign or magical writing. Only the beast (or beasts) 
  designated by the caster at the time of the casting are 
  able to read the writing; it’s unintelligible to any other 
  character, although a Trickster recognizes it as illusory 
  script. 
   
  Invisibility: The object of this spell, whether a person or a 
  thing, becomes invisible. An invisible creature cannot be 
  attacked unless its approximate location is known, and all 
  attacks are made at -3 to hit. If the invisible creature 
  makes an attack, the spell is broken. Otherwise, it lasts 
  until dispelled or removed by the caster. 
   
  Magic Aura: The caster can alter a magic item’s aura so 
  that it registers to detect magic as though it were non-
  magical or to a mundane item to make it seem magical. 
   
  Mirror Image: The spell creates ½d images of the caster, 
  acting in perfect synchronization with him like mirror 
  images for six rounds. Attackers cannot distinguish the 
  images from the caster, and may attack one of the images 
  instead of the caster himself (determined randomly). 
  When a hit is scored upon one of the images, it 
  disappears. 
   
  Minor Illusion: This spell creates the visual illusion of an 
  object, creature, or force, as visualized by the caster as 
  long as they concentrate on it. The illusion does not create 
  smell, texture, or temperature. Minor image includes 
  sounds but not understandable speech.  
   
  TRICKSTER LEVEL 3 
  Displacement: The subject of this spell appears to be 
  about three paws (one stride) away from its true location 
  and so attacks against the subject will be made against 
  thin air. It lasts a turn per level. 
   
  Glitterdust: A cloud of golden particles covers everyone 
  and everything in the area, causing creatures to become 
  blinded and visibly outlining invisible things for the 
  duration of the spell (a turn). All within the area are 
  covered by the dust, which cannot be removed and 
  continues to sparkle until it fades. 
   
  Haste: The Trickster can move at a double his or her 
  normal movement and can take an extra action per round 
  (at the end of the round), including attacking for a one 
  round plus one round per level. 
   
  Major Illusion: This spell creates the visual illusion of an 
  object, creature, or force, as visualized by the caster, as 
  long as they concentrate on it. Sound, smell, and thermal 
  illusions are included in the spell effect. 
   
  
  32 
   
  Sphere of Invisibility: This spell confers invisibility upon all 
  creatures within 10 paws of the recipient for as long as 
  required or until they attack or it is dispelled. 
   
  Tongues: Enables the Trickster to speak in any language 
  for a turn per level. 
   
  TRICKSTER LEVEL 4 
  Blink: The Trickster can instantly teleport to another 
  location he or she can see, in the blink of an eye. 
   
   Dispel Magic: This automatically dispels the magic of a 
  lower level Wizard or Trickster. If the original caster is of a 
  higher level, roll a die. The target number is the difference 
  in level between the casters. 
   
  Glibness: The Trickster’s speech becomes more believable 
  (giving +3 to any appropriate rolls) and cannot be 
  detected as lies by magical or other means for a turn.    
   
  Greater Illusion: This spell creates the visual illusion of an 
  object, creature, or force, as visualized by the caster. The 
  figment includes visual, auditory, olfactory, and thermal 
  components, and the figment can follow a script 
  determined by you (in which case concentration is not 
  necessary). The illusion can include intelligible speech if 
  you wish. 
   
  Hallucinatory Terrain: This spell changes the appearance 
  of the terrain into the semblance of what the caster 
  desires. A hill can be made to disappear, or could be 
  replaced with an illusory forest, for example. 
   
  Veil: The Trickster can instantly change the appearance of 
  the subjects and then maintain that appearance for the 
  spell’s duration. You can make the subjects appear to be 
  anything you wish. The subjects look, feel, and smell just 
  like the creatures the spell makes them resemble. 
   
  WIZARD SPELL LIST 
  These are the spells of the Wizard. They are mainly arcane 
  and generally the most powerful. 
   
  WIZARD LEVEL 1 
  Alarm: Wards an area for two hours per level causing an 
  alarm if creatures pass the designated area. 
   
  Charm Beast: This spell is cast on a living creature. If the 
  spell succeeds (a Will save is allowed), the unfortunate 
  creature falls under the caster’s influence. 
   
  Detect Magic: The caster can perceive the presence of a 
  magical spell or enchantment. 
   
  Hold Portal: This spell holds a door closed for the spell’s 
  duration of six turns (or until dispelled).  
    
  Light: The target creature or object produces light about 
  as bright as a torch, to a radius of 20 paws for two turns. 
   
  Mage Paw: Allows the Wizard to lift and move small 
  objects from a range of up to 30 paws.  
    
  Magic Missile: A magical missile flies where the caster 
  directs, with a range of 150 paws. The missile hits 
  automatically, doing 1d points of damage. The caster casts 
  an additional missile for every three levels of experience. 
  Thus, at 3rd level, the caster is able to hurl two magic 
  missiles. 
   
  Shield: The caster conjures up an invisible shield that 
  interposes itself in front of attacks. The shield improves 
  the caster’s defence class to 5. It lasts two turns. 
   
  Sleep: This spell puts enemies into an enchanted slumber 
  (no saving throw is permitted). It affects creatures based 
  on their hit dice. 
   
  Table 23: Sleep 
   
  Hit Dice of targets 
   
  Number Affected 
   
  Less than 1 to 1+ 
   
  1d+2 
   
  2 to 2+ 
   
  1d 
   
  3 to 3+ 
   
  ½d 
   
  4  
   
  1 
   
  5+ 
  No effect 
   
  WIZARD LEVEL 2  
  Continual Light:  The targeted beast or object produces 
  light as bright as sunlight, to a radius of 120 paws. It lasts 
  until dispelled. 
   
  Dispel Magic: This automatically dispels the magic of a 
  lower level spell caster. If the original caster is of a higher 
  level, roll a die. The target number is the difference in 
  level between the casters. 
   
  Invisibility: The object of this spell, whether a person or a 
  thing, becomes invisible. An invisible creature cannot be 
  attacked unless its approximate location is known, and all 
  attacks are made at -3 to hit. If the invisible creature 
  makes an attack, the spell is broken. Otherwise, it lasts 
  until dispelled or removed by the caster. 
     
  Knock: This spell unlocks and unbars all doors, gates, and 
  portals within 120 paws, including those held or locked by 
  Hold Portal. 
    
  Locate Object: This spell gives the caster the correct 
  direction toward an object the caster specifies with a 
  description.  
    
  
  33 
   
  Magic Mouth: This enchantment is set upon an object, 
  and the magic is triggered when certain conditions 
  established by the caster are met. When that happens, a 
  mouth appears in the object and speaks the message it 
  has been commanded to speak. The message may be up 
  to thirty words long. 
    
  Mirror Image: The spell creates ½d images of the caster, 
  acting in perfect synchronization with him like mirror 
  images. Attackers cannot distinguish the images from the 
  caster, and may attack one of the images instead of the 
  caster himself (determined randomly). When a hit is 
  scored upon one of the images, it disappears. 
    
  Phantasmal Force: This spell creates a realistic illusion in 
  the sight of all who view it. The illusion disappears when it 
  is touched, but if the viewer believes the illusion is real, he 
  can take damage from it. Unless the Keeper rules 
  otherwise, victims of the spell are permitted a saving 
  throw, and the illusion cannot cause more than 2d points 
  of damage per victim. 
    
  Wizard Lock: This spell holds a door closed, but it is 
  permanent until dispelled. It resists the Knock spell. 
   
  WIZARD LEVEL 3  
  Fireball: A bead-like missile shoots from the caster’s 
  finger, to explode in a blast of fire up to 120 paws away. 
  The burst radius is 20 paws, and damage is 1d per level of 
  the caster. A successful reflex saving throw means that the 
  target only takes half damage. 
   
  Fly: This spell imbues the Wizard with the power of flight, 
  with a movement rate of 120 paws per round for 6 turns 
  plus one turn per level. 
    
  Hold Beast: The caster targets ½d+1 beasts, who are 
  completely immobilized for 6 rounds plus the level of the 
  caster (a Will saving throw applies). The caster may 
  instead target a single beast, in which case the saving 
  throw is made with a penalty of -2.  
    
  Invisibility, 10 paw radius: This is like the 3rd level 
  Invisibility spell, except it covers a 10 paw radius which 
  moves with the caster. 
   
  Lightning Bolt: A bolt of lightning extends 60 paws from 
  the targeted point, almost five paws wide. Anyone in its 
  path suffers 1d points of damage per level of the caster 
  (half with a successful Reflex saving throw). The bolt 
  always extends 60 paws, even if this means that it 
  ricochets backward from something that blocks its path. 
    
  Protection from Normal Missiles: The caster becomes 
  invulnerable to non-magical missiles (arrows, sling stones, 
  thrown weapons), although larger missiles such as 
  boulders will overcome the spell’s magic. It lasts two turns 
  plus one turn per level. 
    
  Suggestion: The caster speaks a hypnotic suggestion to his 
  or her intended victim. If the victim fails a saving throw, 
  they will carry out the suggestion (as long as it can be 
  performed within a week). The suggestion might not call 
  for the action to be carried out immediately. A suggestion 
  that the victim kill themselves is unlikely to be obeyed. 
    
  Wizard Eye: The caster can see through an invisible, 
  magical “eye,” that can move a maximum of 240 paws 
  from its creator. It floats along as directed by the caster, at 
  a rate of 120 paws per turn and lasts a turn per level. 
    
  WIZARD LEVEL 4 
  Confusion: This spell confuses 2d of beasts, making them 
  act randomly. Beasts of over 2HD get a Will save. It has a 
  range of 120 paws and lasts for a round per level. On a 
  second roll of 2d, the creatures will do the following: 
   
  Table 24: Confusion 
   
  Dice Roll (2d) 
   
  Reaction 
   
  2–5 
   
  Attack caster & his allies 
   
  6–8 
   
  Stand baffled and inactive 
   
  9–12 
   
  Attack each other 
   
   
  Hallucinatory Terrain: This spell changes the appearance 
  of the terrain into the semblance of what the caster 
  desires. A hill can be made to disappear, or could be 
  replaced with an illusory forest, for example. The effect 
  lasts until dispelled. 
   
  Ice Storm: A whirling vortex of ice, snow, and hail forms in 
  a cube roughly thirty paws across. Massive hailstones 
  inflict 3d hit points of damage (no saving throw applies) to 
  all within the area for a round per level. 
   
  Massmorph: One hundred or fewer creatures are changed 
  to appear like innocent trees. The illusion is so perfect that 
  creatures moving through the “forest” will not detect the 
  deception. It lasts a turn. 
    
  Plant Growth: Up to 300 square paws of ground can be 
  affected by this spell; undergrowth in the area suddenly 
  grows into an impassable forest of thorns and vines for a 
  turn per level. The caster can decide the shape of the area 
  to be enchanted.  
    
  Polymorph: The caster or touched creature assumes the 
  form of any object or creature, gaining the new form’s 
  attributes (the use of wings, for example), but not its hit 
  points or combat abilities. The Keeper might allow the 
  benefit of the new form’s armour protection, if it is due to 
  heavily armoured skin. A great deal of the spell’s effect is 
  
  34 
   
  left to the Keeper to decide. The spell lasts for 6 turns or 
  until dispelled. 
   
  Wall of Fire or Ice: The caster conjures up a wall of fire or 
  ice, six paws thick. The caster may choose to create a 
  straight wall 60 paws long and 20 paws high, or a circular 
  wall with a 15 paws radius, also 20 paws high. Creatures 
  with 3 or fewer hit dice cannot affect the wall, but 
  creatures of 4+ hit dice are able to get through it, taking 
  1d points of damage in the process. It lasts 6 turns. 
   
  WOODWISE SPELL LIST 
  These are the spells of the Woodwise. They mainly deal 
  with plants and nature. 
   
  WOODWISE LEVEL 1  
  Detect Magic: The caster can perceive, in places, beasts, 
  or things, the presence of a magical spell or enchantment 
  up to 100 paws away. 
   
  Detect Snares & Pits: The caster can perceive the location 
  of outdoor traps and hidden pits in a 100 paw radius. 
   
  Goodberry: The Woodwise must collect a pawful of 
  berries. Casting the spell on them turns ½d+2 of them into 
  magical healing berries, which heal 1 HP each when eaten.  
   
  Magic Claw: The creature touched by the Woodwise 
  receives a bonus of +1 to unarmed attacks and damage for 
  six combat rounds plus one round per level. For the 
  purposes of striking Undead, this counts as a magic 
  weapon. 
   
  Moonglow: The caster creates a magical, ghostly glow 
  that outlines the object or beast he desires for six rounds. 
   
  Obscuring Mist: The caster creates a magic fog in a 20 
  paw radius, plus 10 paws per level. It makes it difficult to 
  see inside, adding +2 to all sneak rolls to hide. It also 
  makes hitting a target inside it difficult, giving -1 to any 
  missile attacks made. 
   
  Pass Without Trace: One subject per level, touched by the 
  Woodwise, leaves no tracks and cannot be trailed by 
  normal means for a turn per level. 
   
  Tanglepaw: Plants in a 40 paw radius of the target point 
  start to grow and coil around anything in the area, slowing 
  their movement by half or completely, if they fail their Ref 
  save. If entangled, a STR roll is needed to break free. 
   
  WOODWISE LEVEL 2  
  Barkskin: Provides resistance to blows, cuts, stabs, and 
  slashes, providing AP2. Once the spell has prevented a 
  total of 2 points of damage per caster level, it is 
  discharged. 
   
  Bear Strength: The target of the spell gains STR 19, with 
  all benefits that go with having this strength for the 
  duration (1 round per level). 
   
  Create Water: This spell creates a one-day supply of 
  drinking water for 4 beasts per level of caster. 
   
  Cure Light Wounds: Cures 1d+1 hit points of damage. 
   
  Neutralize Poison: This spell counteracts poison if used 
  promptly 
   
  Hold Beast: The caster targets ½d+1 beasts, who are 
  completely immobilized for 6 rounds plus the level of the 
  caster (a Will saving throw applies). The caster may 
  instead target a single beast, in which case the saving 
  throw is made with a penalty of -2.  
   
  Speak with Plants: The caster can speak with and 
  understand the speech of plants. Plants smaller than trees 
  will obey commands, as far as possible. 
   
  Warp Wood: The Woodwise is able to cause wooden 
  objects to twist and bend out of shape. Effects are up to 
  the situation and the Keeper. 
   
  WOODWISE LEVEL 3  
  Cure Disease: This spell cures the spell’s recipient of any 
  diseases, including magically inflicted ones. 
   
  Meld into Stone: The caster and their gear melds into the 
  ground (or rock face or similar). The caster can move 
  slowly (1 stride per round) through the material for a turn. 
   
  Plant Growth: Up to 300 square paws of ground can be 
  affected by this spell; undergrowth in the area suddenly 
  grows into an impassable forest of thorns and vines.  
   
  Soften Earth & Stone:  The spell turns stone to sticky clay 
  or dirt to sand or mud. It can be used in reverse too. It 
  affects a 10-paw square area, per level of the caster and 
  works instantly. 
   
  Spike Growth: Any ground-covering vegetation in the 
  spell’s area of 20-paw square (per caster level) becomes 
  very hard and sharply pointed without changing its 
  appearance. Any creature moving on foot into or through 
  the spell’s area takes ½d points of damage for each 5 paws 
  of movement through the spiked area. Any creature that 
  takes damage from this spell must also succeed on a 
  Reflex save or suffer injuries to its feet and legs that slow 
  its land speed by one-half, for 24 hours or until healed. 
   
  Summon Swarm: The spell summons a large swarm of 
  insects (of choice) to do the caster’s bidding. The caster 
  must concentrate on giving the swarm orders; else they 
  just fly or scurry off. 
  
  35 
   
  Tree Shape: The caster appears exactly like a tree; to all 
  senses. Leaves (or fruit) can even be plucked from it with 
  only the slightest twinge (like pulling out a hair). The 
  effects last for a turn per level or until dispelled. 
   
  Water Breathing: The spell enables a creature to breath 
  naturally underwater (or in a cloud of noxious vapor, like a 
  skunk’s gaseous cloud) until back in fresh air again for a 
  turn per level. 
   
  WOODWISE LEVEL 4 
  Commune: The 
  caster becomes one 
  with nature, 
  attaining knowledge 
  of the surrounding 
  territory. He 
  instantly gains 
  knowledge of as 
  many as three facts 
  from among the 
  following subjects: 
  the ground or 
  terrain, plants, 
  minerals, bodies of 
  water, general 
  animal population, 
  presence of 
  woodland creatures, 
  presence of powerful 
  unnatural creatures, 
  or even the general 
  state of the natural 
  setting. 
   
  Cure Serious 
  Wounds: Cures 2d+2 
  hit points of damage. 
   
  Dispel Magic: This 
  automatically dispels 
  the magic of a lower 
  level Wizard or 
  Trickster. If the 
  original caster is of a 
  higher level, roll a 
  die. The target number is the difference in level between 
  the casters. 
   
  Freedom of Movement: This spell enables the caster or a 
  creature touched to move and attack normally for the 
  duration of the spell (a turn per level), even under the 
  influence of magic that usually impedes movement, such 
  as entangle, webs, paralysis and so on. It also works 
  against natural hazards or effects, such as under water. 
   
  Hallucinatory Terrain: This spell changes the appearance 
  of the terrain into the semblance of what the caster 
  desires. A hill can be made to disappear, or could be 
  replaced with an illusory forest, for example. Lasts until 
  dispelled. 
    
  Polymorph: The caster or touched creature assumes the 
  form of any object or creature, gaining the new form’s 
  attributes (the use of wings, for example), but not its hit 
  points or combat abilities. The Keeper might allow the 
  benefit of the new form’s armour protection, if it is due to 
  heavily armored skin. 
  A great deal of the 
  spell’s effect is left to 
  the Keeper to 
  decide. 
   
  Repel Vermin & 
  Insects: An invisible 
  barrier of 10 paw 
  radius around the 
  caster holds back 
  Vermin, Wild and 
  Insects. A creature 
  with fewer HD than 
  the caster cannot 
  penetrate the 
  barrier. A creature 
  with greater HD 
  suffers 2d damage 
  passing through the 
  barrier. It lasts a turn 
  per level. 
   
  Sticks to Snakes: The 
  caster may turn as 
  many as 2d normal 
  sticks into serpents, 
  each one having a 
  50% chance of being 
  venomous. The 
  snakes follow his 
  commands, but turn 
  back into sticks at 
  the end of the spell 
  (or when killed). 
   
  Tree Stride: The caster is able to enter trees and move 
  from inside one tree to inside another tree. The first tree 
  entered and all others must be of the same kind, must be 
  living, and must have girth at least equal to the caster. By 
  moving into an oak tree (for example), the caster instantly 
  knows the location of all other oak trees within range and 
  may choose whether to pass into one or simply step back 
  out of the tree. The transport range is 1 furlong per caster 
  level. 
   
  
  36 
   
  KEEPER INFORMATION 
  Running a game of WOODLAND WARRIORS is a lot easier 
  than running most other role-playing games, simply 
  because there aren’t many rules, and your discretion 
  overrides them anyway.  
   
  Most situations are handled by making “common sense” 
  decisions about what would happen next. If there are a 
  bunch of ghoul-rats around the next corner and the 
  players decide not to go around that corner, it’s up to the 
  Keeper to determine whether or not it makes sense for 
  the ghoul-rats to come out and attack - or whether their 
  orders are simply to stay where they are. If a player 
  decides that his character is going to jump through a wall 
  of fire, with several bottles of flammable oil in his 
  backpack, it’s up to the Keeper to determine whether or 
  not they explode. He could roll a die or ask a player to roll 
  a die if he is unsure what would happen.  
   
  All of this means “making up” a lot of stuff on the spot. If 
  you’re not a good storyteller or if you’re not up to doing a 
  lot of creative thinking on the fly, it might be better that 
  you try a different game - one that provides more rules 
  and guidance for every little situation that might arise. But 
  if you’re a good storyteller, creative and fair, WOODLAND 
  WARRIORS's small, straightforward rule-set frees up your 
  creativity to create a fantasy role-playing experience 
  completely different from the type of game that depends 
  on a multitude of rules. 
   
  For many Keepers, the starting point to adventure is 
  creating a map of where the action will take place. This is 
  usually best kept to just the local area where the player 
  characters begin the game but can include the areas 
  beyond this. Some Keepers prefer to have the whole game 
  world sketched out before they begin. At the end of the 
  day, it’s your own decision about how much of the world 
  you map and how much detail to go into. 
   
  Once you have your map, you need to think about what 
  kinds of Quests your players will be performing. Your 
  players might like collecting information, gathering clues 
  and solving mysteries, in which case you might keep the 
  adventures around the local area, where there are strange 
  goings on, poisonings, murders and other happenings that 
  the characters can investigate. 
   
  If your players prefer exploration and adventure, then you 
  would need to be prepared to create much more of the 
  world beforehand; lost trails through dark forests, ancient 
  ruins and so on. Characters can be sent far and wide to 
  collect treasures and relics, or they can find an archaic 
  treasure map or read an ancient prophecy in a moldering 
  book hidden in a dark corner of the Abbey library. 
   
  Whatever you decide, you may need some random 
  encounters from time to time. 
  ENCOUNTERS
  Generally, the Keeper determines encounters in advance 
  as part of his overall adventure. However, sometimes the 
  characters will wander off somewhere unexpected or will 
  dally around in a dangerous location and this is where you 
  might want to see if something comes along. Not all 
  encounters are troublesome or dangerous; some will be 
  helpful.  
   
  At intervals determined by the Keeper, he will roll a die. If 
  a ‘6’ comes up, the characters have had an encounter.  
  Check the tables below to see which one is the nearest to 
  the type of terrain where the encounter takes place and 
  roll a die for the column and another die for the row. The 
  number of beasts encountered appears in brackets after 
  the type of beast.  
   
  Table 25: Cave or Tunnel Encounters 
   
   
  Die Roll  
  Beasts Encountered 
  (Roll 1-4) 
   
  Beasts Encountered 
  (Roll 5-6) 
   
  1 
   
  Rats (2d+2) 
  Ants, Warrior (1d+1) 
  2 
   
  Bats (3d) 
  Ants, Worker (2d) 
  3 
   
  Shrews (2d+2) 
  Ant, Queen (1) 
  4 
   
  Weasels (2d) 
  Spiders, Monstrous 
  (1D2) 
  5 
   
  Centipedes (2d) 
  Serpent (4HD) (½d) 
  6 
   
  Moles (2d) 
  Giant Slow Worm (1) 
   
   
   
  Table 26: Field or Plain 
   
   
  Die Roll  
  Beasts Encountered 
  (Roll 1-4) 
   
  Beasts Encountered 
  (Roll 5-6) 
   
  1 
  Rats (2d) 
  Ants, Worker (1d+2) 
  2 
   
  Weasels (1d+2) 
  Ants, Warrior (2d) 
  3 
   
  Stoats (1d) 
  Centipedes (2d) 
  4 
   
  Hedgehogs (1d) 
  Raccoons (1d+2) 
  5 
   
  Hares (½d) 
  Hawks (½d) 
  6 
   
  Voles (1d+2) 
  Owl (1) 
  Vermin encountered are likely to be brigands with treasure. 
   
  Table 27: Forest or Wood Encounters 
   
   
  Die Roll  
  Beasts Encountered 
  (Roll 1-4) 
   
  Beasts Encountered 
  (Roll 5-6) 
   
  1 
   
  Rats (2d) 
  Serpent (3HD) (½d) 
  2 
   
  Shrews (2d) 
  Spiders, Giant (½d +1) 
  3 
   
  Weasels (2d) 
  Spiders, Monstrous (½d) 
  4 
   
  Crows (1d+2) 
  Wildcat (1) 
  5 
   
  Foxes (½d) 
  Bear (1) 
  6 
   
  Badgers (½d) 
  Woodwise (1) 
  Vermin encountered are likely to be brigands with treasure. 
   
  
  37 
   
  Table 28: Hill or Mountain Encounters 
   
   
  Die Roll  
  Beasts Encountered 
  (Roll 1-4) 
   
  Beasts Encountered 
  (Roll 5-6) 
   
  1 
   
  Rats (2d) 
  Spiders, Huge (1d) 
  2 
   
  Bats (2d) 
  Spiders, Giant (1) 
  3 
   
  Stoats (½d +1) 
  Hawks (½d) 
  4 
   
  Badgers (½d) 
  Wildcats (½d) 
  5 
   
  Moles (1d+1) 
  Raccoons (1d+2) 
  6 
   
  Hares (½d) 
  Eagle (1) 
  Vermin encountered are likely to be brigands with treasure. 
   
  Table 29: Swamp or Marsh Encounters 
   
   
  Die Roll  
   
  Beasts Encountered 
  (Roll 1-5) 
   
  Beasts Encountered 
  (Roll 6) 
   
  1 
   
  Rats (2d) 
  Centipedes (3d) 
  2 
   
  Shrews (2d) 
  Lizards, Basilisk (2d) 
  3 
   
  Lizards, Common (2d) 
  Spiders, Monstrous (1) 
  4 
   
  Toads (2d) 
  Serpents (4HD) (1) 
  5 
   
  Voles (1d+1) 
  Marsh Dragon (1) 
  6 
   
  Otters (½d +1) 
  Giant Slow Worm (1) 
   
   
   
  Table 30: Well-Travelled Road Encounters 
   
   
  Die Roll  
   
  Beasts Encountered 
  (Roll 1-5) 
   
  Beasts Encountered 
  (Roll 6) 
   
  1 
   
  Rats (2d) 
  Owl (1) 
  2 
   
  Badgers (½d) 
  Stoats (1d) 
  3 
   
  Moles (1d) 
  Crows (2d) 
  4 
   
  Mice (2d) 
  Foxes (½d) 
  5 
   
  Hedgehogs (1d+1) 
  Raccoons (2d) 
  6 
   
  Squirrels (1d+2) 
  Wildcat (1) 
  Vermin encountered are likely to be brigands with treasure.  
   
  Table 31: Graveyard or Crypt Encounters 
   
   
  Die Roll  
   
  Beasts Encountered 
  (Roll 1-5) 
   
  Beasts Encountered 
  (Roll 6) 
   
  1 
   
  Centipedes (2d) 
  Spider, monstrous (½d) 
  2 
   
  Spiders, huge (1d) 
  Wraiths (½d) 
  3 
   
  Bone-beasts (1d+1) 
  Ghost (1) 
  4 
   
  Zombie-vermin (1d) 
  Vampire (1) 
  5 
   
  Ghoul-rats (½d) 
  Lich (1) 
  6 
   
  Necromancer L(½d)* 
  Necromancer L(½d+3)* 
  *Roll for level of Necromancer (use Wizard class, with Friar’s 
  undead ability instead of a wand) 
  BEASTS 
  The following is a quick reference guide for how to read 
  beast descriptions. All are adjustable, depending on the 
  Keeper’s needs at the time – especially for things like 
  armour and weapons. 
   
  Size: This is the approximate height (or length) of the 
  beast, in paws. 
   
  DEX: This is the average DEX of the beast, for combat 
  purposes, for order of actions. 
   
  DC: This is the same as the DC for player characters. It is 
  explained in the rules for combat. The DC may be higher 
  for faster, more nimble beasts. 
   
  AP:  This is the amount of damage the creature’s hide 
  absorbs. If the beast normally wears armour, it is noted 
  here, as well as the type of armour normally worn.  
   
  HD: This is the number of dice rolled to determine an 
  individual creature’s hit points. 
   
  Attack: If there is a modifier to the beasts attack roll it is 
  noted here. 
   
  Damage: If the creature uses natural weapons damage is 
  shown here, otherwise the weapons normally used are 
  noted.  
   
  Saving Throws: Means the target number (on 1d) the 
  beast needs to meet or beat in order to make a successful 
  saving throw, against his Fort, Ref or Will. 
   
  Special: is usually just a “flag” for the Keeper, to remind 
  him that the beast has one or more special abilities. 
   
  Move: is the beast’s movement rate in “strides”, and it’s 
  handled just as movement rates are handled for 
  characters. 
   
  Here are the details, broken down into the six types of 
  Beast; that is Kind, Meek, Wild, Vermin, Insects and 
  Undead. 
   
   
   
  
  38 
   
  THE KIND
  The Kind includes the player-character races and races 
  that could be used as player-characters with a few tweaks. 
  They are the most enlightened of the beasts and consider 
  all beasts are equal, even if some are misguided. They are 
  generally good-natured and peaceful. They have their own 
  foibles and weaknesses, of course and individuals might 
  not always live up to the full expectations of the local 
  Abbey. Those that slip into bad ways are dealt with under 
  Abbey laws and really bad crimes bear severe penalties 
  and punishments – possibly even banishment for murder. 
  However, these are very rare amongst The Kind. 
   
  BADGERS
  Size: 5½ - 6½  
  DEX: 9 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 2d+1 
  Attack: +1 
  Damage: By weapon 
  Saving Throws: Fort 4+, Reflex 6, Will 5+ 
  Special: Rage (see below) 
  Move: 9 
   
  These subterranean predators are quite aggressive when 
  defending their territory and can go into a rage on a roll of 
  6, giving them +1 to hit and damage for 5 rounds. 
  Otherwise, they are considered good (and often wise) 
  creatures in general, if a bit grumpy.  
   
  HARES
  Size: 4½ - 5½  
  DEX: 12 
  DC: 3  
  AP: 0 (or by armour type) 
  HD: 1d+1 
  Attack: +0 
  Damage: Kick 2d(L) or by weapon   
  Saving Throws: Fort 5+, Reflex 4+, Will 6 
  Special: Jump +1  
  Move: 12 
   
  Hares are very scatty and impatient. Hare-brained, most 
  beasts say. They get bored easily and rarely finish anything 
  they’ve started, always looking for something new to do. 
  They are fast talkers and often contradict themselves in 
  the same sentence. Of all of the Kind, Hares tend to be 
  amongst the most roguish (you could even consider giving 
  them the NPC class of Rogue) and can usually be counted 
  on to be up to no good. 
   
  HEDGEHOGS 
  Size: 3½ - 4½  
  DEX: 8 
  DC: 3 
  AP: 2 (or by armour type) 
  Hit Dice: 1d+2 
  Attack: +0 
  Damage: By weapon  
  Saving Throws: Fort 4+, Reflex 6, Will 5+ 
  Special: Serpent-slayers 
  Move: 9 
   
  The example above is for a typical Hedgehog; those 
  encountered in the course of a party’s adventuring will 
  have a variety of powers and different attributes – they 
  could be like player-characters, with warriors and friars 
  amongst their number. Trained serpent-slayers would 
  likely have the maximum 8 hit points and would likely be 
  armed with a spear and a shield, a battle axe or a pole 
  arm. Hedgehogs are generally slow and steady and tend to 
  be a bit noisy. 
   
  MICE 
  Size: 2½ - 3  
  DEX: 13 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 1d-1 
  Attack: +0 
  Damage: By weapon  
  Saving Throws: Fort 6, Reflex 4+, Will 5+ 
  Special: Sneak +1, sling +1 
  Move: 9 
   
  The example above is for a typical Mouse; those 
  encountered in the course of a party’s adventuring will 
  
  39 
   
  have a variety of powers and different attributes – they 
  could be like player-characters, with warriors and wizards 
  amongst their number. Trained warriors would likely have 
  the maximum 5 hit points. The Keeper will assign such 
  abilities as he sees fit. 
   
  MOLES 
  Size:  3 - 3½  
  DEX: 9 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 1d+1 
  Attack: +0 
  Damage: By weapon  
  Saving Throw: Fort 5+, Reflex 6, Will 6 
  Special: Tunneling, tools-as-weapons 
  Move: 9 
   
  The example above is for a typical Mole; those 
  encountered in the course of a party’s adventuring will 
  have a variety of powers and different attributes – they 
  could be like player-characters, with warriors and friars 
  amongst their number. Trained warriors would likely have 
  the maximum 7 hit points. Other Moles tend to be miners, 
  quarry-moles and stone cutters. They also like working 
  with metal and mole blacksmiths and armourers are quite 
  common. Moles haven’t got great eyesight and tend not 
  to use missile weapons, for fear of hitting their friends. 
   
  OTTERS 
  Size: 4 - 5  
  DEX: 11 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 2d 
  Attack: +0 
  Damage: By weapon  
  Saving Throws: Fort 5+, Reflex 5+, Will 5+ 
  Special: Swim +2 
  Move: 9/12 (when swimming) 
   
  Otters are related to weasels and stoats but are far more 
  playful and kind. They can be nasty when they need to be 
  though. Excellent fisher-beasts, sailors and boaters, otters 
  can also swim better than most other creatures. They 
  prefer not to wear heavy armour (whether on land or at 
  sea) but will often carry shields when expecting a fight. 
  They invariably use a spear to fight with and javelins to 
  throw. 
   
  RABBITS 
  Size: 4 - 5  
  DEX: 11 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 1d 
  Attack: +0 
  Damage: By weapon  
  Saving Throws: Fort 5+, Reflex 5+, Will 6 
  Special: Jump +1, Herbalism +1 
  Move: 12 
   
  There are many rabbits around the Abbey and environs. 
  They are friendly and kind but aren’t all that brave or 
  adventurous; they fill many roles, in the kitchens, library, 
  infirmary, school and so on but rarely go on Quests.   
   
  RACCOONS 
  Size: 5 - 6  
  Dex: 12 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 2d 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 5+, Reflex 5+, Will 6 
  Special: Sleight 
  Move: 12 
   
  Raccoons are only just classed amongst the Kind, as they 
  do know right from wrong but mostly would rather do 
  wrong than right (they just can’t help themselves). This 
  means that they often find themselves cast out or 
  banished for their crimes. Many are rogues; most are 
  scavengers and vagabonds. They sometimes get together 
  to form bandit groups in the woods to rob and harass 
  unfortunate travellers but as a rule, stop short of wanton 
  killing, thus just about setting themselves apart from 
  Vermin. 
  SQUIRRELS 
  Size: 3½ - 4½  
  DEX: 14 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 1 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 6, Reflex 5+, Will 6 
  Special: Jump & Climb +1, immune to Sleep & Charm spells 
  Move: 12 
   
  The example above is for a typical Squirrel; those 
  encountered in the course of a party’s adventuring will 
  have a variety of powers and different attributes – they 
  could be like player-characters, with warriors and wizards 
  amongst their number. Trained scouts would likely have 
  the maximum 6 hit points. Squirrels are quite flighty, alert 
  and nimble. This speedy metabolism seems to protect 
  them from certain types of magic spell. 
   
  VOLES 
  Size: 2½ - 3  
  DEX: 13 
  DC: 3 
  
  40 
   
  AP: 0 (or by armour type) 
  HD: 1d-1 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 6, Reflex 4+, Will 6 
  Special: +1 to hit shrews 
  Move: 12 
   
  Voles are vaguely mouse-like creatures and if a player 
  wants a vole as a player-character, you could use mouse 
  stats to create one.  They are very friendly but dislike 
  shrews intensely, getting +1 to hit. Many use slings or 
  darts, and they fight in close quarters with daggers or 
  cudgels. Some voles (called water voles) are excellent 
  sailors, fisher-beasts, ferry-beasts and boaters. 
   
  THE MEEK
  The Meek are the beasts that live in the fields around 
  the Abbey; they are happy to watch the world from 
  their fields, keeping to themselves and rarely engaging 
  in the affairs of the Kind. They aren’t all that bright and 
  most aren’t able to or don’t bother to speak. They aren’t 
  capable of using tools and can’t write, but a very few 
  have been taught to read. They have a long standing 
  arrangement with the Abbey though because they have 
  things the Abbey wants. Sheep have wool, goats and 
  cows have spare milk, chickens have spare eggs, their 
  manure is good for the Abbey crops and so on. There 
  are no stats included for these beasts because they are 
  unlikely to be needed - characters aren’t likely to 
  interact with them, let alone fight any of them. 
   
  THE WILD 
  The Wild are not as clever or enlightened as The Kind; 
  thinking more about themselves and day-to-day stuff in 
  their own little environments, rather than thinking about 
  the wider world. Some are able to use simple weapons 
  and tools (as a rule they don’t make them for themselves 
  though) and others don’t see the point. Most can speak 
  haltingly to some degree but others have no speech. 
  There are few that read or write.  
   
  BEARS 
  Size: 8 - 12  
  DEX: 8 
  DC: 3 
  AP: 3  
  Hit Dice: 8d+6 
  Attack: +3 
  Damage 1d claws or by weapon (heavy) 
  Saving Throws: Fort 3+, Reflex 4+, Will 4+ 
  Special: Can pick up (and throw or crush) 
  Move: 12 
   
  Bears are huge, frightening beasts that live in the hills and 
  woods. Thick fur covers their bodies and massive paws 
  contain horrible sharp claws. They tend to live alone or in 
  small family units. Bears can speak haltingly but none are 
  known to read. If their attack roll with claws exceeds the 
  AC of their opponent by at least 3, the bear has picked 
  them up and will possibly throw or crush them, or possibly 
  carry them off to their lair. 
   
  EAGLES 
  Size: 7 - 9  
  DEX: 12 
  DC: 4 
  AP: 1 
  HD: 5d+3 
  Attack: +2 
  Damage: 1d talons or 2d(H) peck 
  Saving Throws: Fort 3+, Reflex 4+, Will 4+ 
  Special: Fly, carries away 
  Move: 3/30 (when flying) 
   
  Eagles are great winged beasts that hunt smaller creatures 
  and carry them off to their nests. There are tales of old 
  that they can be trained (if raised from their eggs), to 
  carry riders but in recent times the skill of training eagles 
  has been lost. The eagle can pick up its prey in its talons 
  on a roll that exceeds the AC of the victim by 3 or more. 
   
  GIANT SLOW WORMS 
  Size: 30 - 35  
  DEX: 6 
  DC: 2 
  AP: 4 
  Hit Dice: 10d 
  Attack: +2 
  Damage: d+2 Bite 
  Saving Throws: Fort 2+, Reflex 5+, Will 3+ 
  Special: Swallows whole 
  Move: 9 
  Giant slow worms are massive snake-like lizards that grow 
  30 paws and more in length, and sometimes exceed 6 
  paws in width. They are subterranean, chewing tunnels in 
  rock (or through sand, in deserts, where they are a tan 
  color). These beasts swallow their prey whole if they 
  exceed the AC of their opponent by at least 3. Aquatic 
  versions of giant slow worms might also exist … 
   
  HAWKS
  Size: 5 - 6  
  DEX: 14 
  DC: 5 
  AP: 0 
  HD: 3d+1 
  Attack: +1 
  Damage: ½d talons, or 2d(L) peck 
  Saving Throws: Fort 4+, Reflex 4+, Will 5+ 
  Special: Fly 
  Move: 3/30 (when flying) 
   
  
  41 
   
  Hawks are winged hunters with superb eyesight. Some 
  Vermin capture and train them to act as lookouts or 
  scouts for their invading hordes.  
   
  LIZARDS, BASILISK 
  Size: 6 - 7  
  DEX: 10 
  DC: 3 
  AP: 1 (or by armour type) 
  HD: 2d+2 
  Attack: +1 
  Damage: ½d bite (or by weapon type) 
  Saving Throws: Fort 4+, Reflex 5+, Will 5+ 
  Special: Some basilisk lizards can change colour to suit 
  their surroundings 
  Move: 9 
   
  Basilisk Lizards are often evil and nasty and very good 
  fighters. They particularly dislike their common cousins 
  and will attack or try to enslave them. They rarely wear 
  armour but usually use spears and shields.  
   
  LIZARDS, COMMON 
  Size: 5 - 7  
  DEX: 10 
  DC: 3 
  AP: 1 
  HD: 2d 
  Attack: +0 
  Damage: ½d bite 
  Saving Throws: Fort 4+, Reflex 5+, Will 6 
  Special: War-Lizards, see below 
  Move: 12 
   
  Common lizards are simple and eager to please. They are 
  very hardy and can be trained as mounts or to pull 
  wagons, as long as they are well-treated and receive 
  regular food, a decent wage and a place to stay. They 
  don’t use weapons, tools or armour and always move on 
  all fours. They are strong and dependable and would be 
  classed as Kind but for their minimal intelligence. War 
  Lizards are battle-trained and wear barding (AP4), bite at 
  +1 to hit, causing 2d(L) damage. 
   
  MARSH DRAGONS 
  Size: 10 - 20  
  DEX: 9 
  DC: 3 
  AP: 5 
  HD: 4d-8d  
  Attack: +2 
  Damage: 1d 
  Saving Throws: Fort 2+, Reflex 4+, Will 3+ 
  Special: Swim, swallow whole 
  Move: 6/12 (when swimming) 
   
  Marsh dragons are immense, heavily armoured, water-
  dwellers that usually just float near the surface, looking 
  like simple logs floating down the river.  This is of course 
  just a ruse to trick unwary prey. These beasts swallow 
  their prey whole if attacking just one target and if they get 
  at least 3 or more than they need to hit on their attack. 
   
  OWLS 
  Size: 6 - 7  
  Dex: 13 
  DC: 4 
  AP: 0 
  HD: 4d+2 
  Attack: +2 
  Damage: ½d+1 talons, or 1d peck 
  Saving Throws: Fort 4+, Reflex 4+, Will 3+ 
  Special: Fly, carries away, Lore +2 
  Move: 3/30 (when flying) 
   
  Owls are different to most other Wild; they are clever and 
  vain, they can read and some can actually be reasoned 
  with – especially if the owl isn’t hungry and you flatter him 
  with praise about his great wisdom and his magnificence. 
  Like hawks, owls are dangerous winged hunters with 
  superb eyesight. Unlike hawks, owls cannot be trained but 
  they can sometimes be bargained with. Owls can carry 
  away smaller beasts if they hit with at least 3 more than 
  they need to hit on their attack roll. 
   
  SERPENTS 
  Size: 4 - 10  
  DEX: 10 
  DC: 5, 4 or 3 
  AP: 0, 1 or 2 
  HD: 2d, 3d or 4d 
  Attack: +0, +1 or +2 
  Damage: Bite ½d, ½d+1 or d-1 + poison 
  Saving Throw: Fort 5+, Reflex 5+, Will 4+ 
  Special: Some serpents are constrictors, surprise, poison 
  Move: 9 
   
  Serpents come in many shades of green, green-brown, 
  grey and so on. They can be anywhere from a stride to 
  several strides in length. Serpents slither and slide up to 
  their prey, ready to surprise them (which they do on a roll 
  of 3+).  Some Kind believe serpents are really Vermin 
  because they are very wicked, clever and many can read. 
  There are believed to be some ancient Serpents deep in 
  the forests who have knowledge of magical spells, which 
  they use for wicked purposes. Their poison causes death 
  in 1d hours on a failed fortitude save. 
  
  42 
   
   
  TOADS 
  Size: 2½ - 3½  
  Dex: 9 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 1d 
  Attack: +0 
  Damage: By weapon type 
  Saving Throw: Fort 5+, Reflex 6, Will 6 
  Special: Swim +1 
  Move: 6 
   
  Toads are weird grey-green warty creatures that live in 
  the marshes. They rarely speak the common tongue – 
  sticking with their own low rumbling language. They don’t 
  like interlopers wandering around in their marshes and 
  will defend their territory aggressively. Toads are deadly 
  enemies to basilisk lizards and tend to fight them to the 
  death. 
   
  WILDCATS 
  Size: 5 - 7  
  DEX: 13 
  DC: 4 
  AP: 1 (quilted cloth or by other armour type) 
  HD: 3d-1 
  Attack: +1 (+2 with rapiers) 
  Damage: By weapon 
  Saving Throw: Fort 5+, Reflex 3+, Will 4+ 
  Special: Jump & Climb 
  Move: 12 
   
  Wildcats are dangerous wanderers and loners; they are 
  also duelists by nature, living by their wits and by the skill 
  of their blades. They normally use fancy swords they call 
  rapiers.  
   
  VERMIN 
  Vermin are horde-creatures – that is they think, work, 
  fight and play en-masse, as a rule. These are creatures 
  that cannot help but do wicked things. As a horde, they 
  are cruel; pirates, outlaws, vandals, raiders, robbers and 
  looters. Individually they are sneaks and bullies. Vermin 
  consider other beasts beneath them and don’t really think 
  of them as their kin at all. To Vermin, the Kind are weak 
  and pathetic; the Wild are stupid and ignorant. 
   
  Vermin (especially rats) often have descriptive nicknames 
  like Snaggletooth, Fleabag, Stinkjaw, Itchbutt, Rotpaw, 
  Scratcher, Foulbreath, Wrigglesnout, Grimefur, Lumpbelly, 
  Snot, Snitch, Scragger, Frugg, Crimp, Bludd, Griper, Wart, 
  Dankear, Dripnose, Pincher, Funkbum and Scruff.  
   
  BATS 
  Size: 2½ - 3½  
  DEX: 12 
  DC: 4 
  AP: 0  
  HD:  ½d 
  Attack: +0 (-1 in daylight) 
  Damage: ½d bite (or by weapon type, light only) 
  Saving Throw: Fort 6, Reflex 4+, Will 6 
  Special: Fly 
  Move: 4/18 (when flying) 
   
  Bats are like little flying mice. They aren’t too dangerous 
  individually but en-masse they can be troublesome. Whilst 
  they are mostly wicked, they are amongst the least violent 
  of the Vermin and tend to have little to do with most of 
  the other Vermin. The Abbey thinks that bats can be won 
  over and has had some success with individuals and a few 
  small groups. Bats defend their caves if they feel 
  threatened and fly out of them in a great swarm to harass, 
  rob and steal. They tend to avoid killing where possible. 
  They fight at -1 to hit in the daylight. They find it difficult 
  to hold weapon whilst flying, but some will attach 
  themselves to a rock from where they can hurl a dart or 
  fire a sling stone. 
   
  CROWS 
  Size: 3½ - 4½  
  Dex: 11 
  DC: 4 
  AP: 0 
  HD: 1d+1 
  Attack: -1 
  Damage: ½d peck 
  Saving Throws: Fort 5+, Reflex 5+, Will 6 
  Special: Fly 
  Move: 3/24 (when flying) 
   
  Crows are dark feathered birds with wicked dispositions. 
  They like to act as lookouts for rats and other Vermin. 
  Some crows allow shrews to sit on their backs to act as 
  
  43 
   
  airborne troops in battle. However, they are quite often 
  more worried about their own safety – not worrying too 
  much whether the shrew is thrown off or not if danger 
  presents itself. 
   
  FOXES 
  Size: 6 - 7  
  Dex: 11 
  DC: 3  
  AP: 2 (leather or by other armour type) 
  HD: 3d+2 
  Damage: By weapon type 
  Attack: +1 
  Saving Throws: Fort 4+, Reflex 4+, Will 3+ 
  Special: Persuasive, sleight, magic 
  Move: 12 
  Foxes are cunning and mostly wicked. They are liars, 
  cheaters and swindlers. They tend to gravitate towards 
  where there are other beasts gathered so that they can 
  con them out of their money or their belongings. Whilst 
  classed as Vermin, they are not horde creatures, although 
  they often tend to gather motley groups of other Vermin 
  around themselves. Many foxes are also magicians or 
  tricksters – able to perform sleight of hand tricks, or 
  illusory magic. 
   
  MINK 
  Size: 4 -5 
  DEX: 12 
  DC: 3  
  AP: 2 (leather or by other armour type) 
  HD: 2d+1 
  Attack: +1 
  Damage: By weapon 
  Saving Throw: Fort 5+, Reflex 4+, Will 5+ 
  Special: Swim 
  Move: 9 
   
  Mink are dangerous water creatures who hate otters, in 
  particular. Otherwise they are similar to polecats, but a 
  little smaller. They tend to wear no armour but can swim 
  well in leather or even chainmail if needed. Their favourite 
  weapons are spears and tridents. 
   
  POLECATS 
  Size: 4½ - 6 
  DEX: 11 
  DC: 3 
  AP: 2 (leather or by other armour type) 
  HD: 2d+3 
  Attack: +1 
  Damage: By weapon 
  Saving Throw: Fort 4+, Reflex 4+, Will 4+ 
  Special: Climb & Jump 
  Move: 9 
   
  Much larger than their cousins, stoats and weasels, 
  polecats are far less common, which is a good thing for 
  the Kind. If a polecat is discovered, he or she will always 
  be the chief of a large band of stoats and weasels. These 
  creatures have a strong grasp of strategy and tactics and 
  are capable of carrying out sophisticated battle plans. 
  Polecats are at home in trees and hate squirrels in 
  particular, attacking them first, in preference to other 
  opponents. Polecats keep their weapons and armour in 
  good repair and they tend to have the best of everything – 
  so they are likely to have at least chainmail and usually 
  use two-handed weapons (although they always carry a 
  good selection).  
   
  RATS 
  Size: 3½ - 4½  
  DEX: 10 
  DC: 3 
  AP: 1 (scrap armour or by other armour type) 
  Attack: +0 
  HD: 1d  
  Attacks: By weapon 
  Saving Throw: Fort 5+, Reflex 5+, Will 6 
  Special: 1 in 6 is diseased 
  Move: 12 
   
  Rats are found in great hordes just about everywhere and 
  are the bane of farms, towns and villages. Rats will 
  plunder and pillage all communities in their quest for 
  food, for valuables or just for the pleasure of fighting. 
  They are pirates, bandits, robbers and thieves all. They can 
  rarely be reasoned with and even more rarely will they 
  keep their word. They use scavenged, borrowed or stolen 
  weapons and armour of all types, mostly patched, 
  mended and moth-eaten. Some rats’ blades are so filthy 
  
  44 
   
  that anyone hit by them can become infected, even if it 
  doesn’t kill them. A fortitude saving throw is allowed. The 
  effects of the disease are decided by the Keeper. 
   
  RAVENS 
  Size: 4½ - 5   
  DEX: 10 
  DC: 4 
  AP: 0 
  HD: 2d 
  Attack: +0 
  Damage: ½d+1 peck 
  Saving Throws: Fort 4+, Reflex 4+, Will 6 
  Special: Fly, evil eye 
  Move: 3/24 (when flying) 
   
  Ravens are similar to crows but somewhat larger and, if 
  possible, even meaner. As they are bigger, they can carry 
  bigger Vermin – rats or weasels will sometimes ride into 
  battle on a raven. They also have an almost magical “evil 
  eye” – which requires a save or a creature catching the 
  raven’s gaze acts at -1 to all rolls for 6 turns. Some ravens 
  can even learn Necromancer spells.  
   
  SHREWS 
  Size: 2 - 2½  
  DEX: 15 
  DC: 4 
  AP: 0 (or by armour type, usually only scrap armour) 
  Hit Dice: ½d 
  Attack: +0 (-1 in daylight) 
  Attacks: By weapon 
  Saving Throw: Fort 6, Reflex 5+, Will 6 
  Special: -1 to hit in sunlight 
  Move: 12 
   
  Shrews are very small creatures that inhabit dark woods 
  and other lightless places. They are quick and vicious, 
  attacking with their daggers, darts and slings. They attack 
  at -1 in the full sunlight. 
   
  SKUNKS
  Size: 4 - 5  
  DEX: 10 
  DC: 3 
  AP: 0 (or by armour type) 
  HD: 2d 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 4+, Reflex 5+, Will 5+ 
  Special: Gaseous cloud 
  Move: 9 
   
  A skunk can emit a cloud of noxious gas in a 15 paw 
  radius, which requires anybeast caught in it except the 
  skunk to make a fort save or become unable to function 
  other than to try to get out of the cloud. Once out of the 
  cloud, they act at -2 for two rounds and -1 for a further 
  two rounds. Even with a successful save, the beast is 
  acting at -2 to rolls until he can get out of the cloud, 
  whereupon the beast acts normally. 
   
  STOATS 
  Size: 3½ - 4½ 
  DEX: 11 
  DC: 3 
  AP: 2 (leather armour or by other armour type) 
  HD: 1d+2 
  Attack: +1 
  Damage: By weapon 
  Saving Throw: Fort 5+, Reflex 5+, Will 5+ 
  Special: None 
  Move: 12 
   
  Stoats are larger cousins of weasels and are usually found 
  as chiefs or leaders of a band of weasels. They may be 
  found both above ground and in subterranean caverns. 
  They form into loosely organized clans, often ranging far 
  from home in order to steal and kill with rapacious 
  ferocity. They normally wear studded leather and use 
  nasty curved swords and cutlasses. There are known to be 
  stoat-wizards that tend to be bigger than the rest and that 
  like to surround themselves with Undead. 
   
  WEASELS 
  Size: 2½ -3½ 
  DEX: 12 
  DC: 3 
  AP: 1 (scrap armour or by other armour type) 
  HD: 1d-1 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 6, Reflex 5+, Will 5+ 
  Special: None 
  Move: 9 
   
  Weasels are mean, sneaky, devious and evil. Groups of 
  them are often led by a stoat. Sometimes weasels throw 
  
  45 
   
  in their lot with a horde of rats. They often use a shield or 
  some form of scavenged armour and use a variety of 
  spears, maces or swords. Weasels particularly hate mice 
  and will attack them first if encountered. 
   
  WOLVERINES 
  Size: 6 - 7   
  DEX: 11 
  DC: 4 
  AP: 2 (leather or by other armour type) 
  HD: 4d+3  
  Attack: +1 
  Damage: By weapon 
  Saving Throw: Fort 4+, Reflex 4+, Will 4+ 
  Special: Rage 
  Move: 12 
   
  Wolverines are the terror of Vermin kind. If there is a 
  Wolverine with a horde of Vermin, the Wolverine is 
  always the boss. Luckily, they mostly tend to work alone. 
  Wolverines use any edged weapon at +1 to attacks. 
  Wolverines can become enraged (on 5+), like Badgers, 
  gaining +1 to attacks and damage for 5 rounds. They are 
  brutal fighters and never yield, whatever the odds. If they 
  are reduced to 1 HP, they will automatically become 
  enraged.  
   
  INSECTS 
  These aren’t all actually insects, but are all classed 
  together as they have no bones and have more than four 
  limbs. They also can’t be reasoned with except by 
  Woodwise.  
   
  ANTS, GIANT (WORKER) 
  Size: 1½ - 2  
  DEX: 9 
  DC: 3 
  AP: 1 
  HD: 1d 
  Attack: -1 
  Damage: ½d bite 
  Saving Throws: Fort 5+, Reflex 6+, Will 6 
  Special: None 
  Move: 18 
  Giant ants live in vast subterranean hives tunneled 
  through soil and even stone. A hive can hold as many as 
  100 ants, in a worker-to-warrior ratio of 1:5. 
   
  ANTS, GIANT (WARRIOR) 
  Size: 2 - 2 ½  
  DEX: 10 
  DC: 4 
  AP: 2 
  HD: 1d+3 
  Attack: +1 
  Damage: ½d bite + poison 
  Saving Throws: Fort 5+, Reflex 6+, Will 6 
  Special: None 
  Move: 18 
   
  Giant ants live in vast subterranean hives tunneled 
  through soil and even stone. A hive can hold as many as 
  100 ants, in a worker-to-warrior ratio of 1:5. The poison 
  of a warrior ant does 1d points of damage if a fortitude 
  saving throw is failed, ½d points of damage if the saving 
  throw succeeds. 
   
  ANTS, GIANT (QUEEN) 
  Size: 11 - 12  
  DEX: 5 
  DC: 2 
  AP: 4 
  HD: 5d+5 
  Attack: +1 
  Saving Throws: Fort 2+, Reflex 6+, Will 4+ 
  Special: None 
  Move: 3 
   
  Giant ants live in vast subterranean hives tunneled 
  through soil and even stone. The queen of a giant ant 
  colony is larger, tougher, and slower than the average 
  giant ant. 
   
  
  46 
   
  CENTIPEDES 
  Size: 1 - 1 ½  
  DEX: 10 
  DC: 3 
  AP: 0 
  HD: ½d 
  Attack: -1 
  Damage: 1 point bite 
  Saving Throw: Fort 6, Reflex 6, Will 6 
  Special: Non-lethal poison (+2 save) 
  Move: 14 
   
  Centipede poison is non-lethal – it simply paralyses the 
  victim for 2 rounds if they fail a fortitude save at +2 to 
  their roll. 
   
  SCORPIONS 
  Size: 2 - 2 ½  
  DEX: 11 
  DC: 3 
  AP: 5 
  Attack: +0 
  HD: 1d+3 
  Damage: ½d stinger + poison, ½d pincers 
  Saving Throw: Fort 4+, Reflex 5+, Will 5+ 
  Special: Poison (+1 save or paralysis) 
  Move: 4 
   
  Nasty critters with pincers, a poison stinger for a tail and a 
  hard shell, like plate armour. Their poison causes paralysis 
  for an hour. 
   
  SPIDERS, GIANT 
  Size: 2 - 2 ½  
  DEX: 11 
  DC: 3 
  AP: 1 
  HD: 1d+3 
  Attack: +0 
  Damage: 1 point bite + poison 
  Saving Throw: Fort 5+, Reflex 5+, Will 5+ 
  Special: Poison (+1 save or die), surprise  
  Move: 4 
   
  Giant spiders are aggressive hunters. They cause surprise 
  on a roll of 3+, being able to hide well in shadows. 
   
  SPIDERS, HUGE 
  Size: 1 ½ - 2  
  Dex: 12 
  DC: 4 
  AP: 0 
  HD: 1d 
  Attack: -1 
  Damage: ½d bite + poison 
  Saving Throw: Fort 6, Reflex 6, Will 6 
  Special: Poison (+2 save or die), surprise 
  Move: 9 
   
  Huge spiders are aggressive hunters. They cause surprise 
  on a roll of 2+, being able to hide well in shadows. 
   
  SPIDERS, MONSTROUS 
  Size: 3 - 4  
  DEX: 10 
  DC: 3 
  AP: 2 
  Attack: +1 
  HD: 2d+2 
  Damage: ½d bite + poison 
  Saving Throw: Fort 4+, Reflex 4+, Will 4+ 
  Special: Poison (save or die), webs 
  Move: 18 
   
  Monstrous spiders are aggressive hunters. Only these are 
  web builders. Webs spun by monstrous spiders require a 
  reflex saving throw to avoid becoming stuck. Those who 
  make a saving throw can fight in and move (5 paws per 
  round) through the webs. 
   
  UNDEAD
  Undead beasts are either the dead bodies of beasts that 
  have been reanimated by evil wizards and cultists to serve 
  them as bodyguards, or tormented souls that due to the 
  way they died have been unable to leave the earthly 
  realm. Both types are full of evil, induce fear in those 
  viewing them and all undead are completely immune to 
  sleep and charm. 
   
  BONE-BEASTS 
  Size: (variable)   
  DEX: 9 
  DC: 3 
  AP: 1 (or by armour type) 
  HD: 1d 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 6, Reflex 6, Will 6 
  Special: Cause fear at +2 to will save, (only for the first 
  time encountered), reduced damage 
  Move: 12 
   
  Bone-beasts are animated skeletons of dead beasts, 
  usually under the control of some evil master. They 
  sometimes wear remnants of the clothes, armour and use 
  the weapons they had whilst alive. Pointed weapons 
  (spears, arrows) and sling stones only cause 1 point of 
  damage for each successful hit. Edged weapons (swords, 
  daggers, axes) cause half damage. Blunt weapons (maces, 
  hammers) do full damage. 
   
   
   
  
  47 
   
  GHOSTS 
  Size: (Variable)  
  DEX: 13 
  DC: 4 
  AP: 4 
  HD: 6d 
  Attack: +2 
  Damage: 1d touch + paralysis 
  Saving Throw: Fort 2+, Reflex 2+, Will 2+ 
  Special: Appearance causes paralytic fear, touch causes 
  level drain, magic weapons required to hit 
  Move: 6 
   
  Ghosts can be dangerous and powerful Undead spirits. 
  They are usually tied to a specific location, item or 
  creature (their “haunt”). They are often stuck in the 
  material realm because they have unfinished business; 
  which when completed allows them to “die”. Sometimes 
  they are malevolent and will attack mindlessly any 
  creature that crosses their path. Their chill touch can 
  paralyze (with a -1 to the Fort save) and drain a level 
  (another fort save). Other times they are more benign, not 
  necessarily causing harm (although still terrifying), but 
  trying to get living creatures to understand what it is that 
  will set them free. Some ghosts flit between the two 
  randomly; sometimes attacking and at other times 
  pleading for help.  
   
  GHOUL-RATS 
  Size: 3 ½ - 4 ½   
  DEX: 11 
  DC: 4 
  AP: 2 
  HD: 3d 
  Attack: +1 
  Damage: ½d bite 
  Saving Throw: Fort 4+, Reflex 4+, Will 5+ 
  Special: Paralysis, 1 in 6 are diseased 
  Move: 12 
   
  For some reason, when diseased rats are reanimated, 
  instead of coming back as skeletons or zombies, a 
  different type of undead is created – the ghoul-rat. These 
  look like scabby, slightly rotting, very smelly rats, with 
  somewhat longer teeth and evil red eyes. They attack 
  other creatures on sight and to the death. They are often 
  found in dark places; dungeons and sewers, deep forests, 
  caves and cellars. Their bite causes mild paralysis (unable 
  to move for an hour) and some are diseased. A fortitude 
  saving throw is allowed against each effect. The effects of 
  the disease are decided by the Keeper. 
   
  LICHES 
  Size: (Variable)  
  DEX: 14 
  DC: 5 
  AP: 4 
  HD: 7d - 9d 
  Attack: +3 
  Damage: 1d touch + paralysis 
  Saving Throw: Fort 2+, Reflex 3+, Will 2+ 
  Special: Appearance causes paralytic fear, touch causes 
  paralysis, spells per wizard, magic weapons required to hit 
  Move: 6 
   
  Liches are the undead remnants of Wizards, either made 
  undead by their own deliberate acts during life, or as the 
  result of other magical forces (possibly including their own 
  magic, gone awry). A lich has the same spell-casting 
  powers as the original Wizard (half the level of the lich’s 
  hit dice). A lich’s touch causes paralysis with -1 to the Fort 
  save), and the very sight of one of these dread creatures 
  causes paralysis in any being of 3 HD or below. Liches are 
  highly malign and intelligent and are usually surrounded 
  by skeleton and zombie servants and bodyguards. 
   
  WRAITHS 
  Size: (Variable)   
  DEX: 12 
  DC: 4 
  AP: 3 
  HD: 4d 
  Attack: +2 
  Damage: ½d touch + level drain 
  Saving Throw: Fort 3+, Reflex 3+, Will 3+ 
  Special: Appearance causes fear, touch causes level drain, 
  silvered or magic weapons required to hit 
  Move: 12 
   
  Wraiths are evil, dark, insubstantial, ghost-like beings that 
  drift towards any living creature to drain away their life 
  energies (one experience level) with the chilling touch of 
  
  48 
   
  their claws. A fortitude save is allowed. Normally found in 
  the barrows of fallen heroes or in deep dark places, they 
  protect their place of death (or burial) with an evil 
  malevolence. 
   
  VAMPIRES 
  Size: (Variable)   
  DEX: 13 
  DC: 5 
  AP: 3 
  HD: 5d 
  Attack: +3 
  Damage: ½d bite + level drain 
  Saving Throw: Fort 3+, Reflex 2+, Will 2+ 
  Special: Appearance causes fear, bite causes level drain, 
  silvered (at half damage) or magic weapons required to 
  hit, regeneration 
  Move: 9 
   
  Vampires are creatures that have been infected by 
  vampirism; a disease that is transmitted from some 
  creature already infected to another, by biting them and 
  draining all their blood. Once created, the vampiric 
  creature becomes one of the most powerful of the 
  Undead. Their eyes turn red, their teeth and claws grow 
  longer and they become nocturnal, avoiding full daylight. 
  Vampires crave blood and their bite drains one experience 
  level from the victim. A Fortitude save is allowed. They 
  can only be hit with magic or silvered weapons.  
   
  Looking into a vampire’s eyes necessitates a saving throw 
  at -2, or the character is charmed (per a Charm Beast 
  spell).  
   
  Fortunately, vampires have some weaknesses. They can 
  be killed (these are the only known methods) by 
  immersing them in running water, exposing them to 
  sunlight, or driving a wooden stake through the heart. 
  They retreat from the smell of garlic; they cast no shadow 
  and have no reflections. They will not enter an Abbey 
  grounds under any circumstances. 
    
  ZOMBIE-VERMIN 
  Size: 2 ½ - 6 ½     
  DEX: 7 
  DC: 2 
  AP: 0 (or by armour type) 
  Hit Dice: 2 
  Attack: +0 
  Damage: By weapon 
  Saving Throw: Fort 4+, Reflex 6, Will 6 
  Special: Cause fear at +1 to Will save, (only for the first 
  time encountered) 
  Move: 6 
   
  Zombie-vermin are mindless creatures, the walking dead. 
  They are generally created from Vermin – that is shrews, 
  rats, weasels, stoats, crows and sometimes foxes 
  (although the latter would have 2d+3 HD). Why only 
  vermin can become zombies is not known. The standard 
  zombie is simply a corpse animated to do its creator’s 
  bidding, but the Keeper can give them extra HD or abilities 
  if required. 
   
  CREATING BEASTS 
  Beasts are not player-characters, and their abilities are not 
  at all determined by the rules for player-characters - not 
  even the stats for Kind that can have player-characters, 
  such as moles.  
   
  The Keeper decides a beast’s abilities, and he doesn’t have 
  to follow any rules about this (although sticking roughly to 
  real animals characteristics is helpful)! Feel free to add 
  extra hit dice, wizard or friar spells, scout abilities, or 
  whatever suits your adventure and your campaign. Toggle 
  and tweak, imagine and invent!  
   
   DESIGNING QUESTS 
  For your first Quest it’s probably a good idea to keep it 
  relatively simple. One way of doing this is to come up with 
  a central theme, for example a location, item or an enemy 
  and then work outwards from there. So if you select an 
  enemy, you could look through the Vermin section of this 
  book and maybe decide that it’s a fox that is up to no 
  good. You could create the fox as a character and now the 
  players have an enemy to contend with. You then need to 
  work out what the fox is up to. Perhaps he’s learned that 
  there is some treasure buried beneath the Abbey 
  somewhere but he’s not sure where. He knows one of the 
  books in the library has some information about it, so he 
  needs to get the book. It’s risky doing it for himself, so he 
  hires some weasels to break into the Abbey and steal the 
  book.  
   
  That’s all background; known to the Keeper but unknown 
  to the players. Next you need to decide how the player 
  characters will become involved; this is the hook. Perhaps 
  one of the characters comes across the weasels making 
  off with the book. Or maybe the librarian is found 
  unconscious or dead in the library, having come across the 
  weasels stealing the book. The second one is a good way 
  to give the players a mystery to solve – who attacked the 
  librarian? What did they want? Why? Where have they 
  gone to now? 
   
  A different approach is to start with the hook and then 
  work your way towards what’s actually going on. In the 
  above example you might start by having some weasels 
  break into the library to steal a book – the hook. You don’t 
  yet know why they want the book, but as you flesh out 
  the background, you come up with the weasels’ employer 
  (the fox) and then develop the Quest from a different 
  direction. 
   
  
  49 
   
  This could be developed into a one-off Quest, where the 
  characters track down the weasels, which leads them to 
  the fox from whom they try to recover the book. Or you 
  could extend the Quest beyond recovery of the book.  For 
  example, the characters might then wonder why the fox 
  wanted it in the first place; leading them to the rumour of 
  the treasure buried beneath the Abbey. 
   
  There are some basic plot outlines in the campaign setting 
  part of this book that you can use as a springboard for 
  your own Quests or you can use the Shadows Roost 
  adventure    
   
  TREASURE 
  Treasure is used as one reward for some characters to 
  undertake Quests. Monetary rewards don’t really matter 
  too much to most beasts of the Abbey though; if 
  characters find treasure, you can simply roll a die for a 
  number to be temporarily added to their Wealth scores. 
  However, artifacts and magic items are a good way to 
  reward characters.  
   
  MAGIC ITEMS 
  Magic items must be carefully thought out. Each one will 
  have a story of who created it, when it was created, who 
  owned it and so on. Obtaining magic items would be the 
  object of a particular Quest; they do not just happen to be 
  lying around. 
   
  MAGIC ARMOUR 
  Magic armour generally weighs half as much as armour of 
  the same type. Magical armour with protective spells on it 
  also gives +1 to the wearer’s AP. So protective magic 
  quilted cloth is worth ½ a “thing” and gives the wearer 
  AP2. Some magic armour has additional properties; the 
  armour might be fire-resistant, adding +1 to saving throws 
  vs. fire, for example.  
   
  MAGIC SHIELDS 
  Magic shields are also generally ½ a “thing” and ones with 
  protective magic give +2 to the wearer’s DC, instead of +1. 
  Some magic shields have additional properties; a shield 
  could glow with light (per the Light spell) on speaking a 
  command word, for example.  
   
  MAGIC WEAPONS 
  Magic weapons are usually lighter than their mundane 
  equivalent (it’s up to the Keeper about how much lighter, 
  but usually at least ½ a thing lighter. Accurate magic 
  weapons add +1 to the attack chance. Damaging magic 
  weapons also add +1 to the damage caused on a 
  successful hit. Many magic weapons have additional 
  properties; a sword might be glow when the Undead are 
  nearby, or a spear might return to the hand after it has 
  been thrown. 
   
  MAGIC HELMETS 
  Magic helmets are weightless once on the wearer’s head 
  (0 “things”). Protective magic helmets add +2 to the 
  wearer’s fortitude save against death, instead of +1. Some 
  magic helmets have additional properties; the helmet 
  might have a water breathing spell on it that automatically 
  comes into effect if the wearer is under water.  
   
  MAGIC CLOAKS 
  Magic cloaks are a staple of the fantasy genre. A cloak 
  might be imbued with a spell – invisibility is a spell that 
  Wizards commonly like to put on cloaks. A magic cloak 
  might protect the wearer from magic (maybe a +1 to saves 
  vs. spells or types of spells) or from missiles (as per the 
  protection against normal missiles spell). There are many 
  Wizard spells that would be great to put on a cloak. 
   
  MAGIC RINGS 
  Another “common” item is the magic ring. Many magic 
  rings have protective qualities – adding +1 or +2 to the 
  wearer’s saves against certain effects, evil or magic. Other 
  rings are imbued with a magical spell that can be used a 
  certain number of times per day. 
   
  MAGIC WANDS AND STAFFS 
  Magic wands and staffs usually have one spell that can be 
  cast multiple times before it runs out, or several different 
  spells each of which may be cast once or twice per day, 
  often with a limited number of charges. Some powerful 
  wands and staffs allow a Wizard to cast spells of a level 
  that his intelligence wouldn’t normally allow him to cast.  
   
  OTHER MAGIC ITEMS 
  There are many other things that can have magical powers 
  – boots that allow the wearer to run at twice normal 
  speed, amulets that protect the wearer against the level 
  draining of certain Undead, goblets that detect poison in 
  liquids, spectacles that allow the wearer to read any 
  language and so on. If you run out of ideas, just pinch stuff 
  from other games. 
   
   
  
  50 
   
  THE ALDER VALE SETTING
  Here is a mini setting for your players to start their 
  WOODLAND WARRIORS adventures.  Please note that the 
  maps aren’t to scale, they are just to give an idea of the 
  locations and directions of important places. 
   
  STONEWELL ABBEY 
  The Abbey was founded by Abbess Ariella about 150 years 
  ago. It was built on the ruins of an old fort, believed to be 
  hundreds of years old. The fort had long since fallen to the 
  ravages of the elements but was the base for a small band 
  of rat bandits that was driven off by Ariella and her 
  followers. There are rumours that there were tunnels or 
  dungeons underneath the building that Ariella had sealed 
  up before the building of the Abbey began. All that was 
  kept of the old fort was the impressive stone well, after 
  which the Abbey was named. 
  There are regular incursions from Vermin into the Alder 
  Vale and so the creatures of the area need to have 
  somewhere to go to feel safe at these times. Stonewell 
  Abbey is mostly a place of spiritual peace and 
  tranquility; however it is also a protective fortress with 
  strong defensive walls and a force of warriors and friars 
  that are trained to defend the Abbey as needed.  
   
  The Friars do not go armed when they are conducting 
  their routine daily activities. If they have to travel away 
  from the safety of the Abbey walls, normally they'd only 
  have a staff to aid their walking and for defence. Where 
  a creature is listed below as having weapons and 
  armour, that is how they garb themselves in times of 
  danger; not all of the time. Only the Guardian, Gate 
  Keeper and on-duty guards bear arms at all times.  
  Player-characters should also observe these restrictions. 
   
   The Abbey is currently under repair to the N.E corner, 
  which was destroyed by fire about a year ago in an 
  attack by a horde of rats, under the Rat-Chief Glorbane. 
  The repairs are nearly finished but you can still expect to 
  see the odd mole stone mason clambering around the 
  precarious scaffolding, adding a gargoyle here or 
  chiseling a bit of stonework there. 
   
  IMPORTANT LOCATIONS 
  IN THE ABBEY 
  These are some of the more important locations of 
  Stonewell Abbey, together with the beasts most likely to 
  be found there. 
   
  ABBOT’S HOUSE 
  The venerable Abbot Camber (a scholarly otter), is the 
  head of the Abbey at present. He has been the Abbot for 
  ten years, being promoted from his position as Prior after 
  the death of the previous Abbot, Caddum (unusually, a 
  hare).  
  Abbot Camber: Otter, Friar, L6, HP 20, DC 3, AP 3 
  (chainmail), magic quarterstaff +1 to hit/1d+1 damage. 
    
  BEEHIVES
  The beehives are located near the northwest corner of the 
  Abbey grounds and there are two dozen beehives here. 
  The Beekeeper is Brother Foggy, a vole Woodwise from 
  Skalleren Woods, who has come to lend a hand at the 
  Abbey in his old age. 
  Adventure Seed #1 
  Ariella was noted for her bravery and skill at arms. In the Abbey 
  there is a statue of her bearing a mace and shield and wearing a 
  silvered helmet. There are pictures of her adorning Abbey walls, also 
  bearing these weapons. Historical texts mention her mace, helmet 
  and shield being of magical quality. However, after her death, these 
  artifacts could not be found anywhere. It is believed that there are 
  clues to the whereabouts of these weapons in various texts in the 
  library but to date, nobody has been able to find them.  
  Adventure Seed #2 
  Glorbane and his horde are still lurking in the area licking their 
  wounds and keeping an eye on the Abbey. The reason he is so intent 
  on capturing the Abbey is that he believes the rat bandits that lived 
  in the fort before they were driven off by Abbess Ariella had a huge 
  cache of treasure that they his somewhere in the old fort. The Rat-
  Chief is building up his horde again for another assault.   
  Glorbane, Rat,  Warrior,  L6, HP 31, DC 5 (DEX 16, shield), AP4 
  (breastplate), sword +4 to hit/1d+1 damage (STR 18), spear +4 to 
  hit/1d+1 damage. 
  
  51 
   
  Brother Foggy: Vole, Woodwise L3, HP 8, DC3, AP2 (tree 
  bark armour), quarterstaff 1d-1damage (STR 5). 
   
  BELL TOWER 
  The highest point of the Abbey, the bell tower is a good 
  vantage point to watch out when danger is about. The bell 
  is rung every morning and evening and on special feast 
  days and other important occasions, or in times of danger. 
  The Bellringer is a young mouse named Jemian. 
  Brother Jemian: Mouse, HP 4, DC3, AP 0 (no armour).  
   
  CELLAR 
  The Cellar is a vast, underground area - much of it is ill-lit, 
  and creatures are constantly discovering things about it 
  they had not known before. At least two secret passages 
  are known to lead out of the cellars. It is also a region of 
  Stonewell Abbey where all the ales, ciders, fizzes and 
  other drinks consumed by Abbey residents are brewed 
  and stored. Resident cellar-masters and brewers carefully 
  prepare and monitor these wonderful beverages, which 
  add to the pride and fame of the Abbey. The current Head 
  Cellarer is a rather portly but kindly female dormouse 
  called Olive. She says she sometimes hears noises through 
  the wall behind some of the shelves where the blackberry 
  wine is stored. Most beasts think she has been drinking 
  too much of her blackberry wine. 
  Sister Olive: Dormouse, Friar L1, HP 3, DC3, AP1 (quilted 
  cloth), quarterstaff -1 attack and d-1 damage. Brewing +2. 
   
  CHAPTER HOUSE 
  This is a fairly comfortable room where the Friars are able 
  to hold official meetings concerning the Abbey and when 
  no meetings are being held, the Friars can relax and play 
  chess or other games, or take their leisure. 
   
  CLOISTER 
  This is a neat open area of lawn with a stone fountain. 
  Around the lawn there is a low stone wall and a path, with 
  a covered walkway encircling the entire area. 
   
  DORMITORIES 
  These are the quarters of the friars of the Abbey. Each 
  friar has their own room – sparsely furnished but 
  comfortable with a bed, table and chair and a clothes 
  chest.  
   
  GATEHOUSE 
  The Gatehouse is a large building, extending either side 
  and over the top of the gate itself. The Prioress (second to 
  the Abbot), Gate Keeper and the Chief Historian all live 
  here.  
  Prioress Noona: Badger, Warrior-Friar L5, HP 16, DC4 
  (shield), AP3 (chainmail, helmet), mace +3 to hit/1d+1 
  damage (STR 17) 
  Gate Keeper Thorn: Hedgehog, Warrior L5, HP 25 (CON 
  17), DC4 (shield), AP4 (breastplate), war-spear +3 to hit/1d 
  damage  
  Chief Historian Machin: Mouse, Friar L4, HP9, DC3, AP 0 
  dagger 2d(L) damage. 
   
  GREAT HALL 
  The Great Hall is the largest and most ornate room in 
  Stonewell Abbey. The first room after one enters the main 
  Abbey doors, the Great Hall features large and beautiful 
  stained glass windows, great imposing columns, a high 
  roof-beam ceiling, a flagstone floor, and a large brazier 
  where fires are lit during winter. The Great Hall is 
  primarily used for official functions, meetings and 
  important feasts. Sometimes it is opened up as a market 
  for the local merchants to come and sell their wares.  
  Adventure seed #3 
  Olive has been found lying on the floor of her cellar, injured and 
  unconscious. She hasn’t awoken yet so is unable to say anything 
  about her attacker. She has been taken to the infirmary and is 
  receiving medical attention. There is a hole in the walled-up area 
  behind the blackberry wine racks; it seems to lead to a dark open 
  area or chamber behind, where some scratching or scrabbling can be 
  heard. Bowser has locked the doors to the cellars and now needs 
  some volunteers to go in and investigate the hole. 
  
  52 
   
  INFIRMARY
  The Infirmary is the sickbay region of Stonewell Abbey. 
  Sick or injured beasts are usually sent here for proper 
  caretaking. The cupboards of the infirmary are filled with 
  herbs, roots, and poultices prepared by the caretakers to 
  cure injuries and illnesses. The Infirmary is run by a 
  squirrel healer called Florence. She is helped by the 
  herbalist, a rat called Dunstable. 
   
  Whilst resting in the Infirmary, player characters can, if 
  injured or poisoned: 
   
  Recover twice the HP/day whilst recuperating in 
  here 
   
  Receive a neutralize poison potion or a 
  healing salve (1/2d HP) 
  Sister Florence: Friar L2, HP 7, AC 2 (no armour),  
  Brother Dunstable: Friar, L1, HP 5, DC4 (shield), AP1 
  (quilted cloth), mace 1d damage 
  Dunstable is a quiet little rat that was found as a baby 
  outside the Abbey and brought up within its walls. 
  Dunstable quickly took to learning about plants and herbs 
  and knows more than most others in the Abbey about the 
  medicinal properties of the plants that grow around the 
  area (he gets +3 to Herbalism). 
   
  KITCHENS 
  This is where all the important work of the Abbey is done. 
  The Head Cook is a one-eyed Rabbit called Sorrel. 
  Sister Sorrel: Rabbit, Friar-Scout, L3, HP 12, DC4 (shield), 
  AP1 (quilted cloth), cudgel +1 to hit/2d(L) damage, sling +1 
  to hit/2d(L) damage. 
    
  LAWNS 
  The Lawns of Stonewell Abbey cover most of the exterior 
  areas, within the walls. It is a nice quiet place to sit and 
  read or reflect. The well, vegetable garden and the pond 
  are found on the lawns. The young‘uns like to play there, 
  when they have done their lessons and finished their 
  chores. The well is impressive; it is, after all, what the 
  Abbey was named after. The vegetable garden is tended 
  by a rabbit Head Gardner and his assistants. 
  Brother Gimbert: Rabbit, HP6, DC3, AP 0, no weapons  
   
  LIBRARY
  The library is stacked with ancient books, tomes, 
  grimoires, scrolls and assorted texts. It is constantly added 
  to by the friars that sit in the scriptorium recording the 
  daily events of the Abbey and the environs – births, 
  marriages, deaths, taxes, income, expenses and so forth. 
  Mostly, beasts are allowed only in the Outer Library, 
  where the mundane records are kept. But from time to 
  time, they are allowed to browse the books in the Inner 
  Library, where there are ancient, sometimes hard-to-read 
  tomes full of tales, histories, legend and arcane mysteries. 
   
  A character allowed to browse the books of the Inner 
  Library may be able to do one of the following: 
   
  Find specific information being searched for with 
  an appropriate roll (probably WIS or INT) 
   
  Read a random assortment of books to gain some 
  general knowledge – gives one re-roll to any 
  failed lore roll made whilst on the next Quest 
   
  Find a book that gives information leading to a 
  possible future Quest (roll a die):  
  1. A description of a hidden entrance to 
  lost cellars under the Abbey 
  2. A legendary artifact (maybe Ariellas) 
  3. Details of a long-lost Abbey 
  4. A treasure map 
  5. A parchment written in a language 
  unknown to anycreature in the Abbey 
  6. A prophecy or riddle (possibly naming 
  one or more of the player characters) 
   
  OUTER WALL     
  The outer wall is about 12 paws high and thick enough for 
  beasts to walk along it, protected from the outer side by 
  the battlements. Built into and extending out from the 
  wall to the left of the gatehouse is the stable, where a 
  dozen riding lizards make their home. On the other side of 
  the gatehouse are the guardrooms, where the Abbey’s 
  guards live. There are twenty guards, who report to the 
  Abbey Guardian a tough old Hedgehog called Bowser. Just 
  outside the outer wall are grain fields and orchards. 
  Bowser: Hedgehog, Warrior L3, HP 12, DC4 (shield), AP2 
  (spikes), war-flail +3 to hit/1d+1 damage (STR 15)  
   
  REFECTORY 
  This is the dining room, where the Friars normally eat. 
  They generally have three meals here – breakfast, lunch 
  and supper.  
   
   
  Adventure seed #5 
  There are several deaths at Stonewell. After investigation, it seems 
  that the flour has been poisoned and as this is used to bake bread, 
  cakes, pies and tarts both for the Abbey and for sale in the village, 
  there is rumour of a poisoner on the loose. Dunstable immediately 
  falls under suspicion because he is a rat and knows about poisons. 
  Several friars have already made their feelings known about having a 
  rat in the Abbey. The PCs are asked to investigate. 
  Adventure seed #4 
  When there is a surplus of a particular foodstuff at the Abbey it is the 
  cellarer’s job to barter it in the villages for other foodstuffs or 
  services that the Abbey needs. The mole stonemasons working on 
  the NE corner of the Abbey building come from the three villages and 
  the stone comes from the quarry at Murkenhill. The Abbey owes 
  each village and the quarry a jar of honey and a barrel of blackberry 
  wine. The PCs are asked to deliver these on the Abbey’s behalf. The 
  goods are loaded onto a pushcart (like a large two-wheeled wheel-
  barrow) and are told to be wary of robbers and other dangers on the 
  road. 
  
  53 
   
  STONEWELL ABBEY ENVIRONS  
  & THE ALDER VALE 
  The Abbey lands cover a large portion of the Alder Vale, 
  through the middle of which runs the River Alder. Heavily 
  wooded, the vale is still a dangerous place, with some of 
  the denser woods and marshes home to Vermin and The 
  Wild. However, the Vale has a lot to offer the Abbey and 
  the Environs now have three villages (Stonewell, 
  Rumblewood and Stormhollow), and a number of 
  farmsteads, mills, mines and quarries under its protection. 
  At the southern end of the Vale, near to where the Alder 
  River runs into the Snarling Sea, is the city of Alder Port. 
  Technically outside of the sphere of the Abbey, this is an 
  important trading port, where produce from the Abbey is 
  brought by merchants to sell to traders from Greyrock Isle 
  and farther afield.  
   
  ALDER PORT 
  Alder Port is the largest settlement in the entire area, 
  numbering several thousands of creatures of all sorts. It is 
  a cosmopolitan trading city where ships from all corners of 
  the world come to trade. To anycreature not used to the 
  sounds and smells of the city, Alder Port is a loud, smelly, 
  dangerous place, especially at night. Rats and other 
  Vermin mingle here with Kind, although disputes and 
  quarrels are frequent. To others, it is a lively, exciting city 
  with stuff going on all the time and where you can get just 
  about anything you need as long as you can pay for it.  
   
  Alder port is the stopping off point for travelers and trade 
  to and from Greyrock Isle. In recent weeks, there have 
  been reports from the Isle that an army of Vermin has 
  taken over the Isle and that plans are being made to 
  invade the mainland. 
   
  The Mayor of Alder Port is a raccoon called Lord Everitt 
  Nimblefinger. He is keen to learn more about what is 
  going on at Greyrock Isle and will be happy to help fund or 
  outfit (cheaply) a group of Questers to sail to the island to 
  investigate. He is less keen to involve himself, however. 
   
  CLIFF TOWN 
  Cliff Town is an unusual settlement carved into the side of 
  a valley in the eastern Murkenhills. The steep cliff sides 
  are carved into a series of ledges and steps, leading to 
  dwellings built under the sheltering overhangs of the 
  natural rock face. No-one knows which beasts built Cliff 
  Town or how long ago it was built. However, it was 
  discovered a hundred years ago by the famous otter, Sleek 
  the Wayfarer, who set up home here bringing displaced 
  Kind from everywhere to settle here. Outside of the 
  protection of the Abbeys and with its own rules based on 
  Sleek’s own philosophies from years of wandering, Cliff 
  Town has flourished and now numbers over 400 beasts, 
  under the current town Elder, Scallion.  
  Scallion: Water Vole, Wizard, L4, HP 12, DC3, AP1 (padded 
  Wizard’s Robes), quarterstaff 1d damage. 
   
  FELLMARSH
  The Fellmarsh lies to the south of the Abbey Environs. This 
  is where lizards, serpents and the dreaded marsh dragons 
  dwell. The Toad King Grubelly and his tribe of warty-
  skinned toads live here, banging their drums and warbling 
  deep into the night. They sometimes demand monetary 
  tribute from anyone wishing to pass through their 
  environs, especially from riverboats. 
  Grubelly, Toad, Warrior, L6, HP 18, DC4 (DEX 16), AP4 
  (breastplate), pole-arm +4 to hit/2d(H)+1 damage (STR 
  16).   
   
  MISTMOOR ABBEY 
  Mistmoor Abbey and Environs was founded by Abbot 
  Cindran (who was previously the Prior at Stonewell) only a 
  couple of years ago. It is located to the west of The Alder 
  Vale. Building is still ongoing; it currently has only a 
  wooden exterior wall surrounded by a ditch for defence. 
  Mistmoor doesn’t have a bell in the belltower at present 
  and is awaiting the one from Stonewell, when their own 
  bell is replaced (see the adventure: A Bell for Mistmoor).   
  Abbot Cindran: Dormouse, Friar L6, HP 16, DC3, AP3 
  (chainmail, helmet), maul 2d(H)+1 damage (STR 15) 
   
  MURKENHILLS 
  Murkenhills is the northern border of the Stonewell 
  Environs. It marks the point where hordes of rats 
  sometimes come pouring down from the Northern 
  Reaches, over the Murkenhills slopes into the Abbey 
  Environs to pillage and plunder. There is also a large and 
  Adventure seed #6 
  DR ERASMOUSE AND HIS ASTOUNDING TROUPE OF PLAYERS 
  This plot involves a shrew trickster called Snick, who has come up 
  with a brilliant plan. He has invented a storyteller persona called “Dr 
  Erasmouse” who travels round with his troupe of actors, poets, 
  singers and musicians, performing at every village or farmstead they 
  pass through. Dr Erasmouse is, of course, a mouse and the 
  performers are all otters, mice, voles, hares and so on.   However, 
  they aren’t. Just like Snick, they are in disguise and are actually 
  shrews, rats, weasels and stoats. Snick helps their disguises with a 
  little spell he’s learned, to help disguise their true nature. The 
  purpose of this venture is threefold. As the troupe passes through, 
  they seek to discover information about the defences of Stonewell 
  Abbey and Murkenhill Fort and to map the area to pass on to the 
  rats that are pressing the boundaries of the Alder Vale. The second 
  purpose is to make some money in the process out of these all too 
  trusting Kind. Finally, as the troupe pass through, the Vermin get an 
  opportunity to do a little thievery. 
   
  Adventure seed #7 
  Whilst the tunnels and chambers of Cliff Town are largely explored 
  and occupied, there are some parts that remain uninhabited, due to 
  rumours that they are haunted by the original builders of the 
  underground city. When a young mouse, whose paw tracks lead into 
  one of the disused corridors,  goes missing the old rumours and 
  legends resurface and the Questers are hopefully on hand to delve 
  into the depths to find the mouse and possibly discover the secrets 
  that remain undisturbed for centuries. 
   
  
  54 
   
  important stone quarry at Murkenhills, run by Foremole 
  Tigwyn.  
  Tigwyn: Mole, Stonemason, HP 7, DC3, AP1 (quilted cloth), 
  mattock +1 to hit/2d(H) damage. 
   
  MURKENHILL FORT
  Lord Tredegar, a Badger. He has built his fort here, to 
  defend the Vale and the nearby quarry against the evil 
  rats from the Northern Reaches.  
  Lord Tredegar: Badger, Warrior L6, HP 24, DC5 (magic 
  shield of protection), AP4 (breastplate, helmet), war-sword 
  +3 to hit/1d+2 damage (STR 19) 
  Kemble: Mole Armourer, HP 7, DC3, AP1 (quilted cloth), 
  war-hammer 2d(H) damage  
  Tadgell: Otter, lizard-trainer, HP 4, DC3, AP 0, cudgel 2d(L) 
  damage   
  Cullin the Toad: Warrior, L4, HP 17, DC4 (shield), AP4 
  (breastplate, helmet), spear +2 to hit/1d damage 
  Cullin is an oddball. He came up to the fort one day and 
  told Lord Tredegar that he’d be making a mistake if he 
  didn’t employ him straight away. Tredegar saw this rather 
  squat, rather ugly, boggle-eyed figure in ill-fitting armour 
  staring up at him and laughed. He suggested that if the 
  toad could beat one of his best warriors, he could have a 
  job. Cullin beat his opponent easily and joined Tredegar’s 
  force. He proved time and time again to be a brave and 
  loyal soldier; once saving Lord Tredegar’s life in the Third 
  Battle of Fellmarsh. It was this action that saw Cullin 
  promoted to his side as the fort’s Constable.  
  Fionna: Squirrel, Scout, L4, HP 12, DC4 (DEX 18), AP2 (tree 
  bark), bow +3 to hit/1d damage, sword +1 to hit/1d 
  damage 
   
  RUMBLEWOOD
  Rumblewood is a neat little village to the north of 
  Skalleren Woods and on the western edge of the 
  Stonewell Abbey environs. It is a little less than a day’s 
  walk to the Abbey. There is a friendly tavern here called 
  The Full Moon, run by a dormouse family. Rumblewood 
  grows many crops, including grains, potatoes and other 
  root vegetables, in particular. There is a large market here 
  once a week. The village Reeve is Welwyn, a Hare. For a 
  Hare, he is surprisingly level-headed.  
  Welwyn: Hare, HP 2, DC4 (DEX 17), AP 0, club +1 to hit/1d 
  damage,  silvertongue +1 
   
  SKALLEREN WOODS 
  The Skalleren Woods are a dark tangle of trees, thorns and 
  brambles, where the sun has difficulty penetrating. Evil 
  things lurk deep within the woods and sometimes come 
  out when the moon is out to carry off unwary prey. Well-
  armed parties of Hedgehogs sometimes go into the woods 
  to hunt serpents and they have reported seeing ancient 
  ruins deep in the interior.  
   
  STONEWELL VILLAGE 
  Stonewell is the nearest village to the Abbey; just within 
  bowshot of its walls. A large number of Kind that live here 
  work directly or indirectly for the Abbey.  Importantly, 
  there is a flour mill on the edge of the village and the mill 
  provides all the flour for the Abbey. There is a market here 
  twice a week. The largest building in the village is the Bell 
  Inn, which is popular for its frequent live music and dance. 
  The village Reeve is Fedwina; a female Squirrel.  
  Fedwina: Squirrel, HP 5, DC3, AP 0, dagger 2d(L) damage, 
  crossbow 2d(H) damage. 
   
  STORMHOLLOW
  A village with a permanent population of 100 Kind (about 
  40% of which are moles), but it swells to nearly double 
  this when the miners return from the iron mine in the hills 
  to the north. The Reeve is Telfer, a Mole.  
  Telfer: Warrior, Mole, L2, HP 10, DC4 (shield), AP3 
  (chainmail, helmet), battle axe +1 to hit/1d damage 
   
   
   
   
      
   
   
   
  Adventure seed #8 
  Hazeltwig the Hedgehog comes out of Skalleren Woods one day, 
  carrying his friend and fellow serpent-slayer Cuthbolt. Cuthbolt 
  seems paralyzed with fright and Hazeltwig has never seen his 
  normally brave friend like this before. When Cuthbolt recovers (with 
  the aid of The Abbey’s healer, Florence) he tells a terrifying (if 
  somewhat garbled) tale of a pale serpent that mesmerized him with 
  its evil gaze and whose hiss seemed to have command over a horde 
  of rotting Vermin that exuded a stench like the grave. Cuthbolt 
  doesn’t know quite how he got away but Hazeltwig isn’t sure his 
  friend is quite the same as he was before. 
  Adventure seed #9 
  A cunning fox has recently come to Stonewell Village, to gather 
  information for the rat, Glorbane. The fox, called Slyver, isn’t seen 
  around much during daylight hours and at night time wears a 
  hooded cloak, so it is difficult to determine what manner of creature 
  he is. Because he is good at mimicking, some think he is a badger or 
  a raccoon and others think he’s an otter. Nightly, in the tavern over a 
  glass of pear cider, he sits in the darkest corner spreading seeds of 
  discontent about how fat and lazy the friars are and how little they 
  share with the good Kind of the village. (You could link Slyver into 
  Adventure Seed #5. He could be poisoning the flour bound for the 
  Abbey, as the mill is just outside the village and he has been seen 
  talking to the miller (a Mouse called Mustie)) from time to time. But 
  to be fair, he talks to everybody from time to time. Slyver is quite 
  tough so Keepers should be ready to allow characters who get into a 
  fight with him to escape, if needs be. Also, Slyver is clever and 
  unlikely to continue a fight that is going badly or to take on odds that 
  are not in his favour. 
  Slyver, Fox, Warrior-Trickster,  L4, HP 18, DC4, AP 1(quilted cloth), 
  sword +3 to hit/1d+1 damage, dagger +3 to hit/2d(L)+1 damage. 
  Slyver also has a bottle of poison which he could use to coat his 
  dagger. 
  
  55 
   
  GREYROCK ISLE  
   
   
  WHAT HAS GONE BEFORE 
  Greyrock is the name of a small isle some way off the west 
  coast of the mainland. It is normally a quiet and sleepy 
  location, a little out-of-the way of Stonewell Abbey, who 
  own much of the island. The island has a small trading 
  port, where it’s islanders sell their wares; fruit and fish are 
  its main export, much of which is shipped across to Alder 
  Port on the mainland. Likewise, it imports much of its 
  more exotic goods from across the water – particularly 
  honey, beverages and so on from Stonewell and other 
  finished metal items from the mainland.  ; the Kingdom of 
  Cadbert, a long-lived badger ruler. Once a powerful 
  warrior, he now spends his days counting his taxes and 
  worrying about his falling popularity, having no time for 
  the real problems that are befalling his once proud land. 
  Greyrock Isle is just one of these. 
   
  Greyrock was home to a happy bunch of islanders living in 
  the villages of Tumbledown, Ditchcombe, Dufflehill, 
  Truffleford, Gorsemoor and Otterhaven and a scattering of 
  farms, mills, lodges, mines and quarries. A few short years 
  ago, the Lord of Greyrock was a fair and just Otter named 
  Lord Redmantle. That was before the Vermin came. 
   
  The ships were sighted by Huffry of Otterhaven first. It 
  was his first day as lighthouse keeper, after Old Whisker 
  had retired. The ships had dark tatty sails and didn’t look 
  anything like the normal merchant ships from Alderport. 
  The little mouse ran all the way up to Redmantle Castle 
  and told the Lord what he had seen. Warriors were sent to 
  Otterhaven but, by the time they reached the village, the 
  Vermin had already landed and the town was burning. The 
  warriors fought bravely but they were too few and they 
  were overrun. The Vermin continued up the road to the 
  Castle, which was preparing for siege. 
   
  On reaching Redmantle Castle, the leader of the Vermin 
  stood forth – Vorstang, a menacing Wolverine clad in dull 
  black plate armour, bearing a shield and a mighty battle 
  axe. Shouting out his name, he called to Lord Redmantle 
  and gave him an ultimatum; to hand over the Castle to 
  him and there would be no more bloodshed. Fail to do so 
  and he would kill every beast, lay waste to the isle, and 
  then plunder the mainland too. Lord Redmantle felt he 
  had little choice and regretfully gave up his Castle to save 
  his islanders. Lord Redmantle has never been seen since 
  and his wife, Lady Redmantle, has been locked in the 
  highest tower of the Castle. 
   
  BRINGING IN THE PCS 
  If you begin with new characters, they will probably start 
  as islanders. You can give them the details of the isle and 
  what has gone before; they can begin the game as outlaws 
  in Warburton’s band perhaps, or on their own in the 
  Darwood Forest. Alternatively, you could start them in 
  their home village(s) and have them in some way affected 
  by some Vermin bullies; perhaps a group of rats come and 
  start throwing their weight around and the PCs have to 
  protect some innocent Kind that gets in the way.  
   
   
   
  Adventure Seed #1 
  The PCs are imprisoned. They find themselves in a locked stone cell 
  somewhere beneath Vorstang Castle – their reason for being here is up 
  to the players. This is a good way to introduce characters and get them 
  working together. Once introductions are over, they must turn their 
  minds to escape. As the Referee, you shouldn’t make this too difficult – 
  remember, the point is that the PCs should be fighting Vermin in 
  Darwood Forest, not finding some early grave in the dungeons. The 
  traditional way of escaping, is to entice a stupid guard rat into the cell 
  by some trickery, bashing him over the head and then making their 
  escape up through the guardroom (where there are more guard rats), 
  grabbing their gear on the way and then fighting their way across the 
  castle courtyard and through the gates or over the wall to freedom. If 
  there is a mole in the party, another option might be that he finds a 
  loose stone and the beginnings of a tunnel that a previous occupant of 
  the cell had started and use this as a means of escape. Or, you might 
  want to wait until the PCs are on the hastily erected scaffold, about to 
  be hung when members of Warburton’s band (see Darwood Forest) 
  arrive to create a diversion, allowing the PCS time to fight their way 
  clear and over the wall. Other options may present themselves and as 
  the Referee you should allow reasonable attempts to work, whilst 
  presenting appropriate challenges.  
  
  56 
   
  USING CHARACTERS FROM  
  ALDER VALE 
  If the players are using their characters from the Alder 
  Vale campaign, there are a number of reasons they might 
  come to Greyrock Isle. They could be sent by Abbott 
  Camber to see what has happened to Prior Dewey at 
  Hilltop Priory; nothing has been heard from the Prior for a 
  long time and Abbott Camber is becoming somewhat 
  concerned. Alternatively, the characters could be part of a 
  trading expedition to the Isle, hired by a merchant out of 
  Alder Port as deck-paws or guards. If Slyver (see 
  adventure seed #6 from the Alder Vale campaign) has 
  crossed the PCs paths and is still alive, perhaps they could 
  receive news that he headed for Greyrock Isle (seeing an 
  opportunity to make some easy gold) and pursue him 
  there. 
   
  HOW IT IS NOW 
  Vorstang has taken over the Castle and rules the Isle with 
  an iron paw. The islanders are taxed to the hilt, whilst 
  Vorstang’s coffers groan under the weight of the treasures 
  he has taken; little of this is sent to King Cadbert. Hilltop 
  Friary is tolerated, simply because Vorstang feels that the 
  friars are little threat and Prior Dewey can act as a buffer 
  to help keep the rest of the islanders in line. He is ready to 
  disband the Priory though, if any dissent is shown 
  whatsoever. 
   
  New oppressive laws have been passed since the invasion. 
  Amongst these are the following:  
   
   
  No beast other than Vorstang’s bully-beasts can 
  bear weapons 
   
  Public meetings of more than 4 beasts are 
  disallowed unless agreed in advance and 
  Vorstang’s bullies are present 
   
  There is a sundown to sunrise curfew for all 
  islanders 
   
  No fishing boat is allowed more than one furlong 
  from the shore 
   
  Most traditional feast and festival days are 
  banned, to be replaced by Vorstang’s own 
  festivals 
   
  No beast should be heard speaking of Lord 
  Redmantle or calling the castle “Redmantle” 
  (rather than “Vorstang”) Castle. 
   
  Disobeying these laws generally means public flogging or 
  imprisonment. Outlawry is rebellious and bears the death 
  sentence. 
   
  Vorstang’s bully-beasts are everywhere; doing as they 
  please, how they please and to whom they please. 
  Complaints are met with disdain at best and more likely a 
  severe beating. 
   
  VORSTANG CASTLE 
  Redmantle Castle (renamed Vorstang Castle) sits atop a 
  hill roughly in the centre of the island. There is a small 
  hamlet of about 60 Kind just outside the castle walls. From 
  here it is about half-a-day’s walk (much quicker by lizard 
  back) to the port town of Otterhaven. Where before the 
  castle gates were open for the islanders to visit freely and 
  hold their regular weekly market days, the gates are now 
  closed and forbidding. Everything that was good about the 
  castle is now repellant, with leering rats, weasels and 
  other Vermin leaning on the gates and walls ready to rob 
  (“tax”) visitors or bully them if they have no money. 
  Visitors are usually searched (somewhat sloppily though 
  as Vermin aren’t generally the most thorough of beasts) 
  and rarely get to see Lord Vorstang himself. Sometimes 
  Lady Redmantle is brought out (in a drugged or 
  ensorcelled state) to address visitors, as if all is well. 
   
  Important beasts in the castle 
  Vorstang: The Vermin leader, Vorstang is a big, evil-
  hearted wolverine, who won his right to lead the horde of 
  Vermin by brutally defeating and nearly killing the 
  previous leader, Gorling, whom he now keeps as his 
  personal “pet”. 
  Vorstang: Wolverine, Warrior, L6, HP 30, DC4 (shield), AP5,  
  (magic black breastplate of protection, helmet), battle-axe 
  +4 to hit/1d+2 damage (STR 19), warrior stunt 3+, 
  favoured weapon: battle axe 
   
  Gorling: Gorling is the previous leader of the Vermin 
  horde. He is kept on a leash as a servant, jester and 
  whipping-beast. However browbeaten Gorling appears; 
  there is still a spark within him. He would dearly love the 
  opportunity to exact revenge on Vorstang. At the moment 
  he is weak, but if he was given time to recover, he would 
  revert nearly to his former vigorous self. (The following 
  stats would need to be increased; he would be able to get 
  back up to about 4th to 5th level; not as powerful as he 
  was, but nevertheless pretty handy in a fight). 
  Gorling: Fox, Warrior, L1, HP 8, DC3, AP 0, warrior stunt 
  5+, favoured weapon: Cutlass 
    
  Adventure Seed #3 
  It has been discovered that Lord Redmantle is being held in the 
  dungeons beneath the castle. He may not be in the best of shape 
  but if someone can rescue him, he would be a fantastic figurehead 
  for the rebels and to lead the fight against the oppressive regime 
  of Vorstang. The only problem is breaking him out of his cell! 
  Adventure Seed #2 
  One difficulty may actually be getting onto Greyrock itself. When the 
  PCs get to Alderport, they will hear some rumours about the island 
  and what is going on, so they will be forewarned and need to take 
  precautions. They could try to find smugglers (maybe Bracken of 
  Gorsemoor) to take them, or sneak onto a merchant ship, or travel 
  as part of a crew. But if they sail into Otterhaven, they can expect 
  trouble of one sort or another. 
  
  57 
   
  Kabbult: Kabbult is Vorstang’s advisor; he is a cunning, 
  devious and completely wicked stoat who has aspirations 
  well above this useless rock isle he is currently putting up 
  with living on.  
  Kabbult: Stoat, Wizard, L6, HP 12, DC4 (15 DEX), AP1 
  (padded wizard’s robe,), quarterstaff, 1d damage. Bonus 
  1st level spell due to 15 INT. 
  Snakebite: Snakebite is a large rat and Vorstang’s 
  lieutenant, or right-paw. He has taken Warburton’s old 
  position as Constable of the castle. He got his name 
  fighting a serpent and surviving the poisoning he received 
  whilst killing the creature. He is immensely tough. 
  Snakebite: Rat, Warrior, L4, HP 21, (18 CON), DC4 (shield), 
  AP3 (chainmail, helmet), flail +2 to hit/1d+1 damage (due 
  to STR 15), warrior stunt 4+, favoured weapon: flail 
   
  Lurkum: Lurkum is Vorstang’s assassin and spy; he goes 
  out amongst the villages and farms in disguise, to report 
  any signs of rebellion and to learn what he can about the 
  outlaws. 
  Lurkum: Weasel Rogue, L4, HP 9, DC5 (shield, DEX 17), AP2 
  (leather), quarterstaff +1 to hit/1d damage, dagger +1 to 
  hit/2d(L) damage. 
   
  DARWOOD FOREST 
  Darwood is Forest is home to a number of Wild beasts and 
  therefore generally to be avoided by those who don’t 
  know its paths and ways. However, to scouts, charcoal 
  burners, woodcutters and other islanders who forage 
  amongst the plants and trees it is a haven from Vorstang 
  and his bullies who are rather nervous of its reputation. 
  This means it is an ideal place for outlaws and rebels to 
  gather; and there is such a group under Warburton 
  already in the forest plotting strikes against Vorstang.  
   
  Important beasts in Warburton’s Band 
  Warburton: Warburton is Lord Redmantle’s old Constable 
  who survived the Battle of Otterhaven and is now hiding 
  out in the Forest with his loyal band of followers. There 
  are ten of them in all and they seek to ambush, harass and 
  annoy Vorstang as much as possible. 
  Warburton: Hedgehog Warrior, L5, HP 21, DC4 (shield), 
  AP2 (spikes, helmet), battle axe +3 to hit/1d+1 damage 
   
  Huffry: Another survivor of the Battle of Otterhaven, 
  Huffry has learned quickly to adapt to his new situation. 
  From the young mouse he was at the start of the Vermin 
  occupation, he is now a veteran of several skirmishes and 
  shows great leadership potential.  
  Huffry: Mouse, Scout L2, HP 8, DC5 (DEX 16, shield), AP 1 
  (quilted cloth, helmet), sling +2 to hit/2d(L) damage, wood 
  axe +1to hit/1d damage  
   
   
  DUFFLEHILL 
  With a population of around 80, Dufflehill is a quiet little 
  community towards the south end of the island. The reeve 
  of Dufflehill is Binsey, the hedgehog. 
  Binsey: Hedgehog, HP 7, DC3, AP2 (spikes), cudgel 2d(L) 
  damage 
   
  DITCHCOMBE
  Ditchcombe is a hamlet of 90 or so charcoal burners, 
  woodcutters and foragers in the Darwood Forest. The 
  buildings are surrounded by a ditch to keep out the Wild. 
  Sometimes Warburton and his band uses the ale house 
  but they are quick to be informed of the approach of 
  strangers and will quickly disperse back into the 
  surrounding trees. 
   
  Important beasts in Ditchcombe 
  Dawn: As the Reeve, she is required to oversee the locals 
  and to have the taxes ready for when the Castle’s collector 
  comes. Rabbit HP 5, DC4, (16 DEX), AP 0, dagger 2d(L) 
  damage. 
   
  HILLTOP PRIORY 
  Not far to the west of Vorstang Castle lies the Hilltop 
  Priory. It is a little place of contemplation, with only 6 
  friars and a couple of lay-brothers, in all headed by Prior 
  Dewey. The friars and lay brothers do a little crofting and 
  bee-keeping and are noted for their honeyed-mead and 
  honey-cakes. However, most of what they now make is 
  taken by Vorstang’s bully-boys as tax for “allowing them 
  to stay in their priory”.  
  Adventure Seed #4 
  If the PCs haven’t yet joined the rebels, you could have them find out 
  about Warburton and his band. They might want to join them, in 
  which case they’ll need to venture to Darwood Forest (probably 
  breaking curfew in the process) and then go looking for them. This 
  could lead to encounters with Vermin en route, or in the forest with 
  Wild beasts, possibly getting lost if the PCs don’t have a scout and all 
  sorts of adventures before finding (or being found by) Warburton. 
  Even then, Warburton is likely to view the PCs with suspicion, 
  thinking it must be some sort of trap set by Vorstang. 
  Adventure Seed #5  
  Nestled in the hills to the north of Dufflehill lies the house of the three 
  strange old sisters called Crabapple, Flax and Spindle. It is believed that 
  they are three ancient mice but it is uncertain; they are so old and 
  wizened and wrapped up in hooded robes that no one can say for sure 
  what Kind (if they are Kind) they are. However weird the sisters are, 
  braver villagers sometimes go to see them as they are reputed to have 
  magic powers; reading the future, healing and speaking with the dead. 
  Perhaps the PCs can go to them for help? Perhaps a PC or NPC is injured 
  or poisoned and the sisters are the only ones who can help? Maybe 
  Vorstang visits the sisters from time to time to seek their guidance and 
  the characters can use this information to their advantage? 
   
  Adventure Seed #6 
  Lurkum has been in Ditchcombe for a while (in disguise as a mole come 
  to help improve their defensive ditch) and he has some of Vorstang’s 
  bullies waiting nearby ready to spring a trap when the PCs arrive. 
  
  58 
   
  Prior Dewey: Prior Dewey is desperately trying to 
  reconcile protecting the islanders with trying to work with 
  Vorstang and at times feels he should be leading the 
  rebellion not sitting back. However, he does occasionally 
  manage to have some sway with Vorstang, so feels it is 
  not all in vain. 
  Prior Dewey: Squirrel, Friar L4, HP 12, DC3, AP3 
  (chainmail), quarterstaff +2 to hit, 1d damage 
   
  GORSEMOOR 
  Looking over the cliffs to the east of the isle is the 
  secluded little hamlet of Gorsemoor. Consisting of a small 
  tavern, and a couple of dozen rough stone houses the 
  inhabitants (of all Kind, but more sea otters and moles in 
  particular) are wary of outsiders – even more so now that 
  Vorstang has taken over. The reason for this is that 
  Gorsemoor is a community of smugglers. The tavern and 
  several of the houses have trapdoors in them, which lead 
  down to the sea caves below. The friars from Hilltop 
  Monastery do not get here quite as often as they should. 
  Bracken: Bracken is the tavern keeper. He is a mole, 
  whose father (the previous tavern-keeper) dug the 
  tunnels. Bracken keeps the tunnels safe and digs new ones 
  as required.  He heads up the smuggling operation. 
  Bracken: Mole HP 5, DC3, AP 1 (quilted cloth), mattock, 
  2d(H) damage  
   
  HILLTOP MINES 
  The Hilltop Mines are a few furlongs to the north of the 
  Castle. Before the occupation, only moles worked the 
  mines. Now, Vorstang sends work-gangs of all Kind, largely 
  culled from his prisons, to dig deeper and deeper for 
  copper and tin as he gets greedier for more wealth. 
   
  Important NPCs at Hilltop Mines 
  Striper: Striper is the slave-master. He is quick to use his 
  whip on slackers and is as mean-spirited a beast as anyone 
  would want to meet. Rat Warrior, L3, HP 12, DC3, AP 3 
  (chainmail), cudgel +2 to hit/1d damage, whip ½d, warrior 
  stunt 4+ (Striper often uses his whip to entangle an 
  opponent’s weapon arm), favoured weapon: whip   
   
  Telfer: Telfer was the foremole at the mine before the 
  occupation. Now he is largely ignored by Striper and the 
  Vermin guards. Telfer has been secretly building little 
  traps (rockfalls, pits, drops etc.) for a time when the 
  rebellion can begin. 
  Telfer: Mole HP 6, DC3, AP1 (quilted cloth), stone hammer 
  +1 to hit/1d damage 
   
  MOONHENGE 
  Built long ago by the legendary mole Mogera the Golden 
  Mole, Moonhenge is a circle of 12 large (10-12 paws high) 
  standing stones. Before Abbeys, these stone circles were 
  built as a focal point for contemplation and meditation. 
  There is still thought to be power at work here and several 
  beasts have reported seeing ghosts flitting between the 
  stones when the moon is full. Most creatures stay well 
  away from Moonhenge, especially at night. 
   
  OTTERHAVEN 
  Built in a small bay on the west coast of the Isle, 
  Otterhaven lies at the mouth of the Thistle River. Not 
  much more than an overgrown fishing port, Otterhaven is 
  the largest village on Greyrock, with about 500 
  inhabitants; about one fifth of them being otters. It boasts 
  a serviceable harbour for fishing boats and the few small 
  merchant vessels that come (less frequently nowadays) 
  from the mainland to the Isle. It has a couple of small 
  harbour side taverns, a boatbuilding yard and a lighthouse 
  across the far side of the bay. Several buildings were 
  partially destroyed in the Battle of Otterhaven and are 
  now being rebuilt. The harbour is now the anchorage for 
  several of the ships in which Vorstang and his Vermin 
  horde came to Greyrock. Those that aren’t in the harbour 
  at any time are on patrol around the island ensuring no 
  boat attempts to leave the Isle and making sure that fish 
  quotas are delivered properly to Vorstang’s replacement 
  harbourmaster, Filchin. 
   
  Important beasts in Otterhaven 
  Filchin: Filchin, the Harbourmaster, is a clever little shrew 
  that has gained Vorstang’s trust and has been given a 
  position of great authority in Otterhaven. He runs the 
  town and the harbour with a cold efficiency, backed up by 
  the two tough weasel bully-boys Gashlott and Crimp. 
  Adventure Seed #7 
  The Vermin have forbidden Kind to carry weapons, and have 
  confiscated knives and swords. Smiths are watched and forges are 
  locked at night. Rebels will probably have swords or axes as 
  appropriate, but the supplies of arrowheads in the hands of Kind are 
  running low. Getting more means sending someone to the mainland 
  to get them, which means getting a ship past Vorstang's patrols. Of 
  all the Kind on the island, Bracken has the best chance of getting in 
  supplies. The PCs have to persuade him to smuggle in arrowheads, 
  armour, and other military supplies, which is not his usual operation. 
  Adventure Seed #8 
  A sickness has come to the mining community, leaving the miners 
  and their Vermin guards a few short days away from death. It isn’t 
  known what is causing this but Vorstang suspects it’s some sort of 
  trap and won’t investigate. It therefore seems it’s up to the PCs to 
  enter the mines to try to find and stop whatever is causing the 
  pestilence.  
  Adventure Seed #9 
  A lone mole Wayfarer (named Chord) has been seen wandering 
  around Greyrock asking about Moonhenge. It has been reported that 
  the mole goes unarmed, exudes an aura of calm and never starts a 
  fight but nevertheless has single handedly defeated several Vermin 
  who have tried to arrest her on trumped-up offences. Many islanders 
  believe Chord is Mogera returned to help their fight against their 
  oppressors. Chord actually believes she is a descendent of Mogera 
  and is on a Quest to visit and meditate at Moonhenge and then 
  retire to set up a Traveller’s Rest somewhere nearby. 
  Chord: Wayfarer L6, HP 20 (CON 17), DC7 (WIS 17), AP 0, unarmed 
  +3 to hit/2d(H) damage 
  
  59 
   
  Filchin: Shrew, Rogue L2, HP 7, DC5 (DEX 17, shield), AP2 
  (leather), cudgel 2d(L)-1 damage (STR 5) 
  Gashlott: Weasel, Warrior L2, HP 9, DC3, AP3 (chainmail, 
  helmet), great-sword +1 to hit/2d(H) damage 
  Crimp: Weasel, Warrior L2, HP 10, DC4 (shield), AP3, 
  (chainmail, helmet), cutlass +1 to hit/1d damage 
   
  TRUFFLEFORD 
  Truffleford is a sleepy little hamlet of about 150 Kind of all 
  types. It boasts a small alehouse where the owner, Minty, 
  is famed for her pear cider and her apple ale. Minty is a 
  vole and is also the village Reeve. 
   
  Important beasts in Truffleford 
  Minty, Vole, HP4, DC 3, AP 0, cudgel -1 to hit/2d(L)-1 
  damage (STR 4) 
  TUMBLEDOWN 
  Tumbledown lies on the downs; midway between 
  Otterhaven, Dufflehill and Truffleford. The hamlet lies on 
  the shores of a small lake and its 120-or-so inhabitants 
  rely heavily on the freshwater fish the lake provides. 
   
  Important beasts in Tumbledown 
  Herringbone: Herringbone the Otter is the Reeve of 
  Tumbledown and also the local miller. Otter, HP5, DC3, AP 
  0, spear 1d damage 
  Adventure Seed #10 
  The lighthouse is important to the safety of every ship that comes 
  into port – especially the Vermin patrol ships. If the PCs could time it 
  right to take over the lighthouse, they could easily cause mayhem 
  amongst the Vermin pirates. Of course, Filchin is aware of this and 
  makes sure the lighthouse is well guarded at all times. 
  Adventure Seed #11 
  Somebeast has been fighting back in Truffleford; swapping bags of 
  stones for bags of coins, leaving burrs under the saddles of the grass 
  lizards, and generally standing up for the local Kind. While no Vermin 
  have actually been killed, they have been severely embarrassed and 
  Vorstang has decided to clamp down on the hamlet. Weasels and 
  rats now patrol the lanes, using increasingly harsh methods to find 
  the perpetrator. The PCs have a chance to meet up with, perhaps 
  even rescue, an ally - perhaps even to strike a significant blow 
  against Vorstang. If the Vermin are humiliated much more, however, 
  Vorstang is likely to order the hamlet levelled and everyone thrown 
  in the mines. Or is it a clever trap to draw actual rebels out? 
   
  
  60 
   
  
  61 
   
  A BELL FOR MISTMOOR 
  Stonewell Abbey has just installed a new bell and a large 
  feast is underway to celebrate. The old bell is bound for 
  Mistmoor Abbey (which doesn’t currently have a bell) and 
  the characters have been assigned a Quest to take it 
  there. The bell is already sat on the wagon under a 
  tarpaulin ready to go first thing in the morning.  
   
  The feast is near an end when the mouse Bellringer, 
  Jemian, is seen talking with Abbot Camber and one of the 
  mole engineers, Dambury; all three peering under the 
  tarpaulin and looking very perturbed. They call the 
  characters over to show them what is bothering them – 
  the bell has a small crack in it. Perhaps it was done 
  accidentally when it was being taken out of the belltower 
  although the operation was meticulously planned and 
  carefully overseen by Finbar the Bellmaker, the mole 
  Dambury and his workcrew. No-beast saw any accidents 
  that could have caused this. Dambury is particularly 
  distraught because his reputation as a master engineer is 
  at stake. 
   
  Abbot Camber, calm as ever explains that the Quest must 
  start out in the morning as planned. The Quest isn’t 
  necessarily a secret but by the same token, the Abbot 
  says, it isn’t really to be broadcast either. The only 
  difference now is that the Bellmaker must be asked to 
  meet the characters at Mistmoor to fix the bell before it is 
  installed in the Abbey’s Belltower. The Bellmaker only left 
  for Alderport earlier that day, so if somebeast travels 
  swiftly, they should be able to catch up with him. Jemian 
  immediately volunteers and rushes off to saddle one of 
  the Abbey lizards and then gallops off in pursuit. 
   
   
  THE SHORT TREK 
  Bright and early the following morning, the wagon is 
  prepared for the Questers, with the lizards Iggy and 
  Dewlap being employed to pull it. Even with two powerful 
  cart-lizards, the wagon is slow and creaks a little under the 
  weight of the large bronze bell.   
   
  The route to Mistmoor takes the party via a well-used cart 
  track to Rumblewood, about a day’s walk away. 
  Rumblewood is known to most characters (unless the 
  players specify otherwise) so the village’s little inn called 
  The Full Moon is known to them and is a good place to 
  rest for the night. It’s unusual for armed Kind to pass 
  through the village, so when news of their arrival comes to 
  Welwyn, he comes out with a badger and a hedgehog 
  armed with a clubs to meet them. It’s up to the players 
  what their characters tell Welwyn but he will likely relax 
  when he learns they are on a Quest for the Abbey. 
   
  A SUSPICIOUS INTERLUDE 
  Assuming the Questers stay in the tavern, they will be the 
  talk of the village and the tavern will fill up with excitable 
  locals who will gather around them with lots of questions. 
  Again it is up to the players how they handle the 
  questions. If the Questers make appropriate Fellowship 
  rolls, they can gain the trust of the villagers, who will 
  make sure their glasses are refilled as soon as they are 
  emptied and will be laughing and joking with them 
  throughout the evening. If there is a Talespinner, there 
  will be song and dance until the early hours. 
   
  However, during all of this, one large raccoon (named 
  Rococo) will slip out of the door and, at an opportune 
  moment when the lizards Iggy and Dewlap are asleep, 
  take a peek under the tarpaulin to see what is hidden 
  underneath. A Quester might notice the raccoon (if they 
  make an appropriate ability roll) slipping out. 
   
  If the raccoon is disturbed, he will try to run away. His 
  intention is to inform Glorbane’s band of rats and weasels 
  that lurk in the woods nearby, who occasionally pay the 
  raccoon for information. He should have a good chance to 
  give the Questers the slip, but also a good plan by the 
  players to trap him should be given the chance to work. 
  Rococo may attempt to fight back if faced by only one 
  Quester, but is likely to give up if faced by more than one 
  – especially if well armed and armoured. 
   
  Rococo, raccoon, rogue L2, HP 8, DC4 (DEX 16), AP 1 
  (quilted cloth), dagger 2d(L) damage (+1 to hit when 
  thrown). 
   
  WHEEL DANGER 
  As the Questers leave Rumblewood the following 
  morning, they will continue to attract the interest of some 
  young-uns who will run alongside the cart for several 
  hundred yards laughing and playing. Some will hop onto 
  and off the cart in their play, swishing sticks and 
  pretending to be pirates boarding a ship and so on. 
  Suddenly, the cart will lurch over a stone and a young-un 
  hedgehog  will slip, headfirst in front of the cart wheel… 
   
  One of the Questers will spot the danger (either pick the 
  most alert character, the one paying the closest attention 
  to the playing young-uns or make appropriate notice 
  rolls). There are several ways the Questers can save the 
  young-un from being crushed under the cart – but they 
  need to act swiftly. 
  Keeper options: The bell did crack during the removal, it just wasn’t 
  noticed at the time. Alternatively, the bell was sabotaged by 
  somecreature  working for Glorbane, whilst no-beast was looking 
  (Slyver, the Trickster possibly? (See Adventure seed #6)). Another 
  option is that the bell isn’t really cracked – a creature with illusory 
  magic (Slyver?) has created an illusion that the bell is cracked to 
  create a bit of uncertainty for the Questers and to slow down the 
  progress of the Quest. 
   
  Keeper option: Replace the Rococo with Slyver, the fox Trickster from 
  adventure seed # 6 
  
  62 
   
  A fast character can dive to grasp the hedgehog and pull 
  him out of the way. A strong character can stop the cart 
  by grabbing it and holding it back. A character on good 
  terms with Iggy and Dewlap could yell a warning to them 
  and they should be able to stop the cart in time. Any 
  reasonably swift action should be given a chance to work. 
   
  If the Questers fail to save the young-un from the cart 
  wheel, it will roll over the little hedgehog’s paw (1 point of 
  damage), which will be broken.  A Friar can use their Lay 
  on Paws ability to heal the hedgehog and his broken paw 
  can be splinted. 
   
  THE LONG TREK 
  Once the young-un hedgehog has been delivered safely 
  back to his concerned parents the Questers can get back 
  under way.  Mistmoor Abbey is at least several days trek 
  across the moorlands and the trail is little used out here. 
  The Questers can travel cautiously (in which case the 
  chance of a mishap is lessened but there is more chance 
  of being caught by Vermin bandits) or travelling swiftly 
  (less chance of mishap, but greater chance of being 
  caught). 
   
  Cautious travel 
  The trek will take 4 days of cautious travel. Each day and 
  each night roll a die. On a 1 or 2, one of the following will 
  happen (roll again):  
   
  1-2  
  Roll an encounter; Table 24: Field & Plain. If 
  Vermin come up, they are not Glorbane’s bandits and 
  know nothing of the Quest or the bell (but are interested 
  in what’s under the tarpaulin). 
  3 -5  
  Some of Glorbane’s bandits catch up with the 
  Questers. The number of Vermin depends upon whether 
  the Questers stopped Rococo the raccoon from reporting 
  to them or not. If he did, then there will be one rat and 
  one weasel for each Quester. If he didn’t there will be just 
  one rat or weasel per Quester. 
  6  
  Roll for a mishap: 
  1-2  The cart gets stuck in mud or loose earth 
  3 
  The bell slips and is hanging precariously over the 
  edge of the cart 
  4 
  A wheel comes loose and needs repair 
  5 
  Something spooks Iggy and Dewlap. They run off 
  with the cart 
  6 
  as 5, but also roll again ignoring a result of 5 or 6 
   
  Either which way, there will be at least one encounter 
  with Glorbane’s bandits and there will be one rats and one 
  weasel per Quester. There will also be a stoat leader, (one 
  of Glorbane’s lieutenants) called Kuller.  
  Kuller, stoat, HP 12, DC3, AP 4 (breastplate), halberd +1 to 
  hit, 2d(H) damage   
   
  It’s up to the Keeper on which day this encounter will 
  occur. 
  Swift travel 
  Travelling speedily, the trek will take only 3 days. Each day 
  and night, roll a die. On a 1 or 2, one of the following will 
  happen (roll again): 
  1-2  
  Roll an encounter; Table 24: Field & Plain. If 
  Vermin come up, they are not Glorbane’s bandits and 
  know nothing of the Quest or the bell (but are interested 
  in what’s under the tarpaulin). 
  3  
  Some of Glorbane’s bandits catch up with the 
  Questers. The number of Vermin depends upon whether 
  the Questers stopped Rococo the raccoon from reporting 
  to them or not. If he did, then there will be one rat and 
  one weasel for each Quester. If he didn’t there will be just 
  one rat or weasel per Quester. 
  4-6  
  Roll for a mishap: 
  1-2  The cart gets stuck in mud or loose earth 
  3 
  The bell slips and is hanging precariously over the 
  edge of the cart 
  4 
  A wheel comes loose and needs repair 
  5 
  Something spooks Iggy and Dewlap. They run off 
  with the cart 
  6 
  as 5, but also roll again ignoring a result of 5 or 6 
   
  Either which way, there will be at least one mishap. It’s up 
  to the Keeper on which day this mishap will happen. As 
  Keeper, you can choose a mishap from the above or come 
  up with one of your own.  
   
  THE GRAND ARRIVAL 
  Hopefully, the Questers will prevail and, sometime late in 
  the day, they will see the top of a wooden tower over the 
  next rise. At the same time, they will see a large horde of 
  Vermin on their tail. The Questers aren’t yet within 
  bowshot of the Abbey walls and so they will need to hurry 
  to get there before the Vermin catch up with them. As if 
  to show their intent, a few Vermin will fire off some 
  arrows at the Questers, but the range is too great. The 
  Vermin are moving fast though. 
   
  If the Questers are badly wounded or you just need to 
  draw this to a close at this stage, you can just use this 
  scene to generate a sense of excitement describing the 
  Vermin gaining on the Questers but then you can have 
  some warriors come out from the Abbey gates to drive off 
  the Vermin, in a show of force, as they usher the Questers 
  into the safety of the Abbey. 
   
  However, if you have plenty of time and the Questers are 
  still fairly strong, you can have some of the Vermin catch 
  them up and attack. Judge how many Vermin you think 
  the Questers can handle – maybe one or two rats or 
  weasels per Quester. If it gets too tough for them, you can 
  Keeper option: If there is a scout in the group, you can have the 
  player roll their survival ability each night as they set up camp in the 
  wilderness. A successful roll means the Questers sleep easy and only 
  a 1 results in an encounter and any mishap result is ignored. 
   
  
  63 
   
  always have the Abbey warriors come out to give the 
  Questers a hand and drive off the enemy. 
   
  There will be much celebrating when Abbot Cindran 
  greets the brave Questers and sees the bell. A modest 
  feast will be put on (modest by Stonewell Abbey 
  standards). The Kind here are a rougher, more hardy 
  bunch than the ones in the Alder Vale. Obviously, life is 
  tougher here on the more and comfort less important. 
  Nevertheless, the Questers are given a Heroes’ welcome. 
   
  A POINTED MESSAGE 
   After a few days concern starts to grow about the 
  whereabouts of Finbar the Bellmaker. He should have got 
  here by now, if Jemian had caught up with him before the 
  Bellmaker got back to Alderport.  
   
  After a few more days, it’s apparent that something has 
  gone wrong. That’s when the message arrives. 
   
  A Vermin arrow with a note attached has been fired over 
  the Abbey wall. The note says: 
   
  I have the Bellmaker and the mouse. Bring me a sack full 
  of gold and they’ll both be returned to you, only a little the 
  worse for wear. You can see my signal fire on the top of 
  Dead Badger Hill. That’s where the exchange will take 
  place at midnight tomorrow. No tricks or they both die. 
  - 
  Glorbane the Slayer 
   
  Abbot Cindran says to the Questers that the Abbey 
  doesn’t have a sack of gold to give to the Vermin. A plan 
  will be needed. 
    
  A CUNNING PLAN 
  Glorbane and his band of Vermin bandits have set up their 
  camp on and around a hill they call Dead Badger Hill (the 
  beasts of the Abbey call it Thundertop). If one of the 
  Questers is a scout, they could sneak over to the Vermin 
  encampment and see what they can find out. If not, the 
  players might come up with another plan – maybe send in 
  a Talespinner to entertain the Vermin (whilst spying on 
  them). Or a Talespinner and/or Rogue could disguise 
  themselves as rats or weasels to go and find out what they 
  can. There are numerous ways for the Questers to find out 
  some information about the Vermin and/or where they 
  are holding Finbar and Jemian. If they can’t come up with 
  a plan or it is deemed too risky, the Abbot will send his 
  own scouts. 
   
  This is where the Keeper needs to be extra flexible about 
  what happens because different events could take place 
  depending on the Quester’s actions. 
   
  If the Questers just leave it to the Abbey scouts to 
  investigate the encampment, they will return after an 
  hour or so with some information. 
   
  If the Questers go themselves, one or more of the 
  following events might happen (up to the Keeper, or roll a 
  die): 
  1. Stopped by a suspicious Vermin patrol/guard 
  2. Harassed by a group of drunk Vermin 
  3. A drunken brawl breaks out between a group of 
  rats and a group of weasels and weapons are 
  drawn 
  4. (If disguised as Vermin) A Vermin leader spots 
  them and sends them to take a message to a 
  guard post on the edge of the camp. If not 
  disguised (i.e. they a pretending to be an acting 
  troupe or similar) a Vermin leader sends them 
  away from whatever area they are currently in 
  5. The Questers see a small group of Vermin 
  tormenting a small; mouse (that looks like it 
  could be Jemian) 
  6. The Questers spot one of the Abbey scouts 
  lurking around the edges of the camp and it 
  looks like one of the Vermin guards might have 
  seen him  
   
  Some of the information that can be discovered: 
   
   
  There are about 200 Vermin of all kinds in the 
  camp - about 100 rats, 50 weasels, 30 Shrews 
  and 20 others of assorted types.  
   
  The Bellmaker is being held with Jemian in a 
  small cave in the side of Thundertop, guarded 
  by three large (8 HP) stoats, armed with 
  halberds +1 to hit and (2d(H) damage), wearing 
  chainmail (AP3).  
   
  Glorbane has a tent at the top on the hill, 
  guarded by ten of his best rat warriors (6HP), 
  carrying shields (DC 4), dressed in chainmail 
  (AP3), using assorted swords, spears and maces. 
   
  Glorbane has a shrew Shaman called Finkle 
  (count as a 3rd level Woodwise HP 8, DC4, AP2 
  (leather armour), dagger 2d(L) damage )  
   
  RESCUE THE BELLMAKER 
  Obviously the Questers can’t take on 200 Vermin, so 
  they’ll need to carefully plan how they will rescue Finbar & 
  Jemian. If the Questers haven’t scouted the Vermin camp, 
  the Keeper could simply use the above tables for the 
  rescue attempt. The Quester’s could plan a distraction 
  over one side of the camp and in the ensuing madness 
  sneak in at the other side.  Any reasonable plan should be 
  allowed to work – it just depends what the Questers do as 
  to whether they have to fight their way through more or 
  less Vermin and whether they meet Glorbane or not.  
   
    
  
  64 
   
  Publishing your own materials 
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  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
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