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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 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 | + | 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.) |
− | + | == History & License == | |
+ | 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. | ||
+ | |||
+ | 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 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.) |
+ | |||
+ | [[Image:Angel The Dark Woods.jpg|200px]] | ||
− | The Dark Woods is rife with mystical power called | + | 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 | + | 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. |
+ | |||
+ | 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: | ||
− | + | "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 technology. The 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.)'' | |
− | [[Image: | + | [[Image:ColoUnarmedTheDarkWoods.gif|90px]] |
− | + | === The Fall of the Blackmanes === | |
+ | 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. | ||
− | |||
− | + | 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. | |
− | + | “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. | |
+ | “Why have they sent only two of us to take on such a dangerous foe?” | ||
− | + | 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.” | |
− | + | “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. | |
− | + | Ruben muttered, “Well, all that is really available amounts to little more than old wives tales.” | |
+ | “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." | |
− | + | "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?" | |
+ | "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. | ||
− | + | “Fresh blood indeed! Drawn from where?” interrupted Willard. | |
− | + | “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:Small colo portrait.jpg|250 px]] | ||
− | + | "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. | |
− | + | “Until it was too late? They went back in?” Thick fog was forming a slippery mud film on the trail. | |
+ | “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. | |
− | + | “Well, they ran for it, escaping the executioner. That’s how the story goes, strange languages and all.” | |
− | + | “Ah, but what where did the hag get the newly drawn blood from to draw her archaic symbols with?” | |
− | + | “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. | |
− | + | "At least the story has a happy ending” chuckled Willard in relief. | |
− | + | “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 clearing. The silhouette of the fortress roof startled Willard from his thoughts. “Look over there” exclaimed Willard nervously, “we had better get ready.” | ||
+ | |||
+ | 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. | ||
+ | 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. | ||
− | ' | + | 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. | |
+ | 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. | ||
− | + | 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. | |
− | + | "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. | |
+ | |||
+ | “I think I’ve found the coffin, hurry!” Ruben pointed to an object not clearly visible to Willard. | ||
+ | |||
+ | 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!” | ||
− | + | “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!” |
− | + | 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. | |
+ | 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!” | ||
− | + | “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. | |
− | + | 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. | |
− | |||
− | + | [[Image:Harpyduck.gif|250px]] | |
− | + | 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: | + | [[Image:SmallOldCrowBust.gif|210px]] |
− | Players should use their imagination, and use the [[Scratch | Scratch Role-Playing System]] (see Basic Rules) to make a sorcerer with a maximum | + | == 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. 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. | ||
Name:_______________________________ Description:_______________________ | Name:_______________________________ Description:_______________________ | ||
_________________________________________________________________________ | _________________________________________________________________________ | ||
_________________________________________________________________________ | _________________________________________________________________________ | ||
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+ | Defenses | ||
+ | |||
+ | Agility:_________ Intelligence:__________ Strength:___________ | ||
Abilities | Abilities | ||
Level Ability Description | Level Ability Description | ||
− | _____ | + | _____ toughness __________________________________________________ |
_____ ______________ __________________________________________________ | _____ ______________ __________________________________________________ | ||
_____ ______________ __________________________________________________ | _____ ______________ __________________________________________________ | ||
Line 146: | Line 167: | ||
_____ ______________ __________________________________________________ | _____ ______________ __________________________________________________ | ||
_____ ______________ __________________________________________________ | _____ ______________ __________________________________________________ | ||
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− | + | Hit Points | |
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+ | Toughness:__________ Stamina:__________ Current Hit Points:______________ | ||
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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? | 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? | ||
− | [[Image: | + | [[Image:Catfishman The Dark Woods.jpg]] |
− | == | + | == Associations == |
− | The | + | 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. |
− | + | 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. | |
− | === | + | === 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. | ||
+ | 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. | ||
− | + | === 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. | ||
− | + | 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. | ||
− | + | 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. | |
− | + | === 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. | ||
− | + | 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 === | ||
+ | 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. | ||
− | + | == 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. | |
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− | + | 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. | ||
− | + | {| class="wikitable" border = 5 | |
+ | | Silent Groves: | ||
+ | Team 1 Start | ||
− | + | Quickness & Flying movement | |
− | + | Random Encounter | |
+ | | Lake of the Lost: | ||
+ | Swimming & Flying movement | ||
− | + | 1-9: Crocodiles | |
− | + | 10-16: Crocodragons | |
− | + | 17-20: Random Encounter | |
+ | | Howling Hills: | ||
+ | Acrobatics & Flying movement | ||
+ | 1-12: Wargs | ||
+ | 13-20: Random Encounter | ||
+ | |- | ||
+ | | Colo Country: | ||
+ | Flying and Quickness movement | ||
− | + | 1-2: The Old Crow | |
− | + | 3-14: Colo Crusaders | |
− | + | attack from fort. | |
− | + | 15-20: Nothing; colos hunted all | |
− | + | enemies to extinction in this area. | |
+ | | Kaizen's Lair: | ||
+ | Acrobatics and Swimming movement | ||
+ | Fight Kaizen and his | ||
− | + | crocodragon followers. | |
+ | | Savage Gorge: | ||
+ | Acrobatics and Flying movement | ||
− | + | Entrance to Kaizen's Lair | |
− | 1 | + | 1-15: Each PC must make a flying, |
+ | acrobatics, or swimming check | ||
+ | vs. 12, or team must have the | ||
+ | "Dragon, Giant" encounter. | ||
− | + | 16-20: Random Encounter | |
+ | |- | ||
+ | | Grim Glades: | ||
+ | Quickness & Flying movement | ||
− | + | Team 2 Start | |
− | + | 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 | ||
− | + | 3-12: Varana attack your | |
− | + | party to protect their territory. | |
− | + | 13-20: Random Encounter | |
− | + | |} | |
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− | + | [[Image:Map_001_small.png]] | |
− | + | == Encounters == | |
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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. | ||
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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: | + | 1: The Old Crow |
2-4: Colos | 2-4: Colos | ||
− | 5 | + | 5: Satyrs |
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− | + | 6: Gryphons | |
− | + | 7-9: Boggarts | |
− | + | 10-12: Dryads | |
− | 15: | + | 13-15: Ghouls |
− | 16 | + | 16: Morlocks |
− | 19: | + | 17-19: Seekers |
− | 20: | + | 20: Wargs |
=== Team vs. Team === | === Team vs. Team === | ||
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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. | ||
− | === | + | === 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. | ||
− | + | [[Image:BoggartTheDarkWoods.png|200px]] | |
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− | Boggart Robbers | + | Boggart Robbers jump the PCs in an attempt to steal their equipment. |
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− | + | Boggart Robbers (1 stamina, 17 agility, 10 intelligence, 14 strength) | |
− | + | 7 stalking: extremely stealthy | |
+ | 4 wrestling: clever fighting style that ties up opponents | ||
− | + | 2 toughness: small stature | |
− | |||
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− | + | ==== 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. | ||
− | + | 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. | |
− | + | 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.) | |
− | + | [[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. | ||
− | |||
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− | + | Colo Crusaders (2 stamina, 12 agility, 10 intelligence, 15 strength) | |
+ | 1 stalking: hunting experience | ||
− | + | 2 fighting: close range weapons | |
− | 2 | + | 2 shooting: hunting weapons |
− | + | 5 toughness: well armored and conditioned soldiers | |
− | |||
− | + | ==== 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. | ||
− | + | [[Image:CrocodileAncientAndDeadly.jpg|400px]] | |
− | |||
− | + | Large crocodiles (3 stamina, 13 agility, 10 intelligence, 16 strength) | |
− | + | 3 wrestling: bite and twist | |
− | + | 2 swimming: amphibious lifestyle | |
− | + | 3 stalking: keen senses and experienced hunters | |
− | + | 6 toughness: large, strong, natural armor | |
− | |||
− | + | ==== Crocodragon ==== | |
+ | Crocodragon are swamp-dwellers. Although longer than a crocodile, the crocodragon is considered a relatively small dragon. | ||
− | + | [[Image:Crocodragon.png|250px]] | |
− | + | A Hungry Crocodragon has been stalking the PCs and attacks. | |
− | |||
− | + | Hungry Crocodragon (2 stamina, 13 agility, 10 intelligence, 15 strength) | |
− | 3 | + | 3 swimming: amphibious lifestyle |
− | + | 4 wrestling: python fighting style | |
− | + | 3 stalking: clever hunters | |
− | + | 1 knockout: big tail slaps | |
− | + | 5 toughness: natural armor, larger than humans | |
− | |||
− | |||
− | + | ==== 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. | ||
− | + | [[Image:GiantDragonTheDarkWoods.png|350px|Left]] [[Image:DragonRiderTheDarkWoods.jpg|90px]] | |
− | + | 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. | |
− | |||
− | + | Conquering Giant Flying Dragon (7 stamina, 13 agility, 10 intelligence, 24 strength) | |
− | |||
− | + | 4 knockout: giant talons | |
− | + | 2 wrestling: huge | |
− | + | 3 flying: winged | |
− | + | 14 toughness: larger than elephants, extensive natural armor | |
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− | + | Human Explorers (1 stamina, 12 agility, 12 intelligence, 13 strength) | |
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− | + | 1 shooting: lite firearms | |
− | + | 2 healing: combat veteranary | |
− | + | 2 acrobatics: hanging-on at high-velocity | |
− | 3 | + | 3 toughness: human sized |
− | |||
− | + | ==== 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. | ||
− | + | [[Image:Mmf-wood-troll.jpg|150px]] | |
− | |||
− | + | Dryad Druids ambush the PCs after overhearing the PCs environmentally unsound plans for The Dark Woods once they have taken the reigns from Kaizen. | |
− | |||
− | + | Dryad Druids (3 stamina, 13 agility, 10 intelligence, 16 strength) | |
− | + | 3 stalking: one with nature | |
− | + | 3 wrestling: tangle-vine Tai Chi | |
− | + | 1 knockout: mallet fist | |
− | 6 | + | 6 toughness: larger than human, protective bark |
− | |||
− | + | ==== 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: | + | [[Image:GhoulCrawlingTheDarkWoods.png|170px|left]] [[Image:GhoulTheDarkWoods.png|150px]] |
− | + | Hungry Ghouls from a fallen world have wandered into this one in search of flesh, and attack the PCs in ravenous desperation. | |
− | |||
− | + | Hungry Ghouls (2 stamina, 10 agility, 10 intelligence, 14 strength) | |
− | + | 1 wrestling: zombie stalling | |
− | + | 2 fighting: mutant appendedges | |
− | + | 4 toughness: hard to kill | |
− | |||
− | |||
− | + | ==== 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. | ||
− | + | [[Image:WildGryphonTheDarkWoods.png|400px|left]] [[Image:Mmf-griffiger-rampant.jpg|180px]] | |
− | + | Guardian Gryphons attack when the PCs get too close to an ancient tomb they are protecting. | |
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− | + | Guardian Gryphons (3 stamina, 13 agility, 10 intelligence, 16 strength) | |
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− | + | 3 flying: winged | |
− | + | 4 fighting: talons, beak, claws, natural brawlers | |
− | + | 6 toughness: athletic, as big as a horse | |
− | |||
− | + | ==== 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. | ||
− | + | [[Image:KaizenTheDarkWoods.png|450px]] | |
− | + | 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. | |
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− | + | Kaizen (4 stamina, 16 agility, 10 intelligence, 19 strength) | |
− | + | 6 stalking: master trickster | |
− | + | 4 wrestling: deceptive self-defense | |
− | + | 3 shooting: fiery breath weapon | |
− | + | 2 knockout: giant tail slap | |
− | + | 9 toughness: elephant sized | |
− | |||
+ | ==== 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. | ||
− | + | 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." | |
− | + | [[Image:MorlockBoxerTheDarkWoods.png|120px]] [[Image:MaMzombie.jpg|150px|left]] | |
− | + | Concerned that your PCs might be speculating on the value of their property, Morlock Underminers attack using acrobatic rope techniques and pick-axes. | |
− | |||
+ | Morlock Underminers (1 stamina, 13 agility, 10 intelligence, 13 strength) | ||
− | + | 3 acrobatics: 3 dimensional lifestyle | |
− | + | 2 fighting: mining tools, miner's strength | |
− | |||
− | + | 2 wrestling: skilled with climbing ropes | |
− | + | 3 toughness: human sized | |
− | |||
− | + | ==== 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. | ||
− | + | [[Image:Mmf-serpent-man.jpg|250px]] | |
− | |||
− | + | The PCs are ambushed by Naga Bandits interested in any artifacts the PCs may have found in their travels. | |
− | |||
− | + | Naga Bandits (1 stamina, 12 agility, 10 intelligence, 13 strength) | |
− | + | 3 knockout: natural poison | |
− | + | 2 stalking: reptillian patience | |
− | + | 1 fighting: poison hand to hand weapons | |
− | |||
− | + | 3 toughness: human sized | |
− | |||
− | + | ==== 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. | ||
− | + | [[Image:The old crow 002 2 small.png|400px]] | |
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− | + | The Old Crow (3 stamina, 16 agility, 10 intelligence, 17 strength) | |
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− | + | 5 wrestling, 7 toughness: is supernaturally fast and strong. | |
− | + | 2 knockout: She conceals an executioner's axe as her primary self-defense weapon. | |
− | + | 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 | + | 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. |
− | |||
− | + | She is accompanied by Attack-Crow Swarms. | |
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− | 2 | + | Attack-Crow Swarms (2 stamina, 14 agility, 10 intelligence, 14 strength) |
− | + | 1 blasting: fall on opponents like rain | |
− | 4 | + | 4 flying: winged |
− | + | 4 toughness: many individual crows | |
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− | + | 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. | |
− | + | ==== Satyrs ==== | |
+ | Satyrs come from a world where mammal life evolved differently from Earth's. | ||
− | + | [[Image:Running satyr.jpg|180px]] [[Image:Kneeling satyr.jpg|200px|left]] | |
− | + | Satyr Bounty Hunters confront you because an old enemy has placed a price on your head. | |
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− | + | Satyr Bounty Hunters (2 stamina, 14 agility, 10 intelligence, 14 strength) | |
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− | + | 3 fighting: horns, hoofs, blades and temper | |
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+ | 4 quickness: natural sprinters | ||
− | + | 4 toughness: good conditioning, lite armor | |
− | |||
− | + | ==== 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. | ||
− | + | 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. | |
− | + | 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. | |
− | + | [[Image:SeekerArmoredTheDarkWoods.png|180px|left]] [[Image:SeekerFaceTheDarkWoods.png|270px]] | |
− | + | 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. | |
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− | + | Seeker Abductors (2 stamina, 12 agility, 10 intelligence, 15 strength) | |
− | + | 3 fighting: nasty natural weapons, kidnapping technique | |
− | + | 1 stalking: hunting experience | |
− | + | 5 toughness: exoskeleton | |
− | |||
− | + | ==== 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. | ||
− | + | [[Image:Armed verana The Dark Woods.jpg|280px|left]] [[Image:Mmf-reptilian-plate.jpg|150px]] | |
− | + | The PCs are ambushed by Varana Guardians who suspect the PCs of trying to find ruins they are protecting. | |
− | |||
− | + | Varana Guardians (1 stamina, 12 agility, 10 intelligence, 13 strength) | |
− | + | 1 knockout: poison bite | |
− | + | 3 stalking: reptillian patience | |
− | + | 2 fighting: hand to hand weapons | |
− | + | 3 toughness: human sized | |
− | |||
− | The | + | ==== Wargs ==== |
+ | One common way for humanoids to adapt to the hostile environment of The Dark Woods is to become more wolf like. Most of these "wargs" are usually hard to kill, have enhanced natural senses, have sharp fangs and claws and enhanced strength. | ||
− | + | [[Image:Mmf-werewolf3b.jpg|250px|left]] [[Image:Mmf-werewolf4.jpg|200px]] | |
− | + | Warg Hunters are out looking for food, and your PCs are the least threatening prey they have seen all day. | |
− | |||
− | + | Warg Hunters (2 stamina, and 13 agility, 10 intelligence, 14 strength) | |
− | + | 3 stalking: wolf like senses | |
− | + | 2 quickness: sprinting | |
− | + | 2 fighting: nasty teath and claws, group attacks | |
− | + | 1 shooting: lite hunting weapon | |
− | + | 5 toughness: hard to kill | |
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− | + | == 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.) | ||
− | The | + | 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.) |
− | + | == Scratch Role-Playing System == | |
− | + | {{:Scratch:Complete System}} | |
− | + | {{:Scratch:Agility,_Intelligence_and_Strength}} | |
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