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== Introduction ==
 
== Introduction ==
The Dark Woods is a Role-Playing Game where players take on the role of monsters and battle each other. The Dark Woods does not have a "game master." The players are divided into two teams of sorcerers - intelligent monsters who become more powerful by defeating enemies. The teams take turns moving on the map and playing the enemies that the other team encounters.
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The Dark Woods is a Role-Playing Game where players take on the role of monsters and battle each other without a "game master." The players are divided into two teams of "sorcerers".  (Sorcerers are intelligent monsters who become more powerful by defeating enemies.) The two teams take turns moving on the map, and play each others enemies as encountered on the map.  The map itself explains what happens next in the plot of the game.
  
The Dark Woods is licensed under the Creative Commons Attribution Share-alike license (which can be found at http://creativecommons.org/licenses/by-sa/2.5/ .)  This means that you can copy, modify and share this game according to the rules of that license. This license applies to all of the art, rules, text, and other content of this game.
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The Dark Woods uses the [[Scratch | Scratch Role-Playing System]] for its combat and character creation rules. (A creative game master could use The Dark Woods as source material to run RPG adventures, but these rules do not specifically support that style of play.)
  
We started developing the The Dark Woods in 1994. (Working on The Dark Woods inspired other Game Arts Guild projects, like the [http://gameartsguild.com/squawk/ Squawk Role-Playing Game] .)
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== History & License ==
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The Dark Woods as a project started around 1994 by the team of developers now known as the [http://gameartsguild.com Game Arts Guild].  (It was the project that spun off the [http://gameartsguild.com/squawk/ Squawk Role-Playing Game]. The original copyright is held by Benjamin Galbraith and Seth Galbraith of the Game Arts Guild.) The Dark Woods is now licensed under the [http://creativecommons.org/licenses/by-sa/2.5/ Creative Commons Attribution Share-alike license].  This license applies to art, rules, written content, other content, etc. 
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The Dark Woods is part of the [[Ancient_And_Deadly | Ancient and Deadly]] multiverse, but it is also a stand-alone player vs. player (GMless) Role-Playing Game.
  
 
== Setting ==
 
== Setting ==
The Dark Woods is a foreboding place full of monsters and violence.  The Dark Woods is a nexus that connects many worlds together.  It appears to be an endless forest in a permanent state of twilight, and has many mysterious ruins.  
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The Dark Woods is a dangerous foreboding place full of monsters and violence.  It appears to be an endless forest in a permanent state of twilight, and has many mysterious ancient ruins. The Dark Woods is a nexus that connects many other worlds together.  (This entire collection of worlds and universes is called the "Ancient and Deadly" setting, or A&D for short.) 
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[[Image:Angel The Dark Woods.jpg|200px]]
  
The Dark Woods is rife with mystical power called '''essence'''Creatures higher up on the food chain accumulate more essence.  Intelligent creatures who use essence to become more powerful are called '''sorcerers''', or more specifically cannibal sorcerersEssence changes sorcerers, sometimes warping them into monstrous froms.
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The Dark Woods is rife with mystical power called "essence." The higher up on the food chain a creature is, the more essence it accumulates.  Intelligent creatures who intentionally use essence to become more powerful are called "Sorcerers."  (Sorcerers from The Dark Woods are sometimes more specifically called "Cannibal Sorcerers" by outsiders.) Sorcerers come in many unique forms, and can even be in the shape of known types of monsters.
  
 
[[Image:SorcerersBigTheDarkWoods.png|550px]]
 
[[Image:SorcerersBigTheDarkWoods.png|550px]]
  
The Dark Woods is usually ruled by a powerful sorcerer. Most sorcerers either support the ruler of The Dark Woods, or are involved in plots to overthrow that ruler.  The Dark Woods is currently ruled by the six-legged dragon sorcerer Kaizen.   
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The Dark Woods is currently ruled by the powerful six-legged dragon sorcerer Kaizen. Most sorcerers either support the known ruler of The Dark Woods, or are involved in plots to overthrow that ruler.
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Besides other groups of sorcerers, the biggest threat to sorcerers is the monster-hating Order of Thanatos and the beaked humanoid colos they have intentionally placed in The Dark Woods as an invasive species, in order to try to kill off the sorcerers:
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"The Order of Thanatos has long recognized The Dark Woods to be a center of great evil amonst the many worlds that this place creeps into.  The Order of Thanatos brought us colos here generations ago, because of our fast reproductive-cycles and pack-hunting instincts.  The Dark Woods is deadly, but the our home world had been just as hostile in it's own Triassic way, until we colos overwhelmed that savagery using only bronze age weapons and technologyThe Order of Thanatos converted some us to their cause, and those colos were sent to colonize The Dark Woods in an attempt to tame it as well.  The part of The Dark Woods conquered by the decedents of those colos is now called "colo country" by those of us who dwell here. Know two things for certain.  First venturing beyond the borders of Colo Country is a journey into the land of nightmares, and should only be done with careful military planning.  Second, if you meet sorcerers, destroying those blights-on-reality is your duty, cause, and reason for existence; we are the angels sent to destroy these demons in their own hell!" ''- Ruben the Crusader Monk'' (from an academy lecture a few weeks before his disappearance.)''
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[[Image:ColoUnarmedTheDarkWoods.gif|90px]]
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=== The Fall of the Blackmanes ===
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An ancient, decrepit colo stood high in the air balanced on the top of a tall, ruined stone wall. Her black hooded witch's robe and her jet black hair flagged in the chilling, howling wind. Her eyes emitted a flickering shadow around her, the same way a torch would emit light in the darkness. She plucked thorns from her bleeding hands. The spiteful scowl on her face revealed her dismay.
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Two heavily robed colos trudged down a dark misty wooded path. Monks of the Order of Thanatos traveled in groups of at least two. They were were prepared to investigate and if necessary exorcise a haunting on near the frontier of their territoryThe older, in-charge veteran monk, Ruben, was a head shorter than his young, robust and inexperienced companion, Willard. Ruben had aged posture, but still had power in his stride. Willard appeared comfortably over weight, in spite of his height. They now rehearsed the details of their assignment.
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“All you do is pound a stake into the heart of the corpse, which effectually paralyzes it, and then drag that corpse outside and burn it, which supposedly purifies it, right?” recalled Willard.
  
'''Colos''' are beaked humanoids from a world like Earth's Triassic period.  There they thrived as their homeworld's foremost predator, having a strong pack hunting instinct. They reproduce faster than humans, but have a shorter life span. Colo cultures tend to be focused on heroic accomplishments, like collecting impressive hunting trophies.
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“Right, and stand back when you set it ablaze! These things can explode without warning. Last time I did this my companion was badly burned” shuddered Ruben.
  
[[Image:TheDarkWoodsColoDuck.png|250px]]
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“Why have they sent only two of us to take on such a dangerous foe?”
  
Colos indoctrinated and trained by the monster hating Order of Thanatos were introduced to The Dark Woods to end the practice of sorcery. Colo society in The Dark Woods is focused on a crusade to hunt and destroy every sorcerer they can find. These colos live in forts occupied by many large families.  The social structure is miltaristic, with each fort led by a "captain" and his many officers.  
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Ruben sized up Willard with a glance. He had chosen Willard because of his superior strength and size, but now he wondered if he should have selected someone with more appetite for swordplay. “I have dealt with several of these types before. This foe’s not dangerous, so long as you go when they sleep in the daytime, and of course, so long as you follow the procedure. What concerns me is the condition of the castle. It’s been decades since anyone has produced any details of the condition of the castle’s interior.
  
[[Image:ColoScowlTheDarkWoods.jpg|120px|left]]  [[Image:ColoHeadTheDarkWoods.png|200px]]
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“Oh, I see, you’re worried one of us might slip and fall, and the nearest village is a dozen miles off. Well, how did the Executioner come to haunt this place anyhow?” questioned Willard.
  
: "The Order of Thanatos has long recognized The Dark Woods to be a center of great evil amonst the many worlds that this place creeps into.  The Order of Thanatos brought us colos here generations ago, because of our explosive population growth and pack hunting instincts. The part of The Dark Woods conquered by the decedents of those colos is now called Colo Country by those of us who dwell here. Know two things for certain.  First venturing beyond the borders of Colo Country is a journey into the land of nightmares, and should only be done with careful military planning.  Second, if you meet sorcerers, destroying those blights-on-reality is your duty, cause, and reason for existence; we are the angels sent to destroy these demons in their own hell!" ''- Ruben the Crusader Monk'' (from an academy lecture a few weeks before his disappearance.)''
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Ruben muttered, “Well, all that is really available amounts to little more than old wives tales.
  
'''Boggarts''' are malevolent faerie folk with a taste for theft and trickery.  They appear as small fanged humanoids, covered in fur.
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“Tell me what you’ve heard!” Willard not only wanted to know but felt a sincere need to know.
  
[[Image:TheDarkWoodsBoggart.png|200px]]
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“Alright,” sighed Ruben, “before colo country was settled, the royal Blackmane family lived here."
  
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"We're headed for the ancestral home of the Blackmanes?! They were one of the original tribes that immigrated from our homeworld! But wasn't Blackmane Manor destroyed in the later wars of purification?"
  
'''Dragons''' of the The Dark Woods come in many shapes and sizes. Some are sorcerers who have twisted their bodies into powerful draconic forms.
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"Not destroyed, but abandoned, before those wars. The trouble started with a witch. An old hag stopped by one nasty evening, asking for a place to weather the storm. Well, they let her in. In fact, they invited her to eat with them. However, when the time to eat came she was nowhere to be found. Instead on her chamber floor lay foreign lettering, written out in fresh blood” stated Ruben as near by song birds of awoke and started to chirp.
  
'''Dryads''' are walking, talking plant-humanoid hybrids covered in protective bark. They are fast healers. Dryads are guardians of The Dark Woods, and they have no taboos against sorcery. Dryad sorcerers have been known to take the form of hulking trolls or tentacled trees.
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“Fresh blood indeed! Drawn from where?” interrupted Willard.
  
[[Image:Mmf-wood-troll.jpg|150px]]
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“I’ll get to that part” continued Ruben, “when the guest disappeared, this became a topic of conversation at dinner. Soon everyone knew of the findings in her room. Arguing ensued as a strange rage took hold of all their hearts. The possibility of a curse was mentioned at the supper table and someone else said the notion was foolish. Then someone raised their voice at the notion that the notion of a curse was foolish, and then someone slapped them for yelling," explained Ruben.
  
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[[Image:Small colo portrait.jpg|250 px]]
  
'''Ghouls''' are undead who develop grotesque mutations. They can absorb the abilities and features of creatures they eat, including creatures that have no magical essence. Ghouls are from the outbreak that destroyed the home world of the Order of Thanatos, and the order believes the ghouls are related to the essence of The Dark Woods.  Creatures killed by ghouls often rise as ghouls themselves if their corpses are intact.
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"A punch was returned for a slap, a stab with a fork for a punch, and a drawn sword for a fork stab. Someone drew a sword to assist, and they were stabbed in the back by another. Two young brothers were wrestling in a death grip, just in front of the castle door, when they slipped and fell, still clinging to each other’s throats, and rolled down the castle stairs into the courtyard. Once off the castle steps they released each other almost immediately. They tried to help, but all inside were too infuriated to listen to their beckoning. Too busy killing each other you see. Fearing the violence, these two did not dare go back inside the castle until it was too late." Ruben stopped to wipe some water off his beak that fell from the leaf of an overhanging tree branch.
  
[[Image:GhoulCrawlingTheDarkWoods.png|170px|left]] [[Image:GhoulTheDarkWoods.png|150px]]
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“Until it was too late? They went back in?” Thick fog was forming a slippery mud film on the trail.
  
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“They found a sight of unspeakable carnage. The dead and their blood had been strewn all about the castle. But they found the executioner in the cellar kitchen. He wore his ceremonial hood and uniform, and was draining the blood from dead bodies into wine barrels. Apparently he was muttering a strange language to himself.”
  
'''Gryphons''' have the wings, head and talons of an gigantic eagle and the body and legs of a lion. Gryphons of The Dark Woods are often colo sorcerers who have acquired attributes of big cats and predatory birds on their way to becoming dragons. These gryphons may have unusual features like tiger stripes, leathery bat wings or feathered tails.
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“Old wives tales and their strange languages!” jested Willard.
  
[[Image:WildGryphonTheDarkWoods.png|300px]]
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“Well, they ran for it, escaping the executioner. That’s how the story goes, strange languages and all.”
  
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“Ah, but what where did the hag get the newly drawn blood from to draw her archaic symbols with?”
  
'''Striders''' are bipedal canine lagomorphs. They have a low center of gravity, long floppy ears and short snouts with ape-like lips. Because striders crave competition and glory, and have a strong natural instinct for loyalty, they are often employed as mercenaries by sorcerers.
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“The brothers fled to near by authorities. After a few days of searching out and questioning possible suspects, an eccentric old beggar was found with bandages on her hands. The servants identified her as the witch. She claimed to not know how the wounds appeared on her hands and, as all wicked witches do, denied any involvement in witchcraft. For her lies, she was bound and burned alive." Ruben's voice had a dignified tone.
  
[[Image:Mmf-seuss-boxer.jpg|140px|left]] [[Image:Mmf-seuss-chainmail.jpg|120px]]
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"At least the story has a happy ending” chuckled Willard in relief.
  
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“Not quite, you see that was centuries ago. Ever since there have been sightings of this same Executioner, always at night, and always with his ceremonial burlap hood. No one dares approach the castle. Every year or two someone winds up missing in this region. There are hundreds reported missing now.”
  
'''Morlocks''' are subterranean humanoids with large dark eyes and pale, yellowish or gray skin. They are mostly or entirely bald with tiny ears and flat noses. Morlocks evolved from humans before discovering the Dark Woods while exploring time and space.  
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The fog was clearing. The silhouette of the fortress roof startled Willard from his thoughts. “Look over there” exclaimed Willard nervously, “we had better get ready.
  
Morlocks are excellent climbers. Sorcerers that were once morlocks often have telekinetic powers that allow them to levitate things, climb on ceilings or leap unnaturally high.
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At the side of the trail, they took off their robes, revealing backpacks, soft leather armor, brass breastplates and waist sheathed short swords underneath. Emptying their packs, they fastened iron helmets with face guards, mounted a large heavy mallet to each of their belts along with a few unlit torches, and strapped belts of barbed oak stakes on their shoulders. Willard hoisted a coil of rope onto his left shoulder, and Ruben stuffed the robes into the backpacks and hid the packs in the bushes. They continued quietly down the path.
  
[[Image:TheDarkWoodsMorlockScary.png|150px|left]] [[Image:TheDarkWoodsMorlockBoxer.png|120px]]
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The outer wall of the fortress, three or four stories high, was formed from small boulders and large rocks fitted together with crude mortar. If there had been a mote outside of the wall at one time, it had since eroded into obscurity, as vines and trees now grew up against the outside wall, preventing it's collapse in some places. The log supports used to build the wall were never removed from the inside, and had been used to maneuver atop the wall.
  
Morlock settlements are always found underground, and often organized into industrial communes. Settlements ruled by sorcerers are referred to as "morlock cults."
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They quickly snuck through the large front gate to the courtyard, which lay broken and open. Creeping through the morning's wet, well-grazed grass to the courtyard, they quietly skirted towards the front entrance to the fortress. Willard gestured at a large, burnt wooden pole sticking up vertically in the middle of the courtyard.
  
'''Nagas''' are serpentine creatures with a humanoid upper body and the lower body of a very large snake. Nagas are legless relatives of varana (see below) and specialize in paralyzing their opponents with venom.
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Ruben replied with a shrug and pointed towards the castle’s front door. The castle it's self, a story or two higher than the outer wall in most places, was constructed in the same way as was the outer wall, but it was in poorer repair without the trees and vines to hold it together. From the ground it was impossible to tell if it had a flat roof or no roof at all, as there was some sort of old wooden frame work on top of the castle, but it's function was concealed by it's eroded condition, and by the fact it was covered by noisy, jet black, perched crows.
  
[[Image:Mmf-serpent-man.jpg|250px]]
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They carefully found their way to the creaking front steps, then through the main massive wooden double door, which already lay open for them enough to squeeze through without having to try to force the door open further.
  
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The inside of the castle was unusually dark and dry. They stopped for a moment to light a single torch. Suddenly a floor plank gave out underneath Ruben with an audible “crack.” His arms lashed out to keep himself from falling all the way through, but he only broke more rotten wooden planks on his way to the darkness below.
  
'''Satyrs''' are humanoids fram a parallel Earth where primates have horns, hooves and the combined agility of goats and monkeys.
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"Are you OK?” screamed Willard, as he lay at the edge of the hole left by Ruben’s fall. Willard knelt down, lowering his torch to offer light into the large chamber below, which was full of old sturdy tables. Willard could see Ruben, who was picking himself up out of a pile of dust.
  
[[Image:TheDarkWoodsSatyrKneeling.png|200px|left]] [[Image:TheDarkWoodsSatyrRunning.png|180px]]
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“I think I’ve found the coffin, hurry!” Ruben pointed to an object not clearly visible to Willard.
  
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Willard squeezed his hands and felt liquid on them. He examined the edge of the new hole in the floor and noticed blood around its edge. However, it was not in random patches as he thought it should be. The blood seemed to form some sort of lettering. What does that word say.. is that a letter… not a letter, a number? No, some kind of symbol I think..." thought Willard, as he jumped back, dropping the rope into the hole, involuntarily screaming, “Ahh!”
  
'''Seekers''' are giant insects that walk on two legs. They have wickedly sharp, flexible tails, elongated heads, three eyes and four arms. Seekers come from a swampy world with huge bugs and an oxygen-rich atmosphere. Seeker technology avoids fire - which is difficult to control in their native atmosphere - and specializes in medicine, biochemistry, and preserving knowledge. Seekers do not have permanent settlements in The Dark Woods, but they study The Dark Woods and use it to access numerous other worlds.
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“What is wrong Willard?” cried Ruben’s voice from the hole.
  
[[Image:SeekerArmoredTheDarkWoods.png|180px|left]] [[Image:SeekerFaceTheDarkWoods.png|270px]]
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Willard shook his head in disbelief. The flickering lighting from the torch was poor; he must have been seeing things. “Nothing, I just slipped. I’ll be right down!”
  
Seekers hatch from clutches of hundreds of eggs and do not have names until they accomplish something to distinguish themselves as individuals.  Seeker are constantly exploring to bring new knowledge home to their hive, recording observations and collecting specimens.
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“Hurry, get down here now! I'm in the kitchen, I'm sure!”
  
Sorcerers who develop unique anatomy are of particular interest to seeker abductors. Seekers may capture sorcerers to observe their behavior for a short time, they may attack sorcerers without warning to murder and preserve them as anatomical specimens, or they might join causes with a group of sorcerers simply for the opportunity to study a group from the inside.
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Willard carefully walked through the front hall into a dark cluttered room and then through another. Even with a torch it was difficult to tell much about what the castle's interior had been like before it had been abandoned. Besides the poor lighting, time had taken its toll on the Castle interior. He noticed there were definitely signs of a struggle, with turned over tables and discarded weapons lying about. The struggle had obviously ended long ago, as most everything was covered in dust and cobwebs. He noted that the presence of weapons meant that there had been few visitors since the struggle had taken place.
  
'''Varana''' descended from human treasure hunters who settled permanently in The Dark Woods. Over generations the essence of The Dark Woods has transformed them into a race of lizard men. Varana scavenge The Dark Woods seeking treasure to horde, and get violently territorial about ruins they think hold particularly valuable secrets. They have been known to use their venomous bite as a weapon of last resort.
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He found the staircase down and felt his way down using an old rickety handrail. Suddenly he heard an old lady’s voice, which with frozen breath whispered into his ear, “I’m going to rip out your lungs and soak my rose garden with your blood!”
  
[[Image:TheDarkWoodsVaranaTailless.png|280px|left]] [[Image:Mmf-reptilian-plate.jpg|150px]]
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“Ahh!” screamed Willard again, pulling his sword and swinging fiercely at the old witch behind him. However, all he hit was the rock wall of the staircase. A mangy old crow on the step behind him, where he thought the witch should have been, squawked loudly and flapped off into the shadows. He resumed creeping towards the cellar, shaking his head in unbelief and self-doubt.
  
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Even before entering the kitchen, Willard noticed the large wooden coffin lying in the center of the floor. He crept through the cellar basement towards the kitchen, and then into it, cautiously creeping towards the coffin. "Don’t forget the procedure!" remembered Willard as pulled out a barbed oak stake with his left hand and readied his large wooden mallet. Willard paused as he noticed a large, bloody executioners axe lying against the coffin. Where is Ruben? he thought, oh no, the yelling! He must have awakened it! This thing has killed Ruben!
  
'''Wargs''' are wolf-like humanoids adapted to the hostile environment of The Dark Woods. They are hard to kill and have keen natural senses, sharp fangs and claws, and increased strength.
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Willard grimaced as his fear turned to anger. He kicked the finely crafted wooden lid off of the coffin, revealing a hooded, bare-chested colo ghoul inside. He straddled the coffin, plunging the stake downward, following it with a massive swoop of his mallet. He struck the stake again a second time, but his third blow was stopped by the ghoul’s hand driving into his chest, throwing him off of the coffin and onto the cold floor, rear first.
  
[[Image:Mmf-werewolf3b.jpg|250px|left]]  [[Image:Mmf-werewolf4.jpg|200px]]
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As Willard rose to his feet, so did the creature, struggling to remove the stake from its body. “Oh no! I’ve missed the heart!” thought Willard when he saw that the stake protruded more from the throat of the ghoul than its chest. It waved at him with one hand threateningly as it pulled futilely at the barbed stake, causing a light spray of blood to darken its chest. Willard readied another stake and charged, thundering angrily “this one’s for Ruben!”
  
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The creature side stepped out of the coffin off the line of Willard’s charge, grabbing Willard’s available mallet arm and swinging him into a cold stone wall head first, causing an audible “clang” from Willard’s helmet. The impact stunned Willard, and he dropped his stake and mallet as he stumbled to the floor.
  
'''Wraiths''' are otherwordly supernatural creatures whose appearance ranges from apparently normal mortals to ghoulish skeletal monstrosities. Each wraith has a recollection of having had a mortal life in it's past. Normally wraiths are ghost-like, unable to manipulate the physical world, but the essence of The Dark Woods causes them to condense, solidify, and become physically powerful.
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Willard shook his head in pain, climbing to his feet. He could not believe the power of the creature he faced. He attempted to draw his sword, but was denied by a forceful boot to his mid section, which threw him back out of the kitchen into the darkness of the cellar. The ghoul chased after, half screeching, half gurgling.
  
[[Image:TheDarkWoodsAngel.png|300px]]
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Willard watched as the ghoul held the stake with one hand and lashed out in the dark with the other. He tried to quietly draw his sword. The ghoul turned and charged right at him, but this time Willard was faster; with a massive thrust he impaled the left side of the its lower body with his sword. For a moment it was stunned as Willard twisted the blade, causing vital fluids to spill out onto the floor. As the ghoul’s weight retreated, it slipped on some of its own drippings and stumbled. Willard let go of his sword and kicked at the creature’s legs will all of his might, sweeping it to the floor. He drew a stake and plunged downward with both hands.
  
Wraiths are supposedly created by the angel of death. Pious wraiths worship the angel of death, following religious texts and traditions attributed to this being. The tenets of this religion suggest that wraiths should be the only immortals, and other creatures with unnatural longevity should fall before them. Pious wraiths prefer weapons with symbolic relevance to this philosophy, especially sacrificial knives, sickles, and scythes.
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Willard secured the stake with a series of stomps, but the ghoul kept writhing. He secured another stake, and then another. First binding the colo like feet with rope, he dragged the corpse by the rope towards the staircase. His sword scraped loudly as it was still impaled the creature, its point dragging on the cobble stone floor.
  
== Form Teams ==
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As Willard dragged the ghoul up the staircase, it finally quit writhing, its head sounding “thud, thud” with each step upwards. The sword made the dragging difficult as it snagged, making a clinging sound step after step. The body seemed to get lighter and lighter as he dragged. Someone stirred far off in the fortress, causing creeks and faint weeping sounds. Is that just crows, or is Ruben still alive? I’ll have to go find him after I finish this.
Divide the players into two teams. Each team will play a gang of sorcerers. These two groups of player characters (PCs) are in a race to see who can defeat Kaizen first, and become the new rulers of The Dark Woods. Each team belongs to an association within The Dark Woods society. Each team of players must choose one (and only one) association for all of their PCs, and the two teams must have different associations.
 
  
=== Colonists ===
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Willard dragged the ghoul through the dark cluttered rooms into the main front hall where Ruben had fallen through the floor. He stopped to catch his breath. He took off his helmet and breastplate to ease his burden. He debated whether to take the ghoul outside to burn it, or to risk burning it inside the dry interior of the fortress where it lay. Then he noticed the amount of damage done to the body, and how its loss of blood and other internal tissues had been the cause of it becoming lighter, forming a bloody, lumpy trail back into a cluttered room.
Your PCs can pass as not-warped-beyond-usual by the essence of The Dark Woods, and the Order of Thanatos does not suspect you of sorcery.  The colos are impressed by your apparent piety and mastery of scripture and dogma, and authorize you to explore and colonize The Dark Woods.
 
  
[[Image:TheDarkWoodsColoBros.png|400px]]
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“Willard, thank goodness you’re safe” came Ruben’s voice from out of the shadows behind Willard. Ruben’s hunched, armored figure approached the downed ghoul. The creature spastically jolted to its hands and knees, desperately trying to get up. A massive sweep of Ruben’s boot sounded in the specter’s rib cage with an audible “crunch”, smashing the creature against a narrow pillar into a vulnerable prone position. Ivory tusks now protruded from the dripping, bloody, torn skin of the ghoul’s rib cage.
  
Whenever your PCs encounter Colo Crusaders, you can choose to not fight them (and also then not get to feed on their essence.)  You can also fight them as normal.
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Willard walked to the front doors to put down his armor and to let more light into the structure. As he was pulling a door open he noticed that there was a large cluster of rose bushes very near the burnt pole in the courtyard. He scratched some dried blood off of his face, wondering why he hadn’t notice the roses before.
  
=== Necromancers ===
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Then he noticed the burnt pole was no longer there. Willard panicked, pulling the door open with a series of forceful yanks, trying to protect himself with twilight from the confusing darkness of the fortress. Each yank produced an unsettling creaking, cracking sound as the door resisted Willard's force. When he finally got the door open wide enough, he glanced back inside. They had created more of a mess than he thought, with blood splattered about from the corpse. “Take off its hood, let's get a good look at it” insisted Willard desperately.
At least one of your PCs is completely obsessed with mastering the darkest arts, willing to take on any rival power to demonstrate his/her/it's supremacy. The other PCs either share his interests or accommodate him out of fear of what he might do if angered.
 
  
Whenever your PCs encounter ghouls or wraiths, you can choose to fight them as normal, or instead have the ghouls or wraiths immediately attack the other team.
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[[Image:Harpyduck.gif|250px]]
  
=== Raiders ===
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The hunched figure hefted the corpse by the throat into the air with one hand, yanked the hood off with the other, and chucked the body across the room into Willard, knocking him to the floor. Ruben’s face gazed up at Willard from the mutilated body. “Nooooooo !” cried out Willard as he realized his mistake. Willard knew he had tortured and killed his own mentor. "Back in the cellar someone must have dressed Ruben up to look like the ghoul!" he realized suddenly.
Your PCs are a well organized group of experienced plunderers. You are here to take The Dark Woods for all it's worth.
 
  
Whenever you successfully defeat boggarts or morlocks, you each get one additional ability point because you are able to shake them down for their local stash of magic items and treasure, before you feed on their essence.
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The ghoulish figure removed Ruben’s helmet it had been disguising itself with. Willard could make little distinction between the darkness of the shadows and the shadowy evil of the head of the creature, because of a dark fog around it's head.  He was bare able to make out the beak of a colo.
  
=== Rangers ===
+
The creature glared over at Willard, stake in hand. “Now we will see how you like it…” screeched a familiar, yet twisted voice of an old lady. Leaping to his feet, Willard pulled a stake and charged. The burlap hooded ghoul intercepted Willard’s lunge, impaling Willard’s chest with a barbed oak stake. Sudden darkness ended all of Willard’s pain and confusion.
Your PCs have studied philosophy and martial arts with the dryads. You have entered a pact with them to rule The Dark Woods with the utmost care for environmentalism and biodiversity.
 
  
Whenever your PCs encounter Dryad Druids, instead of fighting them your encounter is automatically successful, as your PCs take this opportunity to practice zen "rooting" meditation, knock-down "branch-sparring," "tangle vine" Tai Chi and other ancient training techniques that help your PCs focus their essence more efficiently.
 
  
=== Scholars ===
+
An ancient, decrepit colo stood high in the air balanced on the top of a tall, ruined stone wall. Her black hooded witch's robe and jet black hair flagged in the chilling, howling wind. Her eyes emitted a flickering shadow around her, the same way a torch would emit light in the darkness. She plucked thorns from her bleeding hands. The spiteful grin on her face revealed her wicked glee.
At least one of your PCs has a background in helping Seekers collect specimens.
 
  
Whenever your party encounters Seeker Abductors, your party can choose to be transported to any space other than Kaizen's Lair, where you will begin your next turn.  However, you may not fight the Seeker Abductors or feed on their essence.
+
[[Image:SmallOldCrowBust.gif|210px]]
  
 
== Make PCs ==
 
== Make PCs ==
Every player has one personally designed character called a "PC" (or "player character.") This PC feeds on the essence of his fallen foes to become more powerful, technically making it a sorcerer.  The antagonist in "The Fall of the Blackmanes" (who is known as The Old Crow in this game,) is one example of a very experienced sorcerer in The Dark Woods.  However, these kind of sorcerers can take almost any form.  A sorcerer could be a mighty warrior, a dragon, some other dangerous monster, or even something more subtle.   
+
Every player has one personally designed character called a "PC" (or "player character.") This PC feeds on the essence of his fallen foes to become more powerful, technically making it a sorcerer.  The antagonist in "The Fall of the Blackmanes" (who is known as The Old Crow in this game,) is one example of a very experienced sorcerer in The Dark Woods.  However, these kind of sorcerers can take almost any form.  A sorcerer could be a mighty warrior, a dragon, some other dangerous monster, or even something more subtle.  Players should use their imagination, and use the [[Scratch | Scratch Role-Playing System]] (see Basic Rules) to make a sorcerer with a maximum ability level of 5 and a maximum total ability level of 15.
 +
 
 +
[[Image:Catfishman The Dark Woods.jpg]]
  
[[Image:TheDarkWoodsCatfishman.png|300px]]
+
Here are some questions to answer when making a good character description of a sorcerer: How does your PC feed on the essence of a fallen foe? (Does your PC use fangs to "suck their blood," make a soup out of them in a large black cauldron, use a talisman to absorb their aura, or some other sinister technique?) What is it about your PC that makes it have the abilities it does?  What is the origin of your PC?  What shape does your PC have now?  How does your PC defend itself? What is your PC's personality like? What equipment does your PC use on a regular basis?
  
Players should use their imagination, and use the [[Scratch | Scratch Role-Playing System]] (see Basic Rules) to make a sorcerer with a maximum beginning ability level of 8 and a maximum beginning total ability level of 16.
+
[[Image:Colo bros.jpg|300px]]
  
  Name:_______________________________  Description:_______________________
+
  Dark Woods Character Sheet
_________________________________________________________________________
 
_________________________________________________________________________
 
 
                              Abilities
 
 
   
 
   
 
  Level  Ability        Description
 
  Level  Ability        Description
_____  <u>toughness    </u>  __________________________________________________
 
 
  _____  ______________  __________________________________________________
 
  _____  ______________  __________________________________________________
 
  _____  ______________  __________________________________________________
 
  _____  ______________  __________________________________________________
Line 146: Line 164:
 
  _____  ______________  __________________________________________________
 
  _____  ______________  __________________________________________________
 
  _____  ______________  __________________________________________________
 
  _____  ______________  __________________________________________________
 
+
  _____  ______________ __________________________________________________
  Stamina:_____  Hitpoints:________________________________________________
 
 
                              Defenses                             
 
 
      Agility:_________ Intelligence:__________ Strength:___________
 
   
 
  
An electronic character generator for The Dark Woods can be found at
+
== Associations ==
[http://gameartsguild.com/dwpc/ http://gameartsguild.com/dwpc/]
+
The players are divided into two gangs of sorcerers, "team 1" and "team 2."  These two groups are in a race to see who can defeat Kaizen first, and thus become the new rulers of The Dark Woods.
  
Here are some questions to answer when making a good character description of a sorcerer: How does your PC feed on the essence of a fallen foe? (Does your PC use fangs to "suck their blood," make a soup out of them in a large black cauldron, use a talisman to absorb their aura, or some other sinister technique?) What is it about your PC that makes it have the abilities it does? What is the origin of your PC?  What shape does your PC have now?  How does your PC defend itself? What is your PC's personality like? What equipment does your PC use on a regular basis?
+
Each team's group of PCs should have an association with a part of the larger social structure in The Dark Woods.  Each association has certain effects on the team. Each team can only have one association, and the two teams must have different associations.
  
[[Image:Treeman2.png|300px]]
+
=== Colonists ===
 +
Your PCs can pass as not-warped-beyond-usual by the essence of The Dark Woods, and the Order of Thanatos does not suspect you of sorcery.  The colos are impressed by your apparent piety and mastery of Judeo-Christian or Order of Thanatos scripture, and authorize you to explore and colonize The Dark Woods.
  
=== Rules Summary ===
+
Whenever your PCs encounter Colo Crusaders, you can choose to not fight them (and also then not get to feed on their essence.)  You can also fight them as normal.
The Dark Woods uses the [[Scratch | Scratch Role-Playing System]] for its combat and character creation rules. See the Scratch Role-Playing System chapter for the complete rules.
 
  
{{:Scratch:Summary}}
+
=== Necromancers ===
 +
At least one of your PCs is completely obsessed with mastering the darkest arts, willing to take on any rival power to demonstrate his/her/it's supremacy.  The other PCs either share his interests or accommodate him out of fear of what he might do if angered.
  
=== Example PCs ===
+
Whenever your PCs encounter Hungry Ghouls, you can choose to fight the Hungry Ghouls as normal, or instead have the Hungry Ghouls immediately attack the other team.
  
 +
=== Raiders ===
 +
Your PCs are a well organized group of experienced plunderers.  You are here to take The Dark Woods for all it's worth.
  
Smolder (13 agility, 12 intelligence, 15 strength, 4 stamina) is a colo sorcerer turned winged fire breathing dragon, looking to take the throne for himself. He absorbs essence by swallowing his opponents whole when possible, and in pieces when not.
+
Whenever you successfully defeat Boggarts, you each get one additional ability point because you are able to shake them down for their local stash of magic items and treasure, before you feed on their essence.
  
2 blasting: fire-breathing
+
=== Rangers ===
 +
Your PCs have studied philosophy and martial arts with the dryads.  You have entered a pact with them to rule The Dark Woods with the utmost care for environmentalism and biodiversity. 
  
1 knock-out: huge, natural weapons
+
Whenever your PCs encounter Dryad Druids, instead of fighting them your encounter is automatically successful, as your PCs take this opportunity to practice zen "rooting" meditation, knock-down "branch-sparring," "tangle vine" Tai Chi and other ancient training techniques that help your PCs focus their essence more efficiently.
  
3 flying: winged
+
=== Scholars ===
 +
At least one of your PCs has a background in helping Seekers collect specimens. 
  
2 detection: high-flying perspective
+
Whenever your party encounters Seeker Abductors, your party can choose to be transported to any space other than Kaizen's Lair, where you will begin your next turn.  However, you may not fight the Seeker Abductors or feed on their essence.
  
8 toughness: bigger than a horse and growing fast
+
== Map ==
 +
Each time this game is played, and after the PCs have been divided into two teams, one player should roll a 20 sided dice to see if all the PCs on his team will be team 1 or team 2.  If he rolls above a 10, then his team is team 1, and otherwise his team is team 2.  The same player should then roll a 20 sided dice again.  If he rolls above a 10, then his team goes first.  Otherwise, the other team goes first.
  
 +
A team can each move one space on their turn.  The new space will have instructions on how to determine what happens when the team moves to that place.  Do not repeat these instructions unless your party moves off that space and then back onto it.  Kaizen's Lair in the middle of the map can only be moved to from the Eastern Crags space. 
  
 +
Each space indicates which movement abilities apply to that space.  These indications do not affect agility, but they do indicate which abilities can be used to evade, and if swimming bonuses can be applied.
  
Henry (13 agility, 10 intelligence, 10 strength, 1 stamina) is a human hunter from another world, looking for challenging game.  He is armed with a powerful hunting rifle.  Eager to try exotic foods, he absorbs essence by roasting meat over open flames, with a new wolf-like disregard for the etiquette he had once mastered on his homeworld.
 
  
3 stealth: experienced hunter, new wolf-like instincts
+
{| class="wikitable" border = 5
 +
| Silent Groves:
 +
Team 1 Start
  
6 shooting: long range rifle with scope,
+
Quickness & Flying movement
  
4 knockout: from-hip shots at specific organs, new wolf-like reflexes
+
Random Encounter
 +
| Lake of the Lost:
 +
Swimming & Flying movement
  
3 toughness: normal human size
+
1-9: Crocodiles
  
 +
10-16: Crocodragons
  
 +
17-20: Random Encounter
 +
| Howling Hills:
 +
Acrobatics & Flying movement
  
Katzenjammer (12 agility, 12 intelligence, 14 strength, 3 stamina) is the six-limbed dragon son of Kaizen, who is plotting to take Kaizen's throne.  Inhales the smoke of his burning foes to absorb their essence.
+
1-12: Wargs
  
2 stealth: trickster
+
13-20: Random Encounter
 +
|-
 +
| Colo Country:
 +
Flying and Quickness movement
  
2 detection: wisdom of the ancients
+
1-2: The Old Crow
  
3 wrestling: deceptive self defense
+
3-14: Colo Crusaders
  
3 shooting: fire ball
+
attack from fort.
  
6 toughness: as big as a horse
+
15-20: Nothing; colos hunted all
  
 +
enemies to extinction in this area.
 +
| Kaizen's Lair:
 +
Acrobatics and Swimming movement
  
 +
Fight Kaizen and his
  
Necro (11 agility, 16 intelligence, 10 strength, 1 stamina) is a morlock sorcerer turned evil mage, bent on mastering the power of The Dark Woods.  He absorbs the essence of his fallen enemies by looking into their eyes as they die.
+
crocodragon followers.
 +
| Savage Gorge:
 +
Acrobatics and Flying movement
  
1 acrobatics: former 3 dimensional lifestyle
+
Entrance to Kaizen's Lair
  
6 blasting: chain lighting attack
+
1-15: Each PC must make a flying,
  
6 command: 2 zombies
+
acrobatics, or swimming check
  
3 toughness: human sized
+
vs. 12, or team must have the
  
 +
"Dragon, Giant" encounter.
  
Necro's Zombie (10 agility, 10 intelligence, 9 strength, 0 stamina)
+
16-20: Random Encounter
 +
|-
 +
| Grim Glades:
 +
Quickness & Flying movement
  
2 toughness: unmotivated, slow, and easy to topple
+
Team 2 Start
  
1 wrestling: dog-pile overwhelm
+
Random Encounter
 +
| Forbidden Bog:
 +
Swimming and Acrobatics movement
  
 +
1-9: Nagas
  
 +
10-20: Random Encounter
 +
| Ancient Ruins:
 +
Quickness and Acrobatics movement
  
 +
1-2: The Old Crow
  
Talonis (14 agility, 10 intelligence, 13 strength, 3 stamina) is a colo sorcerer turned gryphon, looking to be involved in whatever new dynasty takes over The Dark Woods next.  He tears out and devours the hearts of his fallen foes in order to absorb their essence.
+
3-12: Varana attack your
  
4 flying: winged
+
party to protect their territory.
 
 
6 fighting: talons, beak, claws, experienced brawler
 
 
 
6 toughness: as big as a horse
 
 
 
 
 
 
 
Wanderlust (12 agility, 12 intelligence, 14 strength, 3 stamina) is a dryad sorcerer looking to take control of The Dark Woods for the dryads.  He buries remains of his foes and ponders the meaning of their life in order to absorb their essence.
 
 
 
2 healing: tentacle injects a blood/sap parasite stimulant
 
 
 
2 stealth: one with nature
 
 
 
3 wrestling: dryad Tai Chi
 
 
 
2 knockout: mallet fist
 
 
 
7 toughness: larger than human, protective bark
 
 
 
== Map ==
 
 
 
If one team has more players than the other, the smaller team should go first. If both teams have the same number of players, then a player should roll a 20 sided die. If this roll is greater than 10, then his team goes first. Otherwise, the other team goes first.
 
 
 
At the beginning of the first team's turn, one player on that team should roll a 20 sided die. If this roll is greater than 10, then his team's first encounter is on the Silent Groves space and the other team's first encounter is at the Grim Glades. If the player rolls 10 or less, then his team's first encounter is at the Grim Glades and the other team's first encounter is at the Silent Groves.
 
 
 
Before a team has an encounter on their turn, they can move one space. If neither team has visited the new space, one of the players should read the description of that space (the text in ''italics''.) The new space will tell the players which encounter they have at this space, or it will have a table for choosing encounters with a die roll. Do not repeat the encounter or roll for another encounter on that space unless the team moves off that space and then back onto it. Teams can only enter Kaizen's Lair in the middle of the map from the Savage Gorge space. 
 
 
 
Each space indicates which movement abilities can be used to evade and catch evading enemies in that space. (This only affects the evade and catch actions. It does not affect normal agility.) If one of the movement abilities listed is swimming, then swimming ability bonuses from being in water also apply in that space.
 
  
 +
13-20: Random Encounter
 +
|}
  
[[Image:TheDarkWoodsMap.png|675px]]
+
[[Image:Map_001_small.png]]
  
=== Encounters ===
+
== Encounters ==
 
When a team takes on enemies, there is always an equal number of enemies to team members.  The opposing team's players controls the enemies to see what kind of damage they can do to this team.
 
When a team takes on enemies, there is always an equal number of enemies to team members.  The opposing team's players controls the enemies to see what kind of damage they can do to this team.
  
Line 276: Line 297:
 
If "random encounter" is called for, roll a 20 sided dice to see which of the following encounters happens (never do the same encounter twice in a row for each team - if the team did the roll encounter the as their last combat-encounter, then roll again):
 
If "random encounter" is called for, roll a 20 sided dice to see which of the following encounters happens (never do the same encounter twice in a row for each team - if the team did the roll encounter the as their last combat-encounter, then roll again):
  
1: Boggarts
+
1: The Old Crow
  
 
2-4: Colos
 
2-4: Colos
  
5-7: Dryads
+
5: Satyrs
 
 
8-9: Ghouls
 
 
 
10: Hunters
 
  
11-12: Morlocks
+
6: Gryphons
  
13: The Old Crow
+
7-9: Boggarts
  
14: Satyrs
+
10-12: Dryads
  
15: Striders
+
13-15: Ghouls
  
16-18: Seekers
+
16: Morlocks
  
19: Wargs
+
17-19: Seekers
  
20: Wraiths
+
20: Wargs
  
 
=== Team vs. Team ===
 
=== Team vs. Team ===
Line 305: Line 322:
 
If one team is smaller than the other, than the larger team must choose which of it's PCs will fight the smaller team, and they should choose the same number of PCs that the smaller team has.
 
If one team is smaller than the other, than the larger team must choose which of it's PCs will fight the smaller team, and they should choose the same number of PCs that the smaller team has.
  
=== Extending the Game ===
+
=== List of Encounters ===
If the game ends too quickly and the players wish to play on after one team has defeated Kaizen, replace Kaizen and his minions with the team that dispatched him. Have the players of those characters make up a new characters. Divide the team that did not win into two new teams, and have the new characters join one of the new teams.
 
  
== List of Encounters ==
+
==== Boggarts ====
 +
Boggarts are malevolent faerie folk with a taste for the property and discomfort of others, using fearsome trickery to exact their twisted will.  They appear as dwarf humanoids, covered in monkey like fur and who's grin reveal vampire like fangs.
  
=== Boggarts ===
+
[[Image:BoggartTheDarkWoods.png|200px]]
Hairy boggarts drop on you from the trees. They scratch and bite you while tugging at your possessions.
 
  
Boggart Robbers (15 agility, 10 intelligence, 14 strength, 1 stamina)
+
Boggart Robbers jump the PCs in an attempt to steal their equipment.
  
5 stealth: silent, almost invisible
 
  
5 wrestling: clever fighting style that ties up opponents
+
Boggart Robbers (1 stamina, 17 agility, 10 intelligence, 14 strength)
  
3 toughness: small stature
+
7 stalking: extremely stealthy
  
 +
4 wrestling: clever fighting style that ties up opponents
  
=== Colos ===
+
2 toughness: small stature
A patrol of heavily armored colos recognize you as sorcerers and attack with righteous fury.
 
  
Colo Crusaders (12 agility, 10 intelligence, 12 strength, 2 stamina)
 
  
2 stealth: hunting experience
+
==== Colos ====
 +
The most common intelligent creature in The Dark Woods is the colo.  Colos come from a world like Earth's Triassic period.  There they thrived as their homeworld's foremost predator, having a strong pack hunting instinct.  These bird-like humanoids reproduce faster than humans, but have a naturally shorter life span than humans.  Colo cultures tend to be focused on heroic accomplishments, often in the form of collecting impressive hunting trophies.
  
5 fighting: close range weapons, martial arts
+
Colos were intentionally introduced to The Dark Woods by the Order of Thanatos.  This ancient order wished to end the practice of sorcery in The Dark Woods.  The colos they brought were indoctrinated and trained by the order, so that most of the Colos claim the Order of Thanatos as their religion. 
  
2 shooting: hunting weapons
+
Most of colo society in The Dark Woods is focused on a crusade to hunt and destroy all the sorcerers in The Dark Woods.  These colos live in forts filled with many large families.  The social structure is miltaristic, with each fort being led by a "captain" and his many "officers."  (Many a sorcerer have commented that colos "taste like chicken," but many more have found themselves overwhelmed and executed by colos.)
  
5 toughness: well armored and conditioned soldiers
+
[[Image:ColoScowlTheDarkWoods.jpg|120px|left]]  [[Image:ColoHeadTheDarkWoods.png|200px]]
  
 +
Heavily armored and well trained Colo Crusaders on a routine patrol notice the PCs, and attack in righteous fury they assume your PCs are involved in sorcery.
  
=== Crocodragon ===
 
Hungry crocodragons, longer than a crocodile, with serpentine bodies and six powerful clawed arms, are stalking you.
 
  
[[Image:Crocodragon.png|250px]]
+
Colo Crusaders (2 stamina, 12 agility, 10 intelligence, 15 strength)
  
 +
1 stalking: hunting experience
  
Hungry Crocodragon (13 agility, 10 intelligence, 13 strength, 2 stamina)
+
2 fighting: close range weapons
  
2 swimming: amphibious lifestyle
+
2 shooting: hunting weapons
  
4 wrestling: python fighting style
+
5 toughness: well armored and conditioned soldiers
  
3 stealth: clever hunters
 
  
4 toughness: larger than humans
+
==== Crocodiles, Large ====
 +
Large crocodiles are armored archosaurs that live mainly in water. If the big reptiles can drag a character back into the water they will hold the character under until he drowns.
  
=== Brimstone ===
+
[[Image:CrocodileAncientAndDeadly.jpg|400px]]
The giant fire-breathing dragon Brimstone guards the wilderness near Kaizen's lair. According to legend, she was once a colo sorceress apprenticed to Kaizen.  Over time, Brimstone used the essence of The Dark Woods to transform herself and her disciples into huge dragons and gryphons.
 
  
If each member of your party makes a flying, acrobatics or swimming roll of 12, you can sneak past Brimstone's patrols and instead have a random encounter. If any of you fail your roll, Brimstone's guardian gryphons spot you and you must fight her.
+
Large crocodiles (3 stamina, 13 agility, 10 intelligence, 16 strength)
  
After you defeat Brimstone and feed on her essence, Kaizen uses his dark magic to resurrect Brimstone and restore her power. So any time a party enters this area they must roll to avoid Brimstone no matter how many times she has been defeated.
+
3 wrestling: bite and twist
  
[[Image:TheDarkWoodsBrimstone.jpg|450px]]
+
2 swimming: amphibious lifestyle
  
Brimstone (13 agility, 13 intelligence, 19 strength, 6 stamina)
+
3 stalking: keen senses and experienced hunters
  
3 detection: eagle eyed
+
6 toughness: large, strong, natural armor
  
4 blasting: fire breathing
 
  
3 knockout: giant talons
+
==== Crocodragon ====
 +
Crocodragon are swamp-dwellers. Although longer than a crocodile, the crocodragon is considered a relatively small dragon.
  
3 flying: winged
+
[[Image:Crocodragon.png|250px]]
  
12 toughness: larger than elephant, extensive natural armor
+
A Hungry Crocodragon has been stalking the PCs and attacks.
  
[[Image:WildGryphonTheDarkWoods.png|300px]]
 
  
Guardian Gryphon (13 agility, 13 intelligence, 13 strength, 3 stamina)
+
Hungry Crocodragon (2 stamina, 13 agility, 10 intelligence, 15 strength)
  
3 detection: eagle eyed
+
3 swimming: amphibious lifestyle
  
3 flying: winged
+
4 wrestling: python fighting style
  
8 fighting: talons, beak, claws, natural brawler, experienced fighter
+
3 stalking: clever hunters
  
6 toughness: as big as a horse
+
1 knockout: big tail slaps
  
=== Dryads ===
+
5 toughness: natural armor, larger than humans
Dryad druids overhear your plans for taking over the Dark Woods when you depose Kaizen. They decide their own plans serve the forest's health better, and prepare an ambush.
 
  
Dryad Druids (13 agility, 10 intelligence, 13 strength, 3 stamina)
 
  
3 stealth: one with nature
+
==== Dragon, Giant Flying ====
 +
Thaumaturgists from Gaia and people from other worlds have discovered species of large flying dragons that can be used as aerial vehicles and flying weapons platforms. These dragons on average are much larger than elephants, and have large wingspans compared to most other flying creatures.
  
3 wrestling: dryad Tai Chi
+
[[Image:GiantDragonTheDarkWoods.png|350px|Left]] [[Image:DragonRiderTheDarkWoods.jpg|90px]]
  
2 knockout: mallet fist
+
A Conquering Giant Flying Dragon is violently alarmed that the PCs may be rivals in his political arena.  This Dragon is accompanied by Human Explorers armed with light firearms and combat-veterinary training.
  
6 toughness: larger than human, protective bark
 
  
=== Ghouls ===
+
Conquering Giant Flying Dragon (7 stamina, 13 agility, 10 intelligence, 24 strength)
Hungry Ghouls from a fallen world have wandered here search of flesh, and attack you in ravenous desperation.
 
  
Hungry Ghouls (10 agility, 10 intelligence, 14 strength, 2 stamina)
+
4 knockout: giant talons
  
3 knockout: contagious bite
+
2 wrestling: huge
  
5 wrestling: mutant appendages
+
3 flying: winged
  
5 toughness: hard to kill
+
14 toughness: larger than elephants, extensive natural armor
  
=== Hunters ===
 
Human hunters have entered The Dark Woods stalking supernatural prey, and have targeted you.
 
  
{|
+
Human Explorers (1 stamina, 12 agility, 12 intelligence, 13 strength)
|[[Image:TheDarkWoodsHumanHunter.png|250px]]
 
|[[Image:TheDarkWoodsHumanSwordsman.png|120px]]
 
|[[Image:TheDarkWoodsHumanHunterStake.png|150px]]
 
|}
 
  
Hunter (13 agility, 11 intelligence, 11 strength, 2 stamina)
+
1 shooting: lite firearms
  
1 detection: sense evil
+
2 healing: combat veteranary
  
3 stealth: ambush, wolf-like reflexes
+
2 acrobatics: hanging-on at high-velocity
  
3 shooting: silver bullets
+
3 toughness: human sized
  
2 fighting: oak stakes, martial arts, swords
 
  
4 toughness: leather armor
+
==== Dryads ====
 +
Walking, talking plant-hybrid humanoids have been found in The Dark Woods called Dryads.  The dryads are covered in protective bark, have long noses, have two arms and long torsos, and walk on two legs.  The dryads are fast healers, and consider themselves to be guardians of The Dark Woods.  The dryad culture is the only culture void of taboos against sorcery in The Dark Woods.  Dryad sorcerers have been known to take the form of hulking trolls or walking tentacled trees.
  
=== Kaizen ===
+
[[Image:Mmf-wood-troll.jpg|150px]]
You have heard that Kaizen was born a strider, but many years of practicing sorcery have transformed him into a six-legged dragon.
 
  
When your team first encounters Kaizen, he makes you an offer. For joining his side and making a pact to never return unless he summons you, Kaizen will bestow magical power on your team. If you accept the offer, each PC on your team receives 1 CP, and your team goes to their original starting position on their next turn.
+
Dryad Druids ambush the PCs after overhearing the PCs environmentally unsound plans for The Dark Woods once they have taken the reigns from Kaizen.
  
If you refuse to join him, or if you return to Kaizen's Lair after agreeing to his bargain, Kaizen and his summons flying monstrosities and attacks your team.
 
  
[[Image:KaizenTheDarkWoods.png|450px]]
+
Dryad Druids (3 stamina, 13 agility, 10 intelligence, 16 strength)
  
Kaizen (16 agility, 16 intelligence, 19 strength, 6 stamina) is large, armored, fast, extremely clever, and has a fiery breath weapon.  He feeds on essence by inhaling the smoke from his victims burning corpses.
+
3 stalking: one with nature
  
6 detection: master trickster
+
3 wrestling: tangle-vine Tai Chi
  
6 acrobatics: gravity-defying dexterity
+
1 knockout: mallet fist
  
6 blasting: exploding fire-ball breath-weapon
+
6 toughness: larger than human, protective bark
  
6 knockout: giant tail slap
 
  
12 toughness: elephant sized, impenatrable dragon hide
+
==== Ghouls ====
 +
Ghouls are undead who develop grotesque mutations. They can absorb the aggressive and defensive characteristics of whatever they eat. Unlike the Sorcerers of The Dark Woods, ghouls can absorb abilities and features from creatures that have no magical essence. (See Sorcerer.)  It is thought that the ghouls are from the outbreak that destroyed the home world of the Order of Thanatos, and that the order believes that somehow the ghouls and the essence of The Dark Woods are related.  Creatures killed by ghouls often rise as ghouls themselves if they have not been eaten.
  
[[Image:Flying tentacles.png|350px]]
+
[[Image:GhoulCrawlingTheDarkWoods.png|170px|left]] [[Image:GhoulTheDarkWoods.png|150px]]  
  
Hell Bat (17 agility, 12 intelligence, 17 strength, 2 stamina)
+
Hungry Ghouls from a fallen world have wandered into this one in search of flesh, and attack the PCs in ravenous desperation.
  
2 detection: bat-radar
 
  
7 flying: like a bat out of hell
+
Hungry Ghouls (2 stamina, 10 agility, 10 intelligence, 14 strength)
  
8 wrestling: unstoppable tentacles
+
1 wrestling: zombie stalling
  
4 toughness: larger than most humans
+
2 fighting: mutant appendedges
  
=== Morlocks ===
+
4 toughness: hard to kill
Concerned that you might be speculating on the value of their property, Morlock Underminers attack using acrobatic rope techniques and pick-axes.
 
  
Morlock Underminers (13 agility, 10 intelligence, 12 strength, 2 stamina)
 
  
3 acrobatics: climbing on ceilings and through vertical mine shafts
+
==== Gryphons ====
 +
Gryphons combine the wings, head and talons of an gigantic eagle combined with the body and four legs of a lion.
 +
 +
Gryphons of The Dark Woods are often colo sorcerors who have acquired attributes of big cats and predatory birds on their way toward becoming dragons. This type of gryphon sometimes have unusual features like stripes, spots, leathery bat wings or feathered tails.
  
4 blasting: mining explosive experts
+
[[Image:WildGryphonTheDarkWoods.png|400px|left]] [[Image:Mmf-griffiger-rampant.jpg|180px]]
  
2 wrestling: skilled with climbing ropes
+
Guardian Gryphons attack when the PCs get too close to an ancient tomb they are protecting.
  
4 toughness: human sized, hardened lifestyle
 
  
=== Nagas ===
+
Guardian Gryphons (3 stamina, 13 agility, 10 intelligence, 16 strength)
You are ambushed by half-human, half-snake creatures interested in any artifacts your party may have found in their travels.
 
  
Naga Bandits (12 agility, 10 intelligence, 12 strength, 1 stamina)
+
3 flying: winged
  
2 swimming: serpentine tails
+
4 fighting: talons, beak, claws, natural brawlers
  
2 knockout: venomous bite
+
6 toughness: athletic, as big as a horse
  
2 stealth: reptilian patience
 
  
4 fighting: poisoned hand weapons
+
==== Kaizen ====
 +
Dragons come in many shapes and sizes.  In The Dark Woods, many dragons are sorcerers who have twisted their bodies into the form of a dragon to maximize their power. Kaizen was born a strider, and evolved himself into his current six-legged dragon form through practicing sorcery for many years.
  
3 toughness: human sized
+
[[Image:KaizenTheDarkWoods.png|450px]]
  
=== The Old Crow ===
+
Kaizen is accompanied by crocodragon followers. He is large, armored, fast, extremely clever, and has a fiery breath weapon. He feeds on essence by inhaling the smoke from his victims burning corpses.
The Old Crow was one of the original Blackmanes, a tribe of zealots converted to the Order of Thanatos on the colo home world. Studying and hunting sorcerers eventually transformed The Old Crow into a monster herself. Centuries later, she is one of the most feared sorcerers in The Dark Woods.
 
  
The Old Crow attacks suddenly as you are assaulted from every direction by mobs of angry crows.
 
  
[[Image:The old crow 002 2 small.png|400px]]
+
Kaizen (4 stamina, 16 agility, 10 intelligence, 19 strength)
  
The Old Crow (15 agility, 15 intelligence, 15 strength, 3 stamina)
+
6 stalking: master trickster
  
5 wrestling: expert illusionist, terrifying and intimidating her enemies in close quarters
+
4 wrestling: deceptive self-defense
  
5 knockout: concealed executioner's axe and deadly underhanded techniques
+
3 shooting: fiery breath weapon
  
5 detection: She wears a large dark cloak and robes, and emits a mysterious dark fog around her person, allowing her to observe enemies from a safe, high location before they notice her.
+
2 knockout: giant tail slap
  
5 acrobatics: She has evolved crow-like features, with large black feathers giving her forearms a wing-like appearance.     
+
9 toughness: elephant sized
  
7 toughness: is supernaturally fast and strong
 
  
 +
==== Morlocks ====
 +
Morlocks are subterranean humanoids with large dark eyes and pale, yellowish or gray skin. They are mostly or entirely bald and have tiny ears and flat noses. Morlocks evolved from humans before discovering the Dark Woods, while exploring time and space. Morlocks are excellent climbers. Sorcerers that were once morlocks often have telekinetic powers that allow them to levitate things, climb on ceilings or leap unnaturally high.
  
Attack Crow Swarms (14 agility, 10 intelligence, 12 strength, 2 stamina)
+
Morlock settlements are always found underground, and are often organized into industrial communes called "unions."  Some settlements have been discovered that have been ruled by sorcerers, generally referred to as "Morlock Cults."
  
4 blasting: fall on opponents like rain
+
[[Image:MorlockBoxerTheDarkWoods.png|120px]] [[Image:MaMzombie.jpg|150px|left]]
  
4 flying: winged birds
+
Concerned that your PCs might be speculating on the value of their property, Morlock Underminers attack using acrobatic rope techniques and pick-axes.
  
5 toughness: many individual crows
 
  
 +
Morlock Underminers (1 stamina, 13 agility, 10 intelligence, 13 strength)
  
If the Old Crow is defeated, she explodes into black smoke and disappears.  The Old Crow absorbs the essence of her fallen prey by draining the victim's blood into rose bushes, then eating the roses. Her rose bushes emerge from the ground as she is preparing to feed, wherever she is. If the PCs can defeat her, they drain essence from her roses.
+
3 acrobatics: 3 dimensional lifestyle
  
=== Satyrs ===
+
2 fighting: mining tools, miner's strength
Satyr bounty hunters confront you because an old enemy has placed a price on your head.
 
  
Satyr Bounty Hunters (14 agility, 10 intelligence, 12 strength, 2 stamina)
+
2 wrestling: skilled with climbing ropes
  
4 fighting: horns, hoofs, blades and temper
+
3 toughness: human sized
  
4 quickness: natural sprinters
 
  
5 toughness: good conditioning, lite armor
+
==== Nagas ====
 +
Nagas are serpentine creatures with a humanoid head, arms and upper body attached to the lower body and tail of a very large snake. They specialize in paralyzing their opponents with venom. Nagas are descendants of human treasure hunters who settled in The Dark Woods, who over generations have been warped by the essence. Nagas scavenge The Dark Woods seeking treasure to horde, and get violently territorial about ruins they think hold valuable secrets.
  
=== Seekers ===
+
[[Image:Mmf-serpent-man.jpg|250px]]
Well armed seekers attempt to collect you as samples, to study your unique sorcerer anatomy.
 
  
Seeker Abductors (12 agility, 12 intelligence, 12 strength, 2 stamina)
+
The PCs are ambushed by Naga Bandits interested in any artifacts the PCs may have found in their travels.
  
4 fighting: nasty natural weapons, kidnapping technique
 
  
2 stealth: hunting experience
+
Naga Bandits (1 stamina, 12 agility, 10 intelligence, 13 strength)
  
2 detection: three eyed animal psychology experts
+
3 knockout: natural poison
  
5 toughness: exoskeleton
+
2 stalking: reptillian patience
  
=== Striders ===
+
1 fighting: poison hand to hand weapons
Strider mercenaries, hired by relatives of your past victims, have finally tracked you down to avenge their clients.
 
  
Strider Mercenaries (13 agility, 10 intelligence, 12 strength, 2 stamina)
+
3 toughness: human sized
  
3 quickness: natural runners, well conditioned
 
  
4 fighting: midevil weapons, mercenary combat experience
+
==== The Old Crow ====
 +
The Old Crow is a former female colo zealot of the Order of Thanatos.  She was one of the original Blackmanes. (The Blackmanes were one of the tribes converted to the Order of Thanatos back on the colo home world.)  She was an accomplished hunter and researcher.  Her research led her to dabble in sorcery, which eventually consumed all of her research activities, and then eventually turned her into a sorcerer herself.  Hundreds of years later, she is the most feared sorcerer amongst the colos in The Dark Woods, as she dares to incur on their territory and feed directly on their population.
  
1 shooting: light weight crossbows
+
[[Image:The old crow 002 2 small.png|400px]]
  
5 toughness: well conditioned and well armored
 
  
=== Varana ===
+
The Old Crow (3 stamina, 16 agility, 10 intelligence, 17 strength)
You are ambushed by varana who suspect you of trying to find ruins they are protecting.
 
  
Varana Guardians (13 agility, 10 intelligence, 12 strength, 2 stamina)
+
5 wrestling, 7 toughness: is supernaturally fast and strong.
  
3 knockout: poison bite
+
2 knockout: She conceals an executioner's axe as her primary self-defense weapon.
  
3 stealth: reptillian patience
+
6 stalking: She is an expert illusionist, terrifying and intimidating her enemies.  She wears a large dark cloak and robes, and emits a mysterious dark fog around her person, making it more difficult to attack her. 
  
2 fighting: hand to hand weapons
+
2 acrobatics: She has evolved to have distinctly crow-like features, with her fore arms having large black feathers giving them a wing-like appearance.  These psuedo-wings help her manipulate the dark fog that surrounds her.   
  
5 toughness: human sized, armored
 
  
=== Wargs ===
+
She is accompanied by Attack-Crow Swarms.  
Warg Hunters are out looking for food, and you are the most appetizing prey they have seen all day.
 
  
Warg Hunters (12 agility, 12 intelligence, 12 strength, 2 stamina)
 
  
2 detection: wolf-like senses
+
Attack-Crow Swarms (2 stamina, 14 agility, 10 intelligence, 14 strength)
  
2 quickness: sprinting
+
1 blasting: fall on opponents like rain
  
4 fighting: nasty teath and claws, group attacks
+
4 flying: winged
  
5 toughness: hard to kill
+
4 toughness: many individual crows
  
=== Wraiths ===
 
You are set upon by Harvesters, gruesome skeletal and religously devout wraiths, with no tolerance for your sorcery.
 
  
Harvesters (12 agility, 12 intelligence, 12 strength, 2 stamina)  
+
If the Old Crow is defeated, she explodes into black smoke and disappears.  Unlike Kaizen, she can't be permanently defeated by the PCs.  (If she were to become the ruler of The Dark Woods, she would take a more material, mortal form in order to maintain her position. She does not seem to be hunting Kaizen yet, focusing primarily on other sorcerers and colos.) The Old Crow absorbs the essense of her fallen prey by draining the victim's blood into rose bushes, and then eating the roses.  Her roses can move very quickly from place to place, emerging from the ground just as she is preparing to feed. If the PCs can defeat her, they can feed on her roses which will in turn give them essence.
  
2 healing: hold the power of life and death
+
==== Satyrs ====
 +
Satyrs come from a world where mammal life evolved differently from Earth's.
  
2 flying: winged
+
[[Image:Running satyr.jpg|180px]] [[Image:Kneeling satyr.jpg|200px|left]]
  
4 fighting: razor-sharp ceremonial knives, swooping attacks
+
Satyr Bounty Hunters confront you because an old enemy has placed a price on your head.
  
5 toughness: bony skeletal exterior and thick ceremonial cloaks
 
  
==Scratch Role-Playing System==
+
Satyr Bounty Hunters (2 stamina, 14 agility, 10 intelligence, 14 strength)
{{:Scratch:Basic Rules}}
 
==Optional Rule: Grid==
 
{{:Scratch:Grid}}
 
==Optional Rule: Twenty-Sided Die Alternatives==
 
{{:Scratch:Twenty-Sided Die Alternatives}}
 
==Optional Rule: Random Damage==
 
{{:Scratch:Random Damage}}
 
  
==Fall of the Blackmanes==
+
3 fighting: horns, hoofs, blades and temper
An ancient, decrepit colo stood high in the air balanced on the top of a tall, ruined stone wall. Her black hooded witch's robe and her jet black hair flagged in the chilling, howling wind. Her eyes emitted a flickering shadow around her, the same way a torch would emit light in the darkness. She plucked thorns from her bleeding hands. The spiteful scowl on her face revealed her dismay.
 
  
 +
4 quickness: natural sprinters
  
Two heavily robed colos trudged down a dark misty wooded path. Monks of the Order of Thanatos traveled in groups of at least two. They were were prepared to investigate and if necessary exorcise a haunting on near the frontier of their territory.  The older, in-charge veteran monk, Ruben, was a head shorter than his young, robust and inexperienced companion, Willard. Ruben had aged posture, but still had power in his stride. Willard appeared comfortably over weight, in spite of his height. They now rehearsed the details of their assignment.
+
4 toughness: good conditioning, lite armor
  
“All you do is pound a stake into the heart of the corpse, which effectually paralyzes it, and then drag that corpse outside and burn it, which supposedly purifies it, right?” recalled Willard.
 
  
“Right, and stand back when you set it ablaze! These things can explode without warning. Last time I did this my companion was badly burned” shuddered Ruben.
+
==== Seekers ====
 +
The seekers come from a swampy world of giant insects with an atmosphere stiflingly rich in oxygen. Seekers walk on two legs, have wickedly sharp tails, are mostly covered in exoskeletal armor, and have elongated heads, 3 eyes and four arms. Seeker technology avoids volatile chemistry and fire, and specializes in medicine, biochemistry, and preserving knowledge.
  
“Why have they sent only two of us to take on such a dangerous foe?”
+
Seekers hatch from egg clutches numbering in the hundreds, and seekers are under pressure to make a name for themselves as individuals.  Seeker culture is highly intellectual, and seekers are constantly exploring to find new knowledge to bring home to their hive.  Seekers are constantly taking samples and notes, making observations from afar, and conducting impromptu interviews when appropriate for their studies.  Sorcerers tendency towards developing unique anatomy is of particular interest to seeker abductors. Seekers have been known to take temporary captives simply to observe their behavior, to murder and preserve intelligent specimens with no warning, or to join causes simply for the opportunity to study a group from the inside. 
  
Ruben sized up Willard with a glance. He had chosen Willard because of his superior strength and size, but now he wondered if he should have selected someone with more appetite for swordplay. “I have dealt with several of these types before. This foe’s not dangerous, so long as you go when they sleep in the daytime, and of course, so long as you follow the procedure. What concerns me is the condition of the castle. It’s been decades since anyone has produced any details of the condition of the castle’s interior.
+
Seekers do not have significant permanent settlements in The Dark Woods, but frequently study The Dark Woods in depth, and use The Dark Woods to access the numerous worlds The Dark Woods is connected to.
  
“Oh, I see, you’re worried one of us might slip and fall, and the nearest village is a dozen miles off. Well, how did the Executioner come to haunt this place anyhow?” questioned Willard.
+
[[Image:SeekerArmoredTheDarkWoods.png|180px|left]] [[Image:SeekerFaceTheDarkWoods.png|270px]]
  
Ruben muttered, “Well, all that is really available amounts to little more than old wives tales.
+
Well armed Seeker Abductors have not seen all of your PC's specific anatomy before, and wish to collect you as samples to be studied on their home world.
  
“Tell me what you’ve heard!” Willard not only wanted to know but felt a sincere need to know.
 
  
“Alright,” sighed Ruben, “before colo country was settled, the royal Blackmane family lived here."
+
Seeker Abductors (2 stamina, 12 agility, 10 intelligence, 15 strength)
  
"We're headed for the ancestral home of the Blackmanes?! They were one of the original tribes that immigrated from our homeworld! But wasn't Blackmane Manor destroyed in the later wars of purification?"
+
3 fighting: nasty natural weapons, kidnapping technique
  
"Not destroyed, but abandoned, before those wars. The trouble started with a witch. An old hag stopped by one nasty evening, asking for a place to weather the storm. Well, they let her in. In fact, they invited her to eat with them. However, when the time to eat came she was nowhere to be found. Instead on her chamber floor lay foreign lettering, written out in fresh blood” stated Ruben as near by song birds of awoke and started to chirp.
+
1 stalking: hunting experience
  
“Fresh blood indeed! Drawn from where?” interrupted Willard.
+
5 toughness: exoskeleton
  
“I’ll get to that part” continued Ruben, “when the guest disappeared, this became a topic of conversation at dinner. Soon everyone knew of the findings in her room. Arguing ensued as a strange rage took hold of all their hearts. The possibility of a curse was mentioned at the supper table and someone else said the notion was foolish. Then someone raised their voice at the notion that the notion of a curse was foolish, and then someone slapped them for yelling," explained Ruben.
 
  
[[Image:TheDarkWoodsColoPortrait.png|250 px]]
+
==== Varana ====
 +
Varana descended from human treasure hunters who established permanent settlements in The Dark Woods.  Over the generations the essence of The Dark Woods has transformed them into a race of lizard men.  Varana scavenge The Dark Woods seeking treasure to horde, and even get violently territorial about ruins they think hold particularly valuable secrets.  They have a venomous bite that they have been known to use as a weapon of last resort.
  
"A punch was returned for a slap, a stab with a fork for a punch, and a drawn sword for a fork stab. Someone drew a sword to assist, and they were stabbed in the back by another. Two young brothers were wrestling in a death grip, just in front of the castle door, when they slipped and fell, still clinging to each other’s throats, and rolled down the castle stairs into the courtyard. Once off the castle steps they released each other almost immediately. They tried to help, but all inside were too infuriated to listen to their beckoning. Too busy killing each other you see. Fearing the violence, these two did not dare go back inside the castle until it was too late." Ruben stopped to wipe some water off his beak that fell from the leaf of an overhanging tree branch.
+
[[Image:Armed verana The Dark Woods.jpg|280px|left]] [[Image:Mmf-reptilian-plate.jpg|150px]]
  
“Until it was too late? They went back in?” Thick fog was forming a slippery mud film on the trail.
+
The PCs are ambushed by Varana Guardians who suspect the PCs of trying to find ruins they are protecting.
  
“They found a sight of unspeakable carnage. The dead and their blood had been strewn all about the castle. But they found the executioner in the cellar kitchen. He wore his ceremonial hood and uniform, and was draining the blood from dead bodies into wine barrels. Apparently he was muttering a strange language to himself.”
 
  
“Old wives tales and their strange languages!” jested Willard.
+
Varana Guardians (1 stamina, 12 agility, 10 intelligence, 13 strength)
  
“Well, they ran for it, escaping the executioner. That’s how the story goes, strange languages and all.”
+
1 knockout: poison bite
  
“Ah, but what where did the hag get the newly drawn blood from to draw her archaic symbols with?”
+
3 stalking: reptillian patience
  
“The brothers fled to near by authorities. After a few days of searching out and questioning possible suspects, an eccentric old beggar was found with bandages on her hands. The servants identified her as the witch. She claimed to not know how the wounds appeared on her hands and, as all wicked witches do, denied any involvement in witchcraft. For her lies, she was bound and burned alive." Ruben's voice had a dignified tone.
+
2 fighting: hand to hand weapons
  
"At least the story has a happy ending” chuckled Willard in relief.
+
3 toughness: human sized
  
“Not quite, you see that was centuries ago. Ever since there have been sightings of this same Executioner, always at night, and always with his ceremonial burlap hood. No one dares approach the castle. Every year or two someone winds up missing in this region. There are hundreds reported missing now.”
 
  
The fog was clearingThe silhouette of the fortress roof startled Willard from his thoughts. “Look over there” exclaimed Willard nervously, “we had better get ready.
+
==== Wargs ====
 +
One common way for humanoids to adapt to the hostile environment of The Dark Woods is to become more wolf likeMost of these "wargs" are usually hard to kill, have enhanced natural senses, have sharp fangs and claws and enhanced strength.
  
At the side of the trail, they took off their robes, revealing backpacks, soft leather armor, brass breastplates and waist sheathed short swords underneath. Emptying their packs, they fastened iron helmets with face guards, mounted a large heavy mallet to each of their belts along with a few unlit torches, and strapped belts of barbed oak stakes on their shoulders. Willard hoisted a coil of rope onto his left shoulder, and Ruben stuffed the robes into the backpacks and hid the packs in the bushes. They continued quietly down the path.
+
[[Image:Mmf-werewolf3b.jpg|250px|left]]  [[Image:Mmf-werewolf4.jpg|200px]]
  
The outer wall of the fortress, three or four stories high, was formed from small boulders and large rocks fitted together with crude mortar. If there had been a mote outside of the wall at one time, it had since eroded into obscurity, as vines and trees now grew up against the outside wall, preventing it's collapse in some places. The log supports used to build the wall were never removed from the inside, and had been used to maneuver atop the wall.
+
Warg Hunters are out looking for food, and your PCs are the least threatening prey they have seen all day.
  
They quickly snuck through the large front gate to the courtyard, which lay broken and open. Creeping through the morning's wet, well-grazed grass to the courtyard, they quietly skirted towards the front entrance to the fortress. Willard gestured at a large, burnt wooden pole sticking up vertically in the middle of the courtyard.
 
  
Ruben replied with a shrug and pointed towards the castle’s front door. The castle it's self, a story or two higher than the outer wall in most places, was constructed in the same way as was the outer wall, but it was in poorer repair without the trees and vines to hold it together. From the ground it was impossible to tell if it had a flat roof or no roof at all, as there was some sort of old wooden frame work on top of the castle, but it's function was concealed by it's eroded condition, and by the fact it was covered by noisy, jet black, perched crows.
+
Warg Hunters (2 stamina, and 13 agility, 10 intelligence, 14 strength)
  
They carefully found their way to the creaking front steps, then through the main massive wooden double door, which already lay open for them enough to squeeze through without having to try to force the door open further.
+
3 stalking: wolf like senses
  
The inside of the castle was unusually dark and dry. They stopped for a moment to light a single torch. Suddenly a floor plank gave out underneath Ruben with an audible “crack.” His arms lashed out to keep himself from falling all the way through, but he only broke more rotten wooden planks on his way to the darkness below.
+
2 quickness: sprinting
  
"Are you OK?” screamed Willard, as he lay at the edge of the hole left by Ruben’s fall. Willard knelt down, lowering his torch to offer light into the large chamber below, which was full of old sturdy tables. Willard could see Ruben, who was picking himself up out of a pile of dust.
+
2 fighting: nasty teath and claws, group attacks
  
“I think I’ve found the coffin, hurry!” Ruben pointed to an object not clearly visible to Willard.
+
1 shooting: lite hunting weapon
  
Willard squeezed his hands and felt liquid on them. He examined the edge of the new hole in the floor and noticed blood around its edge. However, it was not in random patches as he thought it should be. The blood seemed to form some sort of lettering. What does that word say.. is that a letter… not a letter, a number? No, some kind of symbol I think..." thought Willard, as he jumped back, dropping the rope into the hole, involuntarily screaming, “Ahh!”
+
5 toughness: hard to kill
 
 
“What is wrong Willard?” cried Ruben’s voice from the hole.
 
 
 
Willard shook his head in disbelief. The flickering lighting from the torch was poor; he must have been seeing things. “Nothing, I just slipped. I’ll be right down!”
 
  
“Hurry, get down here now! I'm in the kitchen, I'm sure!”
+
== Changing the Game ==
 +
There are a number of ways you can change The Dark Woods once you have already played it, to make it more interesting.  You can add or remove spaces on the board, altering it's shape and the flow of the game.  You can add new encounters or take away old ones.  You can add or remove possible team associations.  You can add new creatures or remove old ones. (The Creatures section has many monsters that are already compatible with The Dark Woods.)
  
Willard carefully walked through the front hall into a dark cluttered room and then through another. Even with a torch it was difficult to tell much about what the castle's interior had been like before it had been abandoned. Besides the poor lighting, time had taken its toll on the Castle interior. He noticed there were definitely signs of a struggle, with turned over tables and discarded weapons lying about. The struggle had obviously ended long ago, as most everything was covered in dust and cobwebs. He noted that the presence of weapons meant that there had been few visitors since the struggle had taken place.
+
Kaizen is the obvious thing that can most easily be changed about The Dark Woods.  One idea that has come up repeatedly is to have Kaizen replaced with whatever team dispatches him, and then to have the players of those characters make up a new team. (This would also be a good time to change up which players are on which team, so that the older more-powerful characters are not all on the same team together.)
  
He found the staircase down and felt his way down using an old rickety handrail. Suddenly he heard an old lady’s voice, which with frozen breath whispered into his ear, “I’m going to rip out your lungs and soak my rose garden with your blood!”
+
== Scratch Role-Playing System ==
 
+
{{:Scratch:Complete System}}
“Ahh!” screamed Willard again, pulling his sword and swinging fiercely at the old witch behind him. However, all he hit was the rock wall of the staircase. A mangy old crow on the step behind him, where he thought the witch should have been, squawked loudly and flapped off into the shadows. He resumed creeping towards the cellar, shaking his head in unbelief and self-doubt.
+
{{:Scratch:Agility,_Intelligence_and_Strength}}
 
 
Even before entering the kitchen, Willard noticed the large wooden coffin lying in the center of the floor. He crept through the cellar basement towards the kitchen, and then into it, cautiously creeping towards the coffin. "Don’t forget the procedure!" remembered Willard as pulled out a barbed oak stake with his left hand and readied his large wooden mallet. Willard paused as he noticed a large, bloody executioners axe lying against the coffin. Where is Ruben? he thought, oh no, the yelling! He must have awakened it! This thing has killed Ruben!
 
 
 
Willard grimaced as his fear turned to anger. He kicked the finely crafted wooden lid off of the coffin, revealing a hooded, bare-chested colo ghoul inside. He straddled the coffin, plunging the stake downward, following it with a massive swoop of his mallet. He struck the stake again a second time, but his third blow was stopped by the ghoul’s hand driving into his chest, throwing him off of the coffin and onto the cold floor, rear first.
 
 
 
As Willard rose to his feet, so did the creature, struggling to remove the stake from its body. “Oh no! I’ve missed the heart!” thought Willard when he saw that the stake protruded more from the throat of the ghoul than its chest. It waved at him with one hand threateningly as it pulled futilely at the barbed stake, causing a light spray of blood to darken its chest. Willard readied another stake and charged, thundering angrily “this one’s for Ruben!”
 
 
 
The creature side stepped out of the coffin off the line of Willard’s charge, grabbing Willard’s available mallet arm and swinging him into a cold stone wall head first, causing an audible “clang” from Willard’s helmet. The impact stunned Willard, and he dropped his stake and mallet as he stumbled to the floor.
 
 
 
Willard shook his head in pain, climbing to his feet. He could not believe the power of the creature he faced. He attempted to draw his sword, but was denied by a forceful boot to his mid section, which threw him back out of the kitchen into the darkness of the cellar. The ghoul chased after, half screeching, half gurgling.
 
 
 
Willard watched as the ghoul held the stake with one hand and lashed out in the dark with the other. He tried to quietly draw his sword. The ghoul turned and charged right at him, but this time Willard was faster; with a massive thrust he impaled the left side of the its lower body with his sword. For a moment it was stunned as Willard twisted the blade, causing vital fluids to spill out onto the floor. As the ghoul’s weight retreated, it slipped on some of its own drippings and stumbled. Willard let go of his sword and kicked at the creature’s legs will all of his might, sweeping it to the floor. He drew a stake and plunged downward with both hands.
 
 
 
Willard secured the stake with a series of stomps, but the ghoul kept writhing. He secured another stake, and then another. First binding the colo like feet with rope, he dragged the corpse by the rope towards the staircase. His sword scraped loudly as it was still impaled the creature, its point dragging on the cobble stone floor.
 
 
 
As Willard dragged the ghoul up the staircase, it finally quit writhing, its head sounding “thud, thud” with each step upwards. The sword made the dragging difficult as it snagged, making a clinging sound step after step. The body seemed to get lighter and lighter as he dragged. Someone stirred far off in the fortress, causing creeks and faint weeping sounds. Is that just crows, or is Ruben still alive? I’ll have to go find him after I finish this.
 
 
 
Willard dragged the ghoul through the dark cluttered rooms into the main front hall where Ruben had fallen through the floor. He stopped to catch his breath. He took off his helmet and breastplate to ease his burden. He debated whether to take the ghoul outside to burn it, or to risk burning it inside the dry interior of the fortress where it lay. Then he noticed the amount of damage done to the body, and how its loss of blood and other internal tissues had been the cause of it becoming lighter, forming a bloody, lumpy trail back into a cluttered room.
 
 
 
“Willard, thank goodness you’re safe” came Ruben’s voice from out of the shadows behind Willard. Ruben’s hunched, armored figure approached the downed ghoul. The creature spastically jolted to its hands and knees, desperately trying to get up. A massive sweep of Ruben’s boot sounded in the specter’s rib cage with an audible “crunch”, smashing the creature against a narrow pillar into a vulnerable prone position. Ivory tusks now protruded from the dripping, bloody, torn skin of the ghoul’s rib cage.
 
 
 
Willard walked to the front doors to put down his armor and to let more light into the structure. As he was pulling a door open he noticed that there was a large cluster of rose bushes very near the burnt pole in the courtyard. He scratched some dried blood off of his face, wondering why he hadn’t notice the roses before.
 
 
 
Then he noticed the burnt pole was no longer there. Willard panicked, pulling the door open with a series of forceful yanks, trying to protect himself with twilight from the confusing darkness of the fortress. Each yank produced an unsettling creaking, cracking sound as the door resisted Willard's force. When he finally got the door open wide enough, he glanced back inside. They had created more of a mess than he thought, with blood splattered about from the corpse. “Take off its hood, let's get a good look at it” insisted Willard desperately.
 
 
 
The hunched figure hefted the corpse by the throat into the air with one hand, yanked the hood off with the other, and chucked the body across the room into Willard, knocking him to the floor. Ruben’s face gazed up at Willard from the mutilated body. “Nooooooo !” cried out Willard as he realized his mistake. Willard knew he had tortured and killed his own mentor. "Back in the cellar someone must have dressed Ruben up to look like the ghoul!" he realized suddenly.
 
 
 
The ghoulish figure removed Ruben’s helmet it had been disguising itself with. Willard could make little distinction between the darkness of the shadows and the shadowy evil of the head of the creature, because of a dark fog around it's head.  He was bare able to make out the beak of a colo.
 
 
 
The creature glared over at Willard, stake in hand. “Now we will see how you like it…” screeched a familiar, yet twisted voice of an old lady. Leaping to his feet, Willard pulled a stake and charged. The burlap hooded ghoul intercepted Willard’s lunge, impaling Willard’s chest with a barbed oak stake. Sudden darkness ended all of Willard’s pain and confusion.
 
 
 
 
 
An ancient, decrepit colo stood high in the air balanced on the top of a tall, ruined stone wall. Her black hooded witch's robe and jet black hair flagged in the chilling, howling wind. Her eyes emitted a flickering shadow around her, the same way a torch would emit light in the darkness. She plucked thorns from her bleeding hands. The spiteful grin on her face revealed her wicked glee.
 
 
 
[[Image:SmallOldCrowBust.gif|210px]]
 

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