Kids & Critters RPG Trilogy
description
Transcript of Kids & Critters RPG Trilogy
&
KIDS
CRITTERS
SIMON WASHBOURNE
OLD SCHOOL RPG
TRILOGY
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KIDS & CRITTERS
OLD SCHOOL
ROLE PLAYING GAME TRILOGY
© 2010 by Simon Washbourne
All rights reserved.
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ACKNOWLEDGEMENTS
GAME DESIGN
Simon Washbourne & Mark George (TfTW)
Simon Washbourne (LoGB & IaDL)
ARTISTS
Gill Pearce
Meg Baker
Stephanie N Small
Helen Roberts
Jay Forster
Allan Dotson
Jerry D Grayson (BBG Logo)
PLAYTESTERS
Annette Washbourne, Nigel Uzzell, Janine Uzzell, Alyson George,
Mark George, Robert Irwin, Phil Ratcliffe, Leigh Wakefield,
Gary Collett, Phil Chivers, Mike Richards, Alison Richards,
Ian Greenwood, Paul Simonet, Robert Watkins, and members of
Innsworth Wargames and Role Playing United Kingdom
(IWARPUK)
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CONTENTS
I TALES FROM THE WOOD 1
• Introduction 1
• Creating a player creature 6
• What are the creatures like? 14
• Using Abilities, Lores & Skills 20
• Tooth & Claw 23
• The Way and The Bane 27
• The Gamekeeper 30
• Gamekeeper Creatures 36
• Three Tales from The Wood 50
2 LASHINGS OF GINGER BEER 65
• Introduction 65
• Creating your kid 67
• Doing things 71
• Rolling dice 73
• Idyllic England 75
• Adventures 79
3 IT’S A DOG’S LIFE 93
• What’s this? 93
• Great Home 95
• Tribal Legends 100
• Characters 104
• Character Roles 110
• Abilities 117
• Barks 121
• Tooth & Claw 124
• Gamemastering 127
• Critters 130
• Adventuring 136
• Longer adventures 138
• Real prairie dogs 144
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KIDS & CRITTERS
~ 1 ~
INTRODUCTION The Wood – a place where animals live,
love, fight …...and die.
What is a role-playing game? I would imagine that if you bought this
product, you already know what a role
playing game is and what role-playing is all
about. If you haven’t role played before,
then I am honoured that you chose Tales
from The Wood (TfTW) to be your first.
Role playing means different things to dif-
ferent people. At its heart it is a
combination of storytelling, improvisational
theatre, a game of make-believe or even a
tactical wargame.
Some role-playing games emphasize one
aspect more than another and in some one
or more aspects are virtually absent. TfTW
is mainly a game of storytelling and make-
believe.
One thing that is essentially true is that all
players except one take the role of a
character in the game and, within the
framework of the game, play the role of
their characters by narrating and describing
what they are doing in response to what is
going on within the story. One player has a
different role and is called The
Gamekeeper (GK). We’ll come back to that
later.
What is Tales from The Wood? TfTW is what you and your players want it
to be. It is a framework of rules for building
your own fantasy story of adventure, fun,
tragedy and excitement. Whether you
choose to tell a tale of epic quests, great
journeys and grand adventure or whether
you prefer to weave a story based on rela-
tionships and the love of home and family,
these rules will help you to do that. How-
ever, there is the backdrop of The Wood
that will permeate all of your tales and all
of the stories you tell will ultimately be
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affected by The Wood and its many inhabi-
tants.
What do you need to play? You need some players and a place to play.
The former is easy, just grab a few friends
and tell them about this great game you
just found. The next may not be as easy,
but as long as you have a room and places
to sit and be comfortable, you are away.
Next you need dice (TfTW uses ten-sided
and six-sided dice called d10 and d6 re-
spectively), preferably one of each type for
each player, and a photocopy of the cha-
racter sheet for each player. Finally, you
need pencils and probably erasers too. Oh,
don’t forget a few drinks and snacks.
The player’s role TfTW is an unusual role-playing game. It
takes its inspiration from animal stories,
like Watership Down and Duncton Wood,
so the characters in this game are all ani-
mals. You are therefore playing the roles of
creatures that can typically be found in and
around the British woodland; animals such
as Mouse, Rabbit, Vole, Squirrel and Hed-
gehog.
You need to come up with some interesting
characters drawn from the thirteen species
of animal available to you, called the Crea-
tures of The Way. Through your characters,
you must live your lives in The Wood, react
to things that happen to you and your
friends and, for the length of the game ses-
sion, play the role of the characters you are
portraying.
Remember that you are helping to create a
Tale. This is a co-operative thing. There are
no winners and losers. The better you re-
spect each other’s characters and their part
in the overall Tale, the better the game
experience will be. Even the Gamekeeper is
your friend in this, although her role is dif-
ferent to yours. It may seem like she is
trying to ‘get’ you, but that’s not the case.
She is trying to create scenes that will en-
gage you and keep your interest and
sometimes these will threaten you or scare
you. Occasionally there will be a tragedy
too, but this is normally only with the play-
er’s blessing and where it helps to weave
an interesting and exciting Tale.
It may seem difficult to know how to play
the role of a mouse or a frog or whatever.
However, we have found in play testing
that generally players will pick a creature
that they already have some knowledge of
and that often helps to define the way that
they play their characters.
There is some help for you later on in these
rules but it is certainly recommended that
you are familiar with at least one of the
novels listed at the end of this publication.
The creatures do have their own individual
abilities - Mouse for example is extremely
acrobatic, Hedgehog is tough and good in a
fight, Mole can dig tunnels etc. and this
helps you to get a ‘handle’ on your charac-
ter. That doesn’t mean that all rabbits have
to cower away and all hedgehogs have to
be awkward and stupid. You can put what-
ever personality on your character that you
like and an aggressive rabbit or wise old
hedgehog would be great fun to play.
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TALES FROM THE WOOD
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The Gamekeeper’s role The game is coordinated by one of the
players who has a different role to play in
the game. She is usually referred to in
games of this type as the Gamesmaster or
referee. In keeping with the setting the
referee in TfTW is called the Gamekeeper
(GK). The GK has to spend time prior to an
evenings’ gaming preparing the adventure
or scenario, called The Tale, deciding befo-
rehand what the PCs are trying to achieve
and deciding what obstacles and help they
will have along the way, be they natural,
Man-made, of The Bane, or other crea-
tures. The GK will also play the role of any
creatures the PCs meet whether they are
friendly, neutral or otherwise.
Whilst the GK may have set very clear goals
for the players, the way they reach those
goals may differ radically from those the GK
had in mind. The GK therefore needs to be
flexible and ready to ad-lib, or change di-
rection partway through the Tale if the
players start to do things that she hadn’t
accounted for or written down (rest as-
sured, they will). The players can always be
steered back on course further on in the
game if needs be. It is all part of the GK’s
responsibilities to be flexible enough to see
what the PCs want to do and adapt her
version of the Tale according to the player’s
wishes. At the end of the day, whilst the
Tale is important, it is not as important as
the characters who are telling it.
The role of the dice Most of the actions performed by player-
creatures (PCs) in TfTW are normal every-
day activities where the players simply tells
the GK what their characters intend to do
and the GK simply relates to the players
what happens as a result. However, be-
cause life in The Wood is not always that
simple there will be times when the GK will
call for a dice to be rolled to determine
whether an intended action was successful
or not. This is often the case when external
conditions could affect the outcome of
what seemed to be a simple task, or when
another creature is trying to stop the PC
from succeeding. Be careful with the use of
the dice in the telling of the Tale - use them
sparingly and at dramatic moments when
the fate of the creature is in the balance.
Don’t let the dice and the rules get in the
way of enjoyment and the telling of a good
story.
The dice used in TfTW are six-sided (d6)
and ten-sided (d10). When the action calls
for the player to roll a dice the GK will ad-
vise that type of dice to be rolled. Normally
the characteristics of the creature itself will
determine which dice is to be used - if the
creature has the appropriate Ability (or
Lore) then a d10 is rolled and if the crea-
ture does not have the appropriate Ability
then a d6 is rolled. There are essentially
two types of action in TfTW - uncontested
actions and contested actions and the dif-
ferences are explained later in these rules.
The Tale: The Wood Hello, my name is Grizzlegruff. I am a Gnome, and it falls upon me to re-count this Tale. I am not a natural storyteller as was my good friend Oak-fellow, who would be chronicling this Tale but for the fact that he disap-peared recently and to date we have had no luck in finding him. I there-fore dedicate this Tale to him, and to the memory of all the many creatures who live, love, fight and die in The Wood
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KIDS & CRITTERS
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Where does one start with a Tale of this magnitude? With The Wood itself per-haps? Yes that is most appropriate, The Wood. You should understand that The Wood is more than merely a home for the many hundreds of animals, birds, insects and other lowlier forms of life. It is a living, breathing and feeling entity. The Woods’ vitality is reflected in the health of its inhabitants and their health is good for The Wood. When The Wood suffers, we all suffer. Our rela-tionship is linked, symbiotic. We need The Wood, The Wood needs us. We crea-tures who understand this relationship and seek to perpetuate and maintain this balance are followers of what has become known as ‘The Way of The Wood’ or more simply ‘The Way’. Through the ages there have been oth-ers who have sought to upset this harmony, thinking in their own warped mentality that somehow such an imbalance could be worked to their own advantage. This perversion of The Way is known as ‘The Bane’. Some crea-tures are more susceptible to its evil design than others. These misguided creatures are the rats, the weasels, the crows and the adders amongst others, but perhaps we should not blame them entirely for we believe that Man is by far the worst culprit and surely it is from Man that The Bane was first born? When one talks of The Wood, it is gen-erally accepted that one means the whole of the environs of The Wood, not only the Brightwood wherein grow the mighty Oak, the Ash, the Elm and the Yew and where dwell Mouse and Squir-rel and Shrew and Mole who love its sun dappled grasses and quiet glades and the comforting fastness of the tall trees.
No, one also talks of the Tanglebriars, that dark shadowy region of thorn and thistle, ancient and brooding wherein live the weasels and stoats and adders and crows gathering in their twisted cabals and ever ready to pounce upon the hapless intruder. Then there is the Frogmarsh, a largely open tract and from where, at night time, one can often hear the strange song of the Frog Lord and his minions drifting eerily around The Wood. That the Frogmarsh remains wet and misty is attributed to The River which splits The Wood and after twisting its way between the boles of the mighty trees spills out to feed the Frogmarsh before it gathers itself together again and continues its course to the lands of Man and beyond. Many creatures thrive on, or in, The River including of course Water Vole and Otter, but not forgetting that Pike is ever present and ready to pounce from the reeds that border The Deep Pond. Let me not neglect The Meadows bor-dering onto The Wood. This place of course is home to many animals, but most particularly to that most wary of creatures, Rabbit with her vast network of warrens creating a labyrinth in which one such as I without the Lore to navigate those twisting tunnels could (and have) become hopelessly lost. Un-fortunately for poor Rabbit this does provide the ideal hunting ground for stoats and weasels when they venture from the Tanglebriars on their nightly forays.
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TALES FROM THE WOOD
~ 5 ~
THE WOOD
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KIDS & CRITTERS
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CREATING A PLAYER
CREATURE This is where you get to choose what kind
of animal you will play and the abilities he
or she has.
Choosing a creature The first step for you is to decide which of
the various animals that you would like to
role-play. You should generally take the
role of one of the followers of The Way of
The Wood, as many of the scenarios are to
do with coming into conflict with The Bane
in some way. Your GK could allow you to
play a different creature; especially if you
have a particular favourite and you come
up with a good reason with the creature to
be allied with the other PCs. You should be
aware though that your GK may disallow it,
as many of the creatures of The Bane are
predatory and they can be very much more
powerful than the PCs. If you want a
creature just because it is tougher than the
other PCs without a good story to go with
it, then your GK is likely to disallow it
straight away.
All creatures of the same species As an alternative, the GK could run a game
where all of the PCs are of the same
species. You could all be moles for
example, as in the Duncton Wood novels,
all squirrels as in the novels of Michael Tod,
or all rabbits, like Watership Down. In this
case the GK will let you know her
preferences at the outset.
The GK might even state that she wants all
characters to be of the same type but then
leave it up to you as a group as to which
species you choose.
Players choice of creature Assuming the choice is a free one there are
thirteen creatures for players to choose
from. The creatures described are generic
for their type; for instance there are four
species of mouse in the British Isles and
whilst they do vary slightly the differences
are not so great as to warrant four
separate descriptions.
The variety of creatures within a given
species can be handled by giving them
different Lores. The Lores are described in
detail later, but for example you could
choose Wood Lore for your Mouse
character and that would make him a
Wood Mouse. Someone else could have a
Mouse character with Field Lore, making
him a Field or Harvest Mouse and so on.
You should bear in mind that all of the rules
for animal Traits, Abilities and Lores are
subjective and although they have been
thoroughly researched and play-tested
there is nothing that cannot be altered or
changed if there is anything with which you
disagree. If a favourite animal is not listed
then there are guidelines in the
Gamekeeper Section of these rules to assist
in the creation of additional creatures for
use in TfTW.
Creature Characteristics PCs in TfTW are defined by the use of
Traits, Abilities and Lores. These
characteristics describe something about
the creature in simple numerical terms so
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TALES FROM THE WOOD
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that players can gauge their character’s
relative strengths and weaknesses.
TRAITS There are six traits in TfTW and these are:
Alertness, Craftiness, Fierceness,
Nimbleness, Sturdiness and Toughness
Traits are measured in numerical values.
The higher the value of the Trait the more
able the creature is in performing tasks
associated with that Trait.
A quick reference to the Player Creature
Table on P.13 will show the strengths of
some creatures compared to others as well
as their weaknesses. Mouse for example is
clearly the most nimble creature but not at
all tough or sturdy. Traits are important
because they govern the use of the various
abilities of the creatures. The Trait value is
added to the roll of the dice to determine
whether the animal has succeeded in an
action or not.
Description of the Traits Alertness (AL): Alertness measures the
overall perception and wariness of the
creature. It takes into account all of the
senses and includes ‘6th Sense’. Note that
most creatures make up for the lack or
poor ability in one of their senses by having
heightened abilities in other senses (e.g.
Mole is virtually blind but he has a very
keen sense of smell or touch).
Craftiness (CR): General cunning, wit and
intelligence are encompassed within this
Trait. Usually, it is the predators who are
the craftiest of the creatures in The Wood.
It sees most use when using the various
Lores.
Fierceness (FI): This represents the
animal’s combative ability and natural
predatory instinct, as well as natural
willingness to fight, kill and hunt.
Carnivorous creatures obviously tend to
have higher values than herbivores. A low
value is indicative of timidity.
Nimbleness (NI): This is the Trait that
represents the creature’s speed, agility and
quickness. Its use is mainly for determining
such activities as climbing, leaping and
fleeing. Small creatures tend to be more
nimble than large ones.
Sturdiness (ST): Sturdiness is again a
measure of the size of the animal.
However, it also represents the bulk and
relative constitution of the animal. It helps
in recovering from the effects of poisons or
toxins, resisting disease and shrugging off
physical punishment (particularly in Tooth
and Claw).
Toughness (TO): This Trait represents the
sheer brute strength of the creature. Whilst
size is the primary consideration, other
things are taken into account; for example
the strong forepaws of Mole. Toughness is
used to determine what an animal can
move, carry or drag, as well as the power it
can get into a bite or claw attack.
Higher Traits
Players can raise their creatures’ Traits
above the starting values by spending
‘experience’ points earned on adventures.
The only limit is that in the case of
Toughness and Sturdiness there are
maximum values (listed in brackets on the
Player Creature Table). The reason there
are maximum values for these Traits is that
these are largely determined by the actual
size of the creature and therefore there is a
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natural limit on how tough or sturdy a
creature can be.
The Governing Trait Each Ability (see below) has a Trait which
governs it’s use, called the Governing Trait.
When rolling the die to attempt to do
something, the value of the creature’s
Governing Trait is added to the die roll.
ABILITIES Abilities are the natural ‘skills’ of the
creatures in The Wood. Animal’s paws do
not enable them to manipulate things very
well so there are things that they can’t do.
Squirrel can hold a nut or a berry to eat it,
but she can’t tie a piece of string to a stick.
Therefore player creatures are limited to a
selection of tasks and aside from these
Abilities, they have no ‘skills’ as such. A
creature can attempt any of the abilities on
this list.
If the creature has the Ability then the
player rolls a d10 whenever the ability is
used. If not, then a d6 is rolled. The only
exceptions are Fly and Wisdom.
It sounds obvious, but has to be stated that
only creatures that can actually fly have the
‘Fly’ Ability. No other creature may choose
to fly.
Wisdom is the province of the owl.
Creatures may learn it but the cost is
double the point cost of other abilities. In
addition the ability needs to be taught by
some-creature who already has Wisdom
and is willing to take on a student.
Description of the Abilities
Climb (NI): The measure of how well a
creature can cling to vertical or near-
vertical surfaces and move around on those
surfaces (cliff faces, walls, fences, trees
etc.) as well as a measure of the animal’s
intrinsic balance (moving along tops of
walls, branches etc.). The difficulty level
will be affected by such factors as the
slipperiness of the surface being climbed,
weather conditions, speed of ascent etc. It
would normally be an uncontested roll.
Flee (NI): This is the talent of the animal to
avoid a pursuer, often by virtue of the
animal’s small size. Speed, reactions and
use of terrain features and cover are also
handy. Flee can also be used in Tooth &
Claw, substituting this Ability in an attempt
to get away from an attacker. Flee is used
only in contested situations.
Fly (NI): Only creatures that can actually fly
can use this Ability (birds, bats). The Fly
ability can be used uncontested, weather
conditions having the most effect upon the
difficulty level. It can also be used
contested if the creature is in a chase or
race situation.
Hide (NI): The capacity of the creature to
blend with and use cover and camouflage
of The Wood to remain undetected.
Usually used as a contested task verses a
pursuer’s Track Ability.
Intimidate (FI): Used to frighten other
creatures or to gain an edge in Tooth &
Claw situations. It is used in contested rolls
only. An equal result is a standoff (a lot of
growling or bluster, but with no-creature
actually frightening the other) but a result
in favour of one intimidator over another
will mean that the loser is so terrified (or
simply surprised or shocked) that it loses
one round where it cannot do anything. In
Tooth & Claw this could mean that a
creature is defenceless and the winner gets
a free bite or blow, or that the creature can
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TALES FROM THE WOOD
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make good his brief advantage to escape
from a much larger opponent. In non-Tooth
& Claw situations the result could indicate
much more of a willingness to cooperate or
the loser otherwise backing down from his
or her original standpoint.
Leap (NI): The skill of a creature to jump to
great heights from the ground or across
wide gaps, such as when Squirrel leaps
from the branch of one tree to another.
The use of the Ability will be affected by
adverse weather conditions, slippery take
off and/or landing etc. and will mainly be
used in uncontested situations.
Swim (NI): The talent of a creature to keep
afloat in water and move in the direction it
wishes. In contested situations it is also
used to determine the quickest swimmer.
Some creatures (Otter, Water Vole etc)
may also use the Ability for moving about
freely underwater. The Task Difficulty will
be affected by such factors as the speed of
the current, rapids, weather conditions etc.
Tooth & Claw (FI): The natural fighting
aptitude of the creature. This Ability is
described in its own section later in these
rules.
Track (AL): Using mainly the senses of
smell, sight and hearing the animal uses
this Ability to trail other creatures and to
seek out hidden prey. The difficulty will be
affected by adverse weather, the prey
crossing water, delay in picking up the
scent etc.
LORES
Lores are a combination of instinctive and
learned knowledge of the habitat in which
the creature normally dwells. A successful
Lore check will tell you about the creatures
that are usually to be found in that
location, where they live and so on. It will
also tell you about the geography and
features of the terrain and other useful
information about the area. As such, all
creatures will have at least one Lore
appropriate to the creature’s normal
habitat.
Where the Player Creature Table includes a
specific Lore, it is because that creature is
normally found in the habitat indicated by
the Lore.
Where the Lore is not specified or there is a
choice of Lores then it is because there are
a variety of different types within that
species or that the creature can be found in
a range of locations (birds for example fly
far and wide).
Description of the Lores Beach Lore (CR): A rare lore in TfTW but
nevertheless included for completeness,
Beach Lore would be used to know when
the tide is coming in (or going out) amongst
the usual knowledge of the terrain and
inhabitants.
Field Lore (CR): If you have this Lore, you
will know all about sowing and harvest
time and when the Roaring Dragon
(tractor) or when the farmer’s dog are
likely to be about and how to avoid them.
Gnome Lore (CR): This Lore is unusual in
that it does not relate to knowledge of
terrain or habitat but to a specific and
elusive creature - Gnome. It confers a
knowledge of Gnome and his habits, his
constructs, smell and where one might find
him.
A Gnome knows a simple sign language
involving placing markers of sticks and/or
stones on the ground or scratches on trees.
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This Lore also gives you a chance to work
out what these messages mean.
Man Lore (CR): Like Gnome Lore, this Lore
does not confer knowledge of habitat but
of Man - his constructs, tools, habits and
the smell of Man.
Man has a smell of his own, which is quite
horrible to creatures not used to Man and
this can be frightening to creatures without
this lore. Some believe this to be the
essence of The Bane.
The Lore does not give creatures the ability
to work out how to operate machinery or
how to read, but they might recognize
signs from past experience, or might be
able to figure out a simple device, such as
how to open a simple locked cage etc.
Marsh Lore (CR): Aside from knowledge of
what creatures live in the Frogmarsh areas
this would also enable creatures to cross
the marsh safely and know about the odd
furless creatures that live there.
Mountain Lore (CR): Another rare lore for
denizens of The Wood. This Lore is likely to
be known only to birds or creatures from
far beyond the boundaries of The Wood.
One specific use would be about how to
avoid (or cause) rock-falls.
River Lore (CR): Knowledge of the River, its
current and, to a degree, what is up or
downstream beyond the fringes of The
Wood.
Tunnel Lore (CR): Any-creature can dig a
hole in the ground (use Toughness as the
Governing Trait) but this is the skill of the
natural underground dweller, of digging
vast complexes of tunnels and chambers,
with confusing twists and turns, dead end
passages and escape routes. It gives
creatures the ability to navigate such
burrows as well as judging direction and
depth.
Wood Lore (CR): The most common lore
for creatures of The Wood.
Wisdom (CR): A rare and special Lore which
costs double the normal points cost (i.e. 10
points instead of the usual 5). It represents
an intimate knowledge of The Way of The
Wood, a sort of ‘animal magic’ and with the
ability a creature can perform almost
magical feats.
The GK is advised not to let this ability
come to creatures too easily. Simply finding
some-creature who can teach the character
the Wisdom could be the subject of a long
and dangerous quest.
The use of Wisdom by player creatures
should be kept to a minimum so the GK is
best advised to ensure it remains a rare
ability and is treated with a degree of
reverence. The GK should also treat it as
much as a tool for his own use to aid the
players when they are at a loss giving
appropriate prods and pushes, as for the
use of the players. Each use of Wisdom
requires the expenditure of a point of The
Way. Wisdom is split into six main
categories or levels of difficulty:
• Awareness (simple): Allows the
creature to foresee or predict the
outcome of a specific event up to
a short while into the future. How
long into the future a creature can
see and the level of detail the GK
gives depends on the needs of the
creature as well as the needs of
the story. This requires a few
moments of concentration.
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TALES FROM THE WOOD
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• Herb Lore (straightforward):
There are a lot of useful plants and
roots in The Wood. The animal will
know which of hese are helpful in
healing etc, and which are poisons
to which creatures etc. It also
provides the knowledge of
whereabouts and when (time of
year etc) they may be found. A
successful check will find a plant
suitable to the task needed. The
animal receiving the benefit of the
plant will recover a ‘scratch’ (see
the Tooth & Claw chapter) in three
days and a ‘maim’ in two weeks. It
can also be used to counter the
effect of poison.
• Wood Wise (moderate): This use
of the Wisdom allows the creature
to locate a specific item, thing or
creature in The Wood. It might for
example tell the creature where a
lost friend is or where a Man trap
is. This requires a few moments of
concentration.
• Charm (hard): Used to befriend an
otherwise unfriendly creature. The
ability does not give the creature
power over the other; it simply
makes the other believe that the
character is a very good friend for
a short while (dependent upon the
GK and the needs of the Tale).
• Contact Pan (very hard): Pan is
the Lord of The Great Forest. He
will give the answers to a few
yes/no questions that the creature
asks. Sometimes he will answer in
a rhyme or a riddle, sometimes he
will send an omen and sometimes
he will not answer immediately
but leave hints and clues to be
found later by the creature. He
will however always answer in
some way, and does not lie.
• Summon Pan (formidable):
Summoning Pan is something not
to be taken lightly and requires
the immediate expenditure of 2
points of The Way. If successfully
summoned he will do more or less
exactly what is asked of him.
Often he will carry out requests
exactly to the letter, so creatures
need to be wary of how they word
their request. Pan is the only deity
that creatures acknowledge (even
creatures of The Bane) and so they
are easily cowed by the
appearance of Pan. Pan appears as
whatever creature he wishes but
his aura is always that of the deity
and there is no mistaking who he
is. He will not appear to the same
creature more often than once a
month.
GNOME SKILLS Gnome Skills can only be learned and
practised by Gnomes, since they all require
a degree of manual dexterity that the other
creatures of The Wood do not have. Many
of them are things that Gnomes have
copied from Man.
Description of Gnome Skills Boating (NI): With this Skill Gnome can
build and repair a small rowboat or coracle
or even a small sailboat. This Skill also
covers the handling of such craft, although
River Lore would be handy in the
navigation of such a vessel.
Cooking & Brewing (CR): The culinary
talent of Gnomes to create lavish dishes,
intoxicating ciders, wines and ales (which
they love) and other assorted tasty food
and drink (mainly salads and cold meals if
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Gnome doesn’t also have the fire-making
Skill).
Crafting (CR): Gnomes like to make little
objects, containers and utensils out of the
bits of wood, shells of nuts, flint, reeds,
animal hairs and so on that they collect.
Fire-Making (CR): The ability to build and
containing a fire, using flints, sticks etc.,
just like a boy scout.
First Aid (CR): The Gnome Skill of setting
broken bones with splints, treating cuts
and bruises etc. It is not a knowledge of
herbs; it is purely the technical aspect. It
allows a Gnome to heal a ‘scratch’ (see the
Tooth & Claw chapter) in three days and a
‘maim’ in two weeks.
Marksmanship (NI): With this Skill the
Gnome can make and use simple ranged
weapons, throw stones, slings,
bows etc.
Musicianship (CR): All Gnomes like
a good sing song when they get
together and this Skill covers
exactly that - singing, playing and
even making a musical instrument.
Finalising your creature Once you have chosen a creature to
play in TfTW and copied the basic
characteristics over to a character
sheet you have 5 points with which
to improve the basic creature and
to individualise your character.
One completely new Ability, Lore or
Gnome Skill from the lists costs 5
points.
Traits cost a number of points equal to the
new level of the trait. For example to
increase the Nimbleness of Vole from 4 to
5 would cost 5 points. Only one increase
may be ‘bought’ at a time using these
points.
Every Creature of The Way also has a
natural connection with, or sensitivity to,
The Wood and this is measured by The
Way. There is more information about The
Way later in these rules, but for now simply
put a ‘1’ in the box on your character sheet.
Names in TfTW could be based on natural
things; plants, insects and so on or upon
the characters physical features or abilities.
Names like Acorn, Bracken, Thistle, Swift-
Paw and Sharp-Ear are all good.
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THE PLAYER CREATURES
CREATURE AL CR FI NI ST TO ABILITIES LORES
FROG 3 2 2 3 2(3) 1(2) Hide, Leap & Swim Marsh
GNOME 3 4 2 3 3(5) 4(6) Hide & any two gnome
skills
Wood or Field
HEDGEHOG 3 1 3 2 4(6) 3(5) Tooth & Claw or Inti-
midate
Wood or Field
MOLE
MOUSE 3 1 2 5 1(2) 1(2) Climb & Flee Field, Man or
Wood
RABBIT 3 1 1 3 4(6) 3(5) Flee Field & Tunnel
ROBIN 3 1 2 3 1(2) 1(2) Fly &
Intimidate
Any 2 except Tun-
nel
SHREW 3 1 3 4 1(2) 1(2) Flee &
Tooth & Claw
Wood
SPARROW 3 1 3 3 1(2) 1(2) Fly &
Tooth & Claw
Any one except
Tunnel
SQUIRREL 3 1 2 4 3(5) 2(3) Climb & Leap Wood
TOAD 3 2 2 3 2(3) 1(2) Hide, Swim &
Intimidate
Marsh or River
VOLE 3 1 2 4 2(3) 1(2) Climb & Flee Field & Wood or
Tunnel
WATER
VOLE
3 1 2 3 3(5) 2(3) Swim River & Wood
The Tale: Beyond The Wood Of the region beyond the Meadow I will say little. Suffice to say that the Meadow is bounded by a wall built by Man and beyond that is the Rookery, a line of trees that form a home to masses of evil-hearted rooks and crows, waiting to peck out the eyes of an un-wary fool. This line of trees hides the Farm. I’ll say no more of that other than to mention the dismal sheep and cows who seem to know nothing of The Way and have learned to accept their lot as creatures of Man. Then there is the Hard River bordering The Wood on the other side along which swoop the Roaring Owls, great beasts loosed by Man seemingly to kill or maim any-creature foolish enough to want to cross. Not that I understand why any-creature would want to cross as on the other side are the lands of Man and those creatures bent to Mans’ will. Many suggest that The Bane begins and ends with Mankind and from what I have seen of Man who am I to argue?
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WHAT ARE THE CREATURES LIKE? This is where you learn something about all
of the animals that make good player-
creatures.
Creatures of The Way Although a range of foodstuffs is described
for each creature, most creatures will tend
to have a nibble at almost anything
especially when hungry. Those living near
to Man in particular will have sampled
much of Man’s food waste from rubbish
bins and the like – it often boils down to
what is available. Described in the tables
are the foodstuffs preferred and normally
eaten by the creature.
Likewise enemies are far ranging - and
birds of prey for example will eat most
smaller animals, as will Rat, Fox, Stoat etc.
The enemies described are mainly those
that will prey upon the creature in question
but sometimes they are enemies simply
because they are in competition with each
other.
FROG
Where’s he likely to be found? The marsh
and the pond
What does he like to eat? Insects, slugs
and worms
How big is he? 3-5”
Who are his main enemies? Grass snakes,
foxes, stoats, weasels, adders, rats, owls,
crows and otters
Frog has a short body and long powerful
legs used for leaping and swimming. His
kind varies in colour from yellow to black
and males tend to be darker than females.
Frog likes damp shaded conditions to keep
his warty skin moist.
Frog has a huge appetite and will continue
to eat as long as food continues to be
available. He tends to be active throughout
most of the day.
During the months of April to May Frog and
his kin migrate to spawning ponds,
travelling at night. Frog hibernates during
winter months. When alarmed, which is
often, Frog issues a weird loud shriek.
Frog has a much larger cousin, Marsh Frog
(6-7”) who is more aggressive, less
common, and also eats fish, lizards and
mice.
GNOME
Where is he likely to be found? The Wood
and the meadow
What does he like to eat? Cooked fish,
fruit, nuts, roots and cider
How big is he? 10-12”
Who are his main enemies? Man
Whilst Gnome looks like a wizened old
man, he does have different-looking
relatives scattered far and wide. These
relatives are called by many names such as
Brownie, Pixie, Sprite, Leprechaun, Knocker
and so on, depending on where they are
from. Whilst they are all essentially the
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same, Gnome insists there are differences
and gets very angry at any-creature that
gets it wrong.
Gnome dresses in simple clothing in shades
of brown, green and grey. He has already
lived to a great age, but since he hibernates
often for very long periods of time (1000
years in one known case) he seems
confused at the changes that have
occurred in The Wood since he went to
sleep and is more than a little forgetful.
Gnome is a solitary type and females are
very rare. There are a few of Gnome’s
cousins around The Wood and the
surrounding area, but they aren’t often
seen together. When Gnome does have
visitors, he loves to swap tales and make
merry. Gnome loves drinking, smoking,
drinking, eating, singing, drinking and
dancing. He also likes drinking.
Gnome likes to collect odd bits and pieces
that he finds lying around and may have
some useful bauble or trinket in his home.
He lives in a hollow tree, but some of his
cousins choose to live in small caves,
haylofts or old abandoned animal dens.
Gnomes tend to have names like
Grizzlegruff, Oakfellow, Cloudberry,
Dodderer, Sneezewort, Crimblecromble,
Itchynose and Danglebeard. A very ancient,
unpleasant but famous Gnome was called
Rumplestiltskin.
HEDGEHOG
Where is he likely to be found? The Wood,
hedgerows, meadow and in the field
What does he like to eat? Worms, slugs,
insects, grass snakes and adders
How big is he? 8-10”
Who are his main enemies? Adders, foxes,
and The Roaring Owl
Hedgehog and his family are amongst the
oldest of The Wood’s inhabitants. Their
ancestry stretches back as long as Gnome
can remember. Hedgehog has other
ancient names too: Hedgepig, Urchin,
Hotchiwichi and Fuzzy Pig.
Hedgehog hibernates over winter months.
He is very tough and his spines are
particularly useful in his battles with his
oldest enemy the adder. Also useful against
the adder are Hedgehog’s powerful jaws
and ‘snagged’ teeth, which help him hold
onto wriggling prey. As if all of that did not
make Hedgehog one of the best fighters
around, his spines also provide excellent
defence against any would-be predator.
Hedgehog is not the quietest of creatures.
He tends to crash through undergrowth
snuffling and snorting as he goes. Although
his diet consists mainly of grubs and
insects, he occasionally eats bird chicks and
eggs as well as carrion and even some small
mammals!
(NOTE: Whenever an attacker rolls a '1' in
Tooth and Claw against a Hedgehog it
receives the equivalent of a ‘nip’ result on
the Wound Results Table (see Tooth &
Claw) against the Hedgehogs spines.
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Hedgehogs' spines act as a kind of armour
(see Tooth & Claw Wound Modifiers Table).
When curled into a ball, to all intents and
purposes the Hedgehog is invulnerable to
Tooth & Claw attack, but is also unable to
move).
MOLE
Where is he likely to be found? The Wood,
field, meadow
What does he like to eat? Worms, grubs,
beetles
How big is he? 5-7”
Who are his main enemies? Owls, foxes,
stoats, weasels and rats
Mole is generally a solitary creature. He has
tiny eyes, and his vision is very poor.
However to make up for this lack, Mole has
an extremely sensitive nose which can pick
up vibrations within his warren of complex
tunnel systems. He has no external ears.
Mole, like Hedgehog and Shrew is an
insectivore. Mole’s family vary greatly in
colouring and albinism is a common feature
amongst his community. Mole’s fur is
velvety, and always lies flat, which is a
great thing for him as he can move both
backwards and forwards in his tunnel
equally well. Mole’s forepaws are
extremely powerful for his body, and his
spade-like paws allow it to tunnel
underground at a very fast rate. Mole is
also very aggressive.
The tunnel systems are really food
collecting areas and the true nest is below
a large mound of earth or so-called
‘fortress’. Close to the nest are deep
permanent tunnels, further out they
become much more shallow.
MOUSE
Where is she likely to be found? The
Wood, field, farm, meadow
What does she like to eat? Corn, seeds,
berries, acorns and nuts.
How big is she? 2-3”
Who are her main enemies? Owls, stoats,
weasels, rats, cats, rooks and crows
Mouse is the smallest rodent in The Wood.
She is a natural acrobat, fast and agile.
Mouse makes a regular winter retreat, but
does not actually hibernate. Over these
winter months, Mouse needs a large store
of food.
The Mouse family is made up of several
different types, who are generally named
for where they live. Harvest Mouse, Field
Mouse, Wood Mouse, House Mouse and
Yellow Necked Mouse. They conform to the
same basic characteristics, although there
are slight size and colour differences.
Mouse makes her nest from shredded
grass and leaves in hedges and sometimes
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in the ground. Her friend the House Mouse
makes his in buildings, and often uses
shredded paper or old cloth. In the summer
the Harvest Mouse makes a unique nest
built in the stalks of growing cereal crops,
grasses or reeds.
RABBIT
Where is she likely to be found? Field,
meadow
What does she like to eat? Crops, grass
and wild vegetation
How big is she? 14-17”
Who are her main enemies? Stoats, foxes,
weasels, Man and disease
Rabbit is a herbivore. She particularly loves
to eat cultivated plants and crops and there
are few she won’t eat. That’s what makes
Man one of her greatest enemies.
A Rabbit bury or warren may house only a
single family or may accommodate a
number of families and cover a
considerable area of land, involving a vast
network of tunnels. There will be bigger
warrens up to 50 entrances and exists.
Rabbit is an active creature especially at
night, although she is often about at dawn
or dusk also. Rabbit is extremely wary and
timid, and will give warnings to her fellows
below ground when danger is present by
thumping the earth with her hind feet.
Her fur is a sandy brown colour, although
some of her friends have other colours
including black. She has long ears (not as
long as Hares’) and large rear feet. Rabbit’s
tail is short and pale or white.
ROBIN
Where is she likely to be found? The
Wood, field, meadow, farm
What does she like to eat? Worms, insects,
grubs, berries
How big is she? 5-6”
Who are her main enemies? Rooks, crows,
foxes, stoats, adders, weasels and owls
Robin tends to stay well clear of her male
friends during the winter months,
preferring the company of other females.
Her male friends seldom move far from
their own territory anyway. Robin herself
likes to roam further afield, even migrating
on occasions.
Robin has an elaborate display with her red
breast, which forms part of her visual
danger signal to other robins, trying to
enter her territory. She nests in a hollow on
a bank, or in a hedge. Robin normally lays a
clutch of 4-6 eggs in her tidy nest.
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SHREW
Where is he likely to be found? The Wood
What does he like to eat? Insects, worms,
grubs
How big is he? 2-3"
Who are his main enemies? Weasels,
stoats, foxes, rats, and owls
Shrew looks a little bit like Mouse. He has a
pointed snout and a diet that consists of
invertebrates (making him an insectivores).
Shrew is equally active night or day.
Shrew has a mildly toxic bite, which will be
irritating to any-creature bitten by him. He
is also very highly-strung and aggressive.
Shrew’s fellows are the Water Shrew and
the Pygmy Shrew. The Water Shrew is the
largest. The Pygmy Shrew is more likely to
be found in open fields than the other
types.
(NOTE: Toxic bite; Anycreature bitten (and
receiving at least a ‘scratch’ on the Wound
Result Table) by a Shrew that has an equal
or lower Sturdiness will become affected
and suffer a -3 penalty for 2 rounds
following the bite. Creatures with a
Sturdiness of up to twice that of the Shrew
will also be affected for 2 rounds, but only
at -1. Creatures with a higher Sturdiness
will not be affected).
SPARROW
Where is he likely to be found? Wood,
field, farm
What does he like to eat? Worms, insects,
grubs and berries
How big is he? 5-6”
Who are his main enemies? Rooks, crows,
foxes, stoats, adders, weasels and owls
Sparrow has a brown-streaked upper
plumage, grey crown, and whitish chest.
Sparrow is often found to ‘squabble’ when
he gets together with his fellows and can
be quite aggressive at times, sometimes
mobbing larger birds in small groups to
keep them away.
Sparrow nests in a hole or cavity in a
building or wall, or in tall hedges or ivy and
sometimes his fellows nest in colonies.
Sparrow’s nest itself is large and untidy. Up
to five eggs are usually laid in a clutch.
SQUIRREL
Where is she likely to be found? The Wood
What does she like to eat? Fruit, corn,
nuts, bird eggs and shoots
How big is she? 8-10”
Who are her main enemies? Stoats,
weasels and foxes
Squirrel is a superb climber of trees and she
can leap quickly from branch to branch
with ease. However she also spends a lot of
her time on the ground, gathering nuts and
berries for storage over winter months.
Squirrel does not truly hibernate.
There are two types of squirrel generally
found in Britain, Red and the much more
common Grey. The Grey is slightly larger,
but the Red tends to be prettier and even
more graceful.
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Squirrel is active throughout 24 hours,
especially just after dawn and before
sunset. His nests or ‘drays’ are built in a
tree hole or, more commonly built close to
the trunk or main branch.
TOAD
Where is he likely to be found? Marsh,
pond
What does he like to eat? Insects, slugs
and worms
How big is he? 3-5”
Who are his main enemies? Grass snakes,
adders, stoats, foxes, and weasels
Toad is just as greedy as Frog. Although
Toad resemble Frog, he tends to crawl
rather than jump or hop with his long hind
legs. Toad is nocturnal, and does not
hibernate in winter.
Toad has an excellent defence -he can puff
up his warty body to appear much larger
than he actually is. Toad’s skin is dry, dull
and warty. Colouration varies greatly
depending on the season, but ranges from
olive to brownish-black.
The Common Toad is the larger of the two
species found in Britain, but the Natterjack
Toad is the noisiest, with his very loud
trilling croak. When he is alarmed he has
the capacity to change colour.
VOLE
Where is he likely to be found? The Wood,
field
What does he like to eat? Corn, seeds,
berries, shoots and nuts
How big is he? 4-5”
Who are his main enemies? Rooks, owls,
stoats, rats, foxes, crows and weasels
Vole is larger than Mouse, which he
otherwise resembles, but he has a rounder
snout, and a shorter tail. There are two
varieties of Vole, Red Vole and Field Vole,
which conform to much the same
characteristics other than different
colouration.
Field Vole has a tendency to burrowing
extensively underground, (Tunnel Lore) and
Red Vole is also called Wood Vole or Bank
Vole. The Bank Vole tends to have a russet
colouration, and his ears are more
prominent than those of a Field Vole, which
tends to have longer shaggier greyish-
brown fur. Litters vary in size from 3-6 and
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there are usually several litters between
spring and autumn.
WATER VOLE Where is he likely to be found? Riverbanks
in The Wood, field and marsh
What does he like to eat? Seeds, corn,
nuts, berries and shoots
How big is he? 7-8”
Who are his main enemies? Pike, foxes,
stoats and weasels
Water Vole is sometimes referred to as
Water Rat and it is from this name that
‘Ratty’ comes in ‘Wind in the Willows’.
Although he does look a bit like a rat, with
his long tail and course dark fur, Water
Vole has smaller ears and a shorter,
rounder muzzle making him much more
attractive. He is much larger than their
cousins the Red and Field Vole, and he is an
excellent swimmer.
Litters of 4-6 young are born throughout
the summer in their extensive burrows
built into riverbanks, or sometimes on the
surface in dense reed bed.
USING ABILITIES, LORES & SKILLS
There are basically two types of dice roll in
Tales from The Wood - uncontested and
contested rolls.
Uncontested rolls When you try to use one of your Abilities,
Lores or Gnome Skills where the GK
decides that there is a chance that you
could fail, the GK will call for a dice to be
rolled. The type of dice rolled depends
upon whether or not your character
actually has the Ability, Lore or Gnome Skill
in question. If you do, then you roll a d10. If
you do not, then you roll a d6. To the
resulting number, you add the value of the
Governing Attribute for the Ability used.
The GK will determine the Task Difficulty,
which provides a target number, which the
dice roll + Attribute must exceed in order
for your character to succeed well. If the
numbers are equal the success was only
marginal. If the die roll + Trait is lower then
the creature failed.
UNCONTESTED ROLL TABLE
UNCONTESTED
DIFFICULTY
TOTAL OF
DICE ROLL
+ TRAIT
Simple 5
Straightforward 6
Moderate 7
Hard 8
Very Hard 9
Formidable 10
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Example: Mouse has fallen into the River
and it flows quite quickly at this point. The
GK assigns a ‘hard’ Task Difficulty, meaning
that Mouse needs to get a total of 8 to be
able to swim to the bank. Mouse has a
Nimbleness of 5 and does not have the
Swim Ability so has to roll a d6 and needs
to get a 3 or more (because she already has
5 from her Nimbleness).
If she gets a 1 or 2 then Mouse is rapidly
getting washed away and desperately
needs help. If she rolls a 3 then Mouse
might make it to the bank but only just. She
would be totally and utterly exhausted and
needs several moments to recover. Whilst
doing so another creature may wander past
and spot her plight.........…
If she rolls higher than a 3, then Mouse
swims ably to the bank, runs up it and
scampers off.
HOW TO DECIDE HOW DIFFICULT
THE TASK IS In uncontested tasks, it is usually better to
let the characters succeed more often than
not. Moderate is therefore the normal
maximum level for most everyday
activities, where you feel a dice roll would
add a bit of drama to the scene.
A hard roll would occur perhaps where bad
weather makes a task trickier or where you
simply want to show the characters what
they are doing is dangerous. Bear in mind
that a creature with only a ‘1’ in a Trait that
doesn’t have the ability in question can
only succeed a hard task by expending a
point of The Way (see later).
Contested rolls Sometimes, especially in confrontations
between animals and during Tooth & Claw
in particular, it is not so much the situation
that presents the obstacle to ability use but
the opposition of another creature. This is
termed a contested roll and is not made on
the above table.
In these situations both or all of the
creatures involved get to make checks. You
need to determine beforehand what is at
stake for the creatures involved. In Tooth &
Claw this is easy, because the loser will
probably be hurt or even killed. In other
confrontations or contests, the stakes may
not be so easy to determine. As long as
each creature has a clear idea of what they
stand to gain or lose, then they make an
appropriate dice roll as usual. The creature
getting the highest total wins the contest.
Example: In our example above, suppose
that Mouse managed to stay afloat by
getting the 8 result she needed. However
the dreaded Pike happens to be about and
spots Mouse on the surface. At stake for
Mouse is being caught and probably eaten.
At stake for the Pike is simply the possibility
of filling his belly. Pike sweeps in on hapless
Mouse. The GK rolls a d10 for the Pike (who
can of course swim) and gets a 6 to add to
the Pikes' Nimbleness of 3 for a total of 9.
Mouse would be wise to try to escape.
Mouse gets to roll a d6 getting a 3, which
added to Mouse's Nimbleness of 5 (for a
total of 8) is not enough. Mouse could
declare that she is using The Way (if she
has not already used all of her points) to
get a total of 9 and just stay out of the
Pike’s reach.
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Hedgehog’s Tale Hedgehog had finished explaining his plan to Mole. Mole emerged from be-neath his paws, which he had placed over his head in exasperation at the sheer stupidity of what he had just heard. "You can't do it" he exclaimed, "it's madness and you'll get yourself killed!" Hedgehog was unmoved. He was going to prove that he was the toughest and bravest creature in The Wood by spend-ing one whole night on the Hard River. “I’d best get going" said Hedgehog fi-nally and, dislodging the pile of leaves in which he and Mole had immersed themselves, set off across the clearing. Mole didn't know what to do. He thought for a while and then decided that running round in circles whilst wailing loudly might be the best bet, so he did. When he had finished, and whilst he lay there panting for a while, it was then that he realised he was being watched. Sniffing at the scent, he was pleased to note the watcher was none other than his friend Squirrel. "I couldn't help but notice that you seem distressed" she said "anything I can do to help?"
Mole calmed a little. Squirrel had that effect on many creatures - something to do with her soft voice large eyes and appealing bushy tail, Oakfellow always says. It's Hedgehog,” blurted out Mole "he's intent on doing something really stu-pid and I haven’t been able to stop him". Mole then proceeded to explain Hedgehogs' plan to Squirrel whose face became graver as the story unfolded. "Oh dear, I saw Hedgehog talking with a couple of those vile weasels from the Tanglebriars only the other day and I would bet a pawful of nuts that they have something to do with this whole business" she said unable to keep the tone of concern from her voice. “You’ll have to go after Hedgehog and try to slow him down” declared Squir-rel, “and I’ll go and get help” she added, as an afterthought. She turned and in one swift movement had bounded up the trunk of the nearest tree and was soon aloft in her own domain up amongst the leaves and branches. Mole started scurrying in the direction taken by Hedgehog, knowing that all the while he closed on his friend he was getting ever closer to the dreaded Hard River of legend, a place he had
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always avoided so far, and one which he had no particular desire to visit. Eventually, Mole could see the lumber-ing prickly form of Hedgehog’s rear in the undergrowth ahead. The air at this point was already tainted with the unnatural scent of The Bane from the Hard River, but Mole bravely pushed that to the back of his mind and rushed up to his spiky friend, coughing to attract hedgehog’s attention. "I thought you might get hungry so I brought this for you "indicat-ing the fat juicy worm he had found on the way. He pushed it towards Hedgehog, who promptly gobbled it up with barely a pause, licked his lips, and con-tinued on his way. "I know where there are more like that" tried Mole gamely, realis-ing that his gambit had not really worked as well as he would have hoped. "Too busy” mumbled the rapidly reced-ing form…
TOOTH & CLAW
This is where you learn all about how your
creatures defend themselves against the
creatures of The Bane.
Overview Whilst the Fierceness Trait represents a
creature’s willingness to kill, Tooth & Claw
is the actual fighting aptitude of a creature.
In pretty much all role-playing games, some
form of combat inevitably
occurs, and this provides much
of the excitement of such
games. TfTW is a fight for
survival and fighting occurs
amongst animals just as it
does amongst Man. However,
some of the reasons that
animals fight does tend to
differ from the reasons that
Man fights.
Animals do not tend to kill
wantonly and unnecessarily
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and in fact, except in the cases of predator
verses prey (which tend to be one-sided
affairs), death does not usually result from
Tooth & Claw confrontations. Fighting in
most cases is something to be avoided.
Reasons for fighting Having said that, there are many things
that animals fight over that correspond to
the reasons that Man fought wars
throughout history. Territory is one of the
greatest reasons for fighting amongst both
Men and animals. Animals will guard their
territory and will often attack creatures far
bigger than themselves to protect their
homes and their young.
In mating season, many animals tend to
become aggressive in order to find and
then keep a mate. Some females become
aggressive towards males after they have
mated or after they have borne their
young.
Another very good reason for fighting is
self-defence. Certain predators will hunt
and kill prey without a second thought.
Occasionally the intended prey will fight
back. When fighting for one’s life,
sometimes the intended prey can be very
difficult for a predator to bring down, so it
may be that the hunter goes off to tackle
some-creature a bit easier.
In the fantasy world of The Wood, there is
another reason that sometimes player-
creatures will become involved in conflict.
Creatures of The Way are often performing
quests in defence of The Wood and this
often leads then into the path of their
enemies, the creatures of The Bane. In this
case, there is often little alternative but to
kill or be killed.
Knowing when not to fight Tooth & Claw will not always necessarily be
fatal and will not usually be more than a
brief flurry of activity, before one or other
party flees. Sometimes, the sole purpose of
a fight is to prove which creature is the
stronger (which usually means the first one
to get in a telling blow) and once this has
been proven, the loser will just slink away.
Once an animal has been hurt this will
often be sufficient for it to quit the fight
and attempt to flee. More often than not
the victor will allow his opponent to get
away, having proven himself the stronger
(except of course in the case of a predator
who intended to eat the vanquished).
Mothers with young tend to fight to the
death if protecting their young. Most
smaller creatures will instinctively avoid
getting into Tooth & Claw situations with
larger creatures (although as mentioned
above, player-creatures may tend to have
different motives than ‘normal’ creatures).
How much conflict to include in TfTW It is really down to the GK to regulate how
much Tooth & Claw occurs in her Tale and
perhaps in each possible Tooth & Claw
confrontation give one or two options
other than simply entering into combat.
It has to be borne in mind that the player-
creatures are in the main smaller and less
aggressive (ferocious) than their enemies.
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How is Tooth & Claw resolved? Tooth & Claw is carried out in basically the
same way as any other contested Ability
resolution. If the creature has the Tooth &
Claw ability then a d10 is rolled, and if not
then a d6 is used, and the result of the dice
roll added to the Fierceness Trait of the
creature.
FLURRIES The creature with the highest roll, gains the
advantage in that flurry of combat. (Each
flurry is a mad blur of activity where the
creatures are in a tangle of fur, teeth and
claws and where each animal attempts to
land a solid blow or bite and is at most only
about a couple of seconds long).
WOUNDS The creature who wins the round of Tooth
& Claw has managed to get in a telling
blow, bite or scratch. The total by which
the ‘winner’ exceeded the ‘loser’s’ roll is
then added to the Toughness of the
winner. From this number is taken the
Sturdiness of the creature that lost the
round of combat. Any other modifiers from
the Wound Modifiers Table (below) are
taken into account to leave a final number.
This number is referenced against the
Wound Results Table to determine how
badly the loser has been injured, if at all.
Where a creature chooses to escape rather
than stand and fight, the player or GK may
make a Flee roll, rather than Tooth & Claw
roll. If the would be escaper's roll is higher
than the attacker, it is assumed the
creature got into cover, climbed out of
reach, dived into a hole or whatever is
appropriate to get out of the way.
WOUND MODIFIERS TABLE
WOUND RESULTS TABLE
EXPLANATION OF THE RESULTS Nip: The creature is knocked, nicked, or
shaken and maybe even loses some fur, but
no real harm is done. The creature might
treat this as an indicative of the way the
fight is likely to go, and attempt to flee!
Scratch: The creature has been hurt, and is
bleeding. All Ability rolls are made at -1
effectiveness, until healed. If scratched
again, the effects are cumulative so the
creature would be at -2 on all Ability rolls
and -3 if scratched for a third time and so
on.
Maim: The animal is badly hurt. Possibly an
ear has been ripped off or some other
major damage. The animal is at -3
effectiveness on all abilities. Again effects
are cumulative, so a maim result followed
by a scratch becomes -4. Roll on the table
below for the result of the maim
Kill: Exactly that. The GK may allow the
creature to expire slowly and carry out
further actions (non combat) if he is left
alone by his opponent, for a few rounds
but no longer.
MODIFIERS
+ Attacker’s (Victor’s) Toughness
- Defender’s (Loser’s) Sturdiness
+1 For Gnome using a weapon (hurled
stone or a stick)
-1 For Hedgehog’s spines
RESULT WOUND SEVERITY
6 or lower Nip
7-8 Scratch
9-10 Maim
11 or higher Kill
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MAIM RESULTS TABLE
DOES THE LOSER FLEE? If the GK has determined in advance what
the NPC will do if wounded, then don’t
worry about the next bit. However, if you
need a bit of guidance about whether the
wounded creature will stick around,
possibly to suffer more punishment, then
the answer is to roll a dice when one of the
above results is scored against an against
the NPC. The dice used depends on
whether the NPC has the Tooth & Claw
Ability or not, as usual.
To the result add the creature’s Fierceness
in the usual way with the difficulty number
being the wound result total. If the NPC
rolls higher then it may carry on fighting
but if is lower then the NPC will run (or
slink, fly or whatever) off. This rule can also
be used with the ‘kill’ result to see whether
the animal can continue to function, and
for how many flurries before succumbing
to the Great Forest above.
HEALING A scratch will heal in a week and a maim
will heal (apart from the permanent
affects) in one month. This time may be
reduced as a result of First Aid (Gnome
Skill) or Wisdom; Herb Lore. With
successful checks against these Abilities, a
creature will recover a scratch in three days
and a maim in two weeks.
Example of Tooth & Claw: Splash, the water
vole has come across a weasel from The
Tanglebriars on her way to the Meadow to
hunt. Rather than waste an
opportunity for an easy meal, the
weasel attacks the unfortunate
Splash who, perhaps unwisely,
decides to stand his ground.
The weasel attack is rolled by the
GK on a d10 (as weasels have
Tooth & Claw) and to the 2 rolled
is added the Fierceness of the
weasel, which is 4, for a total of 6.
The player rolls a d6 for Splash,
and up comes a 5, which added to
Splash's Fierceness of 2 gives a
total of 7 and is surprisingl,
enough to bite the weasel!
The result of 1 is added to Splash’s
Toughness of 2 for an overall
result of 3.
ROLL INJURY EFFECT
1-4 None No effect
5 Ear -1 Alertness
6 Eye -1 Alertness
7 Nose -1 Alertness
8 Limb -1 Nimbleness
9 Internal -1 Sturdiness
10 Facial +1 Intimidate
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Looking at the Severity of Wound Table,
this is below 6, so is simply a nip (even
ignoring the fact that you would need to
deduct the weasel’s Sturdiness of 2, before
applying the result). The GK makes makes
a d10 roll for the weasel to see whether he
sticks around after the shock of getting a
nip from Splash. He already exceeds the
total without the need to roll dice (as he
has Fierceness 4).
Splash is more confident now, so stays in
the fight and both the player and GK roll
dice again. This time, Splash gets a total of
6 and the weasel gets 12. The weasel has
bitten the water vole. The GK adds the
difference between the totals (6) to the
Toughness of the weasel for a total of 10,
and then subtracts Splash's Sturdiness (3)
leaving 7. Looking at the Severity of Wound
Table shows that a scratch has been dealt
by the weasel who, seeing and smelling the
blood, is driven into a frenzy (using a point
of The Bane). The water vole on the other
hand is lucky to still be alive albeit wounded
and now at -1 on any further Ability uses.
The flurries continue in this fashion until
one creature has had enough or one is
injured or killed.
Suppose Splash decides to try to Flee from
the maddened weasel. The player rolls a
d10 (thankfully this is the extra ability the
player chose for Splash at the outset) and
this time adds the creature’s Nimbleness
for a total of 10. She has to subtract 1 from
this total (for the scratch) to give the GK a
target of 9 for the weasel. This time the
weasel fails to bite (the d10 comes up 3)
and Splash safely slips away. The weasel
could however now try to follow by using its
Track ability but the GK decides that he will
continue on to the Meadow, unfortunately
for the rabbits that live there.
THE WAY AND THE BANE
“Do not hurt where holding is enough
Do not wound where hurting is enough
Do not maim where wounding is enough
Do not kill where maiming is enough The greatest creature is one who does
not need to kill”
The Way The Way of The Wood is part ancient
tradition passed down through centuries of
animal life in The Wood and part a natural
affinity with the life energy and vibrancy of
The Wood and its denizens. It has become
a way of life and a way of being. It is a
sense oneness with the environment or
with the natural order of things in The
Wood. Being a Creature of The Way
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doesn’t preclude a creature from eating
other animals and wildlife - far from it. Life
and death is an accepted part of The Way
of The Wood. What it does preclude
though is the urge to kill for the sake of it.
USING THE WAY Creatures of The Way can tap into the spirit
of The Wood and trust to it’s power to
improve their chances of succeeding at
tasks or to do a number of other helpful
things.
Increasing an Ability roll: A creature can
use a point of The Way to add +2 to any
use of a Trait, Ability, Gnome Skill or Lore.
The decision must be made to do this
before the dice is rolled.
Increasing a result: A creature can use a
point of The Way to add to the result after
the dice has been rolled. In this event, the
modifier is +1. This is useful if a roll was
reasonable, but not quite as high as you
would have liked.
Roll dice again: A creature can use a point
to roll a dice again. This is useful if a roll
was the minimum or very nearly the
minimum. If you select this option, you
take the result of the second roll.
Reducing wounds: A wound may be
reduced to the next more favourable
severity level. So a result of kill can be
reduced to a maim by the expenditure of a
point.
Good fortune: A point of The Way can even
be expended to effect a little bit of luck.
Where the narrative of a scene has not
clearly defined a certain piece of
information the player might suggest
something that sounds reasonable and
make that suggestion become fact. Use of
The Way in this manner should be at the
discretion of the other players and the GK
and shouldn’t be to effect major changes in
a scene and can’t be used to change
something that has already been
established as a fact. For example, if the
characters are looking for a disused animal
den to shelter in on during a particularly
bad storm, as long as they are somewhere
where one is likely to be found, one of the
players could use a point of The Way to
describe how he stumbles across and old
badger set behind some concealing
undergrowth. Or a mouse who has failed a
swim check is slowly going under the raging
river can use a point to describe how luckily
a small branch floats by which he can cling
to.
Wisdom: A number of the Wisdom Abilities
require the expenditure of a point of The
Way.
RECOVERING THE WAY Creatures who have used a point or points
of The Way are restored fully at dawn if
they are diurnal (daytime) creatures or at
dusk if they are nocturnal (night time)
creatures. Creatures who are neither can
choose when they always recover their
points.
INCREASING THE WAY Creatures can increase The Way up to a
maximum of 5 points, by spending points in
the same manner that they increase their
traits (increasing The Way to 2 costs 2
points, to increase it again to 3 costs a
further 3 points).
The Bane Creatures of The Bane have lost their
connection with The Way entirely. They no
longer feel the oneness or the spirit of The
Wood. The Bane makes them kill wantonly,
destructively and without reason. What
The Bane is exactly is not entirely certain
but some creatures who choose to
speculate on such things believe that it is
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due to the effect of Man and his machines
on the natural order of things. Some
believe that The Bane is simply another
aspect of The Way.
HOW THE BANE WORKS Whenever a Creature of The Bane smells
fresh blood and it has a point of The Bane
left, that point is automatically used to fuel
the creature into a blood lust. The creature
becomes frenzied for three flurries and will
attack any creature in sight. The creature
will always go for a Creature of The Way
first, but if there are none in sight then it
will go for whatever creature is nearby. If
more blood is drawn in those three flurries
and the creature still has The Bane points,
then that fresh blood will fuel a further
frenzy, for three more flurries. This will
continue until no further fresh blood is
drawn, the creature runs out of The Bane
or there are no further creatures nearby to
attack.
RECOVERING THE BANE Creatures who have used a point or points
of The Bane are restored fully at dawn if
they are diurnal (daytime) creatures or at
dusk if they are nocturnal (night time)
creatures. Creatures who are neither can
choose when they always recover their
points.
GAINING BANE Creatures who choose to kill unnecessarily
or commit wanton acts of violence or
destruction against The Wood or its
inhabitants are likely to start to fall towards
The Bane (or their Bane points will increase
still further if they are already creatures of
The Bane).
This game is not really about playing
creatures of The Bane, so the rule here is
really down to the GK to interpret in her
own way. Any player-creature who
commits such acts should get perhaps get a
warning (maybe via Pan or by his own
Animal Lord) and if he continues in this
way, then he should receive a Bane point.
In actual fact, it could make for some good
role-playing having one PC battling against
his darker nature, so do not necessarily
dismiss the idea of player-creatures
suffering The Bane at some point. It just
shouldn’t be the ‘norm’ and it should only
be used to develop some interesting and
searching role-playing experiences. If you
know a player is doing it just to be a
badass, then you probably shouldn’t allow
it to happen.
Creatures with both The Way and The Bane Some creatures have both The Way and
The Bane. In this instance, it depends on
which of the two aspects is the higher.
If The Way is the higher (or they are equal)
The Way keeps The Bane in check. Fresh
blood will interest the creature, especially
if it is hungry, but the creature will not
become frenzied.
However, if The Bane is higher (perhaps the
creature has used a point or two of The
Way), then use the rules for The Bane, until
The Way is equal or higher again.
The Bane cannot be lost once a creature is
affected by it so the only way to keep it
under control is to keep The Way the
higher of the two.
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THE GAMEKEEPER
This is where some extra help can be found
for the person running a game of Tales
from The Wood.
Overview As the Gamekeeper, you have the tough
but rewarding task of bringing all this
information together to create an
interesting and exciting Tale (at least
starting the creation of an interesting Tale,
as your players have to help you too) and
of breathing life into The Wood and its
denizens.
For most role-playing games this may seem
daunting enough, but for TfTW this would
initially appear doubly so. There are no
‘stock’ adventure ideas in TfTW - no
dungeon crawls, no barroom brawls, no
caravan guarding jobs to be had. However,
in a way this forces you to be more creative
and think the adventure through and this in
itself means the players have to also be
more inventive in their play. Just sitting
down and thinking hard about The Wood
and its inhabitants will start to give a
creative GK some simple plot ideas.
Actor, storyteller & director Your job is that of the storyteller, actor,
director and producer all in one. Added to
that you need to be at least familiar with
the game rules. The game rules should not,
however, get in the way of creativity and
the Tale is far more important than any of
the rules in TfTW. Treat the rules more as a
set of guidelines that can be dropped if
they begin to get in the way.
Adversaries In The Wood there are the villains typical in
most other role-playing games, there are
the dangers to be avoided and the other
‘evil’ roles filled by the weasels and stoats
and other Creatures of The Bane. There are
also the sages (Owls and other creatures
with Wisdom), the would be helpers, the
ones with whom careful negotiation must
take place to secure aid if needed -but a
wrong word or misplaced deed and they
can become a deadly enemy. Of course, the
adventurers are the PCs and their friends,
the Creatures of The Way.
Most animals in The Wood are not
‘adventurers’, they merely go about their
daily business of eating, rearing their
young, avoiding being eaten etc. These are
the NPCs (non-player creatures) and their
attributes are essentially taken directly
from the appropriate Creature Table.
Story ideas
Reading the books listed in the introduction
will give you some adventure ideas.
Reading some natural history books will
give further adventure ideas. However, as
the GK you should try to ensure the game
does not start to become a lesson in
natural history. The right balance between
realism and fantasy should be sought. To
help you we have included some
information about The Wood and the
creatures that live there as well as three
Tales, which may be told exactly as they
stand or may be dissected for the bits you
feel, will fit into your own style of play, or
suit the players in your group.
In addition the short stories Hedgehog’s
Tale, and Frog’s Tale have been left
deliberately unfinished in order that you
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may use the storyline presented to
commence a simple adventure. The players
create PCs from those presented
(Hedgehog, Mole and Squirrel for example
from Hedgehog’s Tale) and you read the
first part of the narrative. The players then
take up the Tale from there and see how it
unfolds.
Passing time Hours, minutes and seconds are Man
concepts. In TfTW animals do not live by
the human clock but by their biological
clock. This tells them when to wake up, eat,
sleep and mate. The day is split into four
parts Dawn, Day, Dusk and Night. Certain
animals prefer to go about their activities
at certain times of the day. Those who
operate by day are ‘diurnal’, at night
‘nocturnal’ and during dawn or dusk
‘crepuscular ’.
Player creatures do not need to worry
about when they are active. For the
purposes of their quests and adventures,
they are active when they need to be and
they can decide as a group when they eat,
rest and sleep.
You need not keep a slavish record of time
elapsed in TfTW (unless you really want to).
Generally, adventures will take place over
several days and if it is important to know
when things happen, you simply need to
say that it happens at dusk or dawn or
whatever.
On occasion, for example, during a
confrontation, you can handle what is
going on in ‘scenes’. A scene is when
something specific happens. Tooth & Claw,
it may be useful to keep a stricter sense of
time. The concept of flurries (discussed
earlier) can be used in these situations.
A flurry in TfTW is a short period of time (in
human terms a few seconds). Keeping track
of flurries may be useful, for example,
when Mole is trying to dig himself
underground while Fox is rapidly
approaching.
Movement & dis-tance Gnome measurements are generally used
to determine distance, when necessary.
Gnomes are about one-sixth the height of a
Man, so a Gnome mile is about one-sixth of
a Man-mile. A Gnome foot is about 2
inches. A Gnome yard is about six inches.
However, don’t get to hung up on
distances. Creatures do not have set ‘move
rates’ or anything similar in this game. Its
more a question of what’s right for the
story than what’s right in terms of how far
a creature can move in some
predetermined timescale.
During a day a creature may travel a
number of (human) miles equal to its (To +
St)/2. This is the maximum distance
normally possible. Birds may fly treble the
normal range.
During a flurry, movement is based on
Nimbleness. The creature with the highest
Nimbleness moves first and, relatively, the
furthest. E.g. compare Mouse (Ni 5) and a
fox (Ni 3).
Mouse moves much more quickly and
further than Fox in the short space of time
represented by a round, but in a day a Fox
may travel up to 6.5 miles compared to
Mouse who can travel only 1 mile per day.
Remember that one Man mile is equal to
six Gnome miles.
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Animal speech Animals in TfTW do not ‘talk’ as such. Their
method of communication is a series of
gestures, grunts, growls, squeaks, squawks,
caws, hisses, hoots and the like, all of which
together convey the appropriate message.
You may make this language system as
simple or as complex as you like. The
simple method is to say that all animals
‘speak’ the same language. An alternative
would be to say that each species speaks a
different language, so for example, for
Mole to understand and converse with
Mouse he would need to learn ‘Mouse
talk’.
There could be a common tongue (perhaps
invented by Gnome) with each animal
speaking its own language.
Other possibilities are that ‘foreign’ animals
speak a different language, for example an
escaped pet hamster or zoo escapee.
Creatures from other Woods could perhaps
talk differently, or birds could have their
own language, fish another, reptiles
another and so on.
Guns Guns (called Thunderers by those creatures
that are aware of them) kill. It is as simple
as that. If a creature is hit, it dies.
If a creature is trying to get away, it should
get an opposed Flee roll against the GK’s
roll for the Man firing the gun. If it is a
farmer or poacher then it will have the
appropriate skill (roll d10) but if it is a kid
messing about or whatever then it is
unlikely to (roll d6). Man generally has a
Nimbleness of only 1 or 2.
A point of The Way spent may either be
used in the normal way to increase the PCs
chance of escaping or in this case may be
used to reduce the wound from ‘kill’ to
‘maim’.
Cars Called Roaring Owls by the creatures of The
Wood, these horrific beasts, like guns,
simply kill any-creature hit by one. They
travel at great speed along the Hard River,
emitting a horrifying howling sound and
belching out a foul stench that seems to
cling to everything and reeks of The Bane.
As usual, a point of The Way may be used
to reduce any ‘kill’ result to a ‘maim’. Cars
are also highly intimidating, and have a
Fierceness, for intimidation purposes
equivalent to 1 point per 10 mph the car is
travelling. Of course, cars cannot be
intimidated back.
Poisons Creatures of The Wood do not commonly
come across poisonous substances.
Generally Man may use poisons for a
specific purpose (e.g. rat poison) or a
creature with Wisdom; Herb lore may seek
out a naturally growing poisonous plant for
some reason. However they should really
be used in way that is integral to, or
important to, The Tale. You simply need to
know the worst effect that is required of
the poison (e.g. it kills, paralyses, causes
sickness and vomiting etc) and the highest
Sturdiness that the poison will effect, as
well as whether there are any secondary or
weaker effects at a higher Sturdiness.
Example: The GK wants a rat poison in his
Tale and decides that he wants it to kill
ordinary rats. Accordingly he decides that
the effect works on creatures up to 4
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Sturdiness. Over this and up to 6
Sturdiness, he decides the effect is to make
the creature violently ill and at -3 on all
Abilities for a whole day. At a Sturdiness of
7 or higher there is no effect. The poison
must be ingested (eaten) and so is placed
in foodstuffs that would appeal to rats. It
might take an Alertness check to spot the
poison on the food, maybe using Man Lore
if the creature has it.
Fire Fire is extremely dangerous to The Wood
and it’s denizens. All creatures (except
Gnomes) are quite naturally terrified of
fire, some believing it is the essence of The
Bane, others believing it is one of Man’s
beasts, and others thinking it is just a mad
ravaging creature, wild and uncontrollable.
Most however are just plain scared of fire.
As the GK it is left up to you whether you
want to create a Tale that will involve a fire
in The Wood, and what ‘rules’ if any, you
will use. It is certainly best left for
individual GK’s to determine what effect
they want by putting something as terrible
as a fire in their Tale in the first place, and
besides, fires follow no rules anyway.
Man There are no stats for Man, because it is
not anticipated that you will include Man in
your Tales for the purpose of bringing them
into combat with the creatures. They may
get into some form of conflict or
confrontation, but they will not fight each
other.
Generally speaking creatures know little of
Man, unless they have Man Lore. So all of
Man’s works will be a complete mystery. In
many cases they will be something to be
afraid of. The Farm and other homes of
Man are terrible places, where even the
dog and cat are under the complete
mastery of Man. Only creatures who are
deranged will go anywhere near Man.
The Tale: The Laws Lord Stag is always aware when The Wood is endangered and on those oc-casions he goes to the Meeting Stone at the centre of the Brightwood. By clash-ing his massive antlers against the Stone, he summons the Lords of all of the other creatures to a Gathering to discuss the threat and what is to be done about it. While the Gathering is in progress, The Truce holds sway for all of the animals in The Wood. Dur-ing The Truce no hunter is able to attack his prey and so even the lowliest mouse is safe for the duration of The Truce. This is one of the most ancient of the Laws, and any creature guilty of breaking The Truce is either banished or slain by his Lord. Banishment is often considered the worse of the two punishments. Once it has been decided and agreed what is to be done about the threat, the Lords return to their own domains (still under the protection of The Truce) and gather their respective fol-lowers to let them know what is expected of them. Sometimes volunteers are chosen to perform duties, to gather information or even, on occasion, ven-ture off on a long trek, depending on the nature of the threat itself. The next time the sun rises or sets, The Truce is over and hunters are able once again to go about their business. Of course, by this stage they are often very hungry...........
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Glossary Animal Lord: Every type of creature is ruled
by a Lord who has gained his position by
the right of The Challenge. Some Lords are
very relaxed with their subjects and others,
particularly those of The Bane, are
tyrannical.
Bane, The: An evil that is opposed to The
Way and seems to be growing, particularly
in the Tanglebriars. It causes creatures to
kill without reason.
Brightwood, The: The main wooded area,
where most of the creatures live and where
the Meeting Stone can be found.
Clearing, The: The location of The Meeting
Stone, where Lord Stag is often found and
where the Gatherings take place.
Challenge, The: The age-old tradition of
rule by combat. The winner of the
Challenge becomes the Lord of his animal
kind.
Deep Pond, The: Where the Pike can often
be found. The place holds a fascination for
Frog and some other creatures, as the
water is cool and refreshing.
Farm: An evil-smelling place where The
Bane seems to be prevalent. Man lives
there, with his slaves the Roaring Dragon,
the cat and dog as well as the sheep, cows
and chickens that he has bent to his will.
Frogmarsh: A dank, dark and misty place
where Frog and other creatures of a furless
type gather to make weird noises at
nighttimes.
Gathering, The: The meeting of the Animal
Lords; where any issues are raised or when
danger threatens.
Hard River, The (Road): Another place
where The Bane is strong. The Roaring Owl
swoops down to kill any unwise creature
that tries to cross.
Man: A creature with only two legs. Most
are terrifying, but some creatures who
know Man better believe there are some
that are not touched by The Bane.
Meadow: A quiet sunny place, where the
rabbits live. It doesn’t provide enough
cover for many creatures of The Wood and
Man comes here too often. However, the
area is covered in holes down which Rabbit
can escape from most predators, especially
those that fly.
Meeting Stone: An ancient dolmen, which
has the quality, when Lord Stag clashes his
antlers against it, of sending reverberations
out across the whole of The Wood. This is
how the Gatherings are called.
Roaring Dragon (Tractor): The horrendous
creature that lives in the Farm and scours
the fields relentlessly to kill any-creature
that gets in its way.
Roaring Owl (Car): Related (surely?) to The
Roaring Dragon. It scours the Hard River for
its prey. Some say there are numerous
Roaring Owls.
Rookery, The: A line of old trees where the
rooks and a few crows gather to work their
evil.
Tanglebriars, The: An old, dark and dense
part of The Wood, where rats, stoats,
adders and other creatures of The Bane
dwell.
Thunderers (shotguns): Dangerous things
that the Man carries around to kill
creatures by the power of The Bane.
Truce, The: During the Gathering and for a
short while afterwards, all creatures are
safe from their predators. However, lately
there have been rumours that some
creatures, strongly tainted by The Bane,
have been ignoring The Truce.
Way (of The Wood), The: The ebb and flow
of life and death, the natural order of
things, the ‘spirit’ or power of The Wood.
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Frog’s Tale Big Eyes peered into the gloom. He blinked, gulped and swam forward to where a few twigs and dead leaves floated on the surface of the water and relative safety. The marsh behind him was strangely silent as if all of the frogs he had left behind were listening for sounds of his progress. Up ahead the tall, dark silhouettes of the trees looked both terrifying and magnifi-cent to the humble frog who had never been this close to them before. He watched for a moment and listened to the strange sounds emanating from the direction in which he had to travel. Big Eyes had of course occa-sionally caught the louder cries and squeals that came across to the Frog-marsh from The Wood but what he could hear from this close vantage point filled the poor frog with terror. He blinked and gulped involuntarily. He felt sick. Big Eyes thought briefly about turning around and going back home. That, however, would be too easy and would be an admission of failure and cow-ardice. He would never gain any-creatures’ respect and would never be-come Froglord - something he had always decided he would one day as-pire to. Even the beautiful Greenrush would not look at him ever again if he gave up now and he wouldn’t be able to bear the thought of her with any frog other than himself. Holding onto these thought Big Eyes dived again into the still moonlit wa-ters and with a soft splash and headed for the far bank. The pike was waiting patiently in the reeds at the edge of the pond. He knew that if he waited long enough some-creature would swim past and then it
would be a simple matter of darting from his cover and opening his huge jaws. The pike knew he was the master of the River and the Pond. "Aye, if I could walk I would also be the master of The Wood", he said to himself, a small stream of bubbles drifting away from his gills as he did so. The pike’s massive mouth parted in what might pass for a grin amongst fish-kind as he pictured himself strid-ing gloriously through the trees, all the creatures of The Wood cowering before him in fear. “Even the Stag, oh yes”, he thought, “especially the bloody Stag”. It was probably the fact that the Pike was not quite paying attention that saved Big Eyes’ life. The frog didn't re-alize this himself, of course. He simply saw it that he had had a tussle with the most terrifying creature that had ever lived and survived. Suffice to say that after much thrash-ing and foaming of water and several screams of fright Big Eyes the frog-hero dragged himself up the bank and flopped scared witless and exhausted onto the grass. Very soon he would be-come a Frog-Legend, if he could ever get his wobbly legs working again! The Pike meanwhile, cursed himself inwardly for a fool, but then decided he hadn't fancied frog for supper any-way and settled back into the reeds, there to await another hapless swim-mer-by, almost as quickly forgetting that the frog had ever existed.
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GAMEKEEPER CREATURES
This is where you learn about the animals
that oppose The Way and those that might
help out the PCs or might hinder them in
their adventures.
Creatures of The Bane These creatures are generally those twisted
by The Bane and as such are the deadly
enemies of the player-creatures, who are
all creatures of The Way. Aside from that,
most of these animals tend to find the
smaller Creatures of The Way to be very
tasty and they are often on the top of their
food lists. Creatures of The Bane have at
least 1 point of The Bane. They have no
points of The Way.
ADDERS Where are adders likely to be found?
Wood, Field, Beach
What do adders like to eat? Most small
creatures, carrion, worms
How big is an adder? 24”
An adder’s main enemies are? Hedgehog,
birds of prey, crows, rooks
Britain’s only poisonous snake, adders
prefer dry habitats and hibernate from
October to March/April. Adders are active
throughout the day.
Adders have reddish eyes and a black
tongue, which they use to scent their prey.
Adders tend to be pale grey with black
markings but females are brownish in
colour and tend to be larger than males.
Mating occurs in May or June and there are
violent battles between males over females
at this time. The young, born in egg sacks,
which break immediately, appear in August
or September and number 5-15.
Adders are one of the few reptiles that are
about for 24 hours a day.
Note: When an Adder bite causes at least a
‘scratch’ (see Wound Results Table in Tooth
& Claw section) any smaller or same sizes
creature will die (compare Sturdiness). Up
to twice the size of the adder the effect of
the poison is to become very ill for the
whole day, and all activity is at -3.
BUZZARDS Where are buzzards likely to be found?
Wood, Field
What do buzzards like to eat? Most small
creatures, carrion, worms
How big is a buzzard? 24”
A buzzard’s main enemies are? Man
The buzzard is a majestic bird of prey and
one of the most common. It has a very
large wingspan and is much larger than a
crow. Though variable in pattern, most
buzzards are brown above and creamy
below, with heavy brown spots across the
breast and dark barring on the wings. They
nest in trees and sometimes in craggy cliffs,
and make nests from sticks and stems,
often decorated with fresh sprays of
greenery. They lay a clutch of 2-3 eggs.
CROWS AND ROOKS Where are crows and rooks likely to be
found? Wood, field
What do crows and rooks like to eat?
Insects, worms, grain, carrion, mouse, vole
How big are crows and rooks? 17-19"
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A crow or a rook’s main enemies are?
Cats, foxes
A crow is slightly larger than a rook, but
they are otherwise similar. Both have black
plumage and beak, beady eyes and a
fondness for carrion (dead meat). Both are
strong fliers and are aggressive, with evil
reputations, similar to that of their larger
cousin the raven.
Crows are rarely seen in flocks, much more
often seen either singly or in pairs. They
sometimes roost with jackdaws and rooks
most often in woodland.
Rooks on the other hand roost in high
treetops in what is known as a rookery
where an average of 25 nests will be, but
larger rookeries do exist containing up to
2000 nests although this number is very
rare.
FOXES Where are foxes likely to be found? Wood
What do foxes like to eat? Mouse, Vole,
Rat, Hare, Rabbit, Birds, eggs, fish
How big is a fox? 25-30”
A fox’s main enemies are? Man
The fox is Britain’s largest surviving
carnivore, and the terror of The Wood,
with no natural predators but a wide range
of prey. Almost any creature in The Wood
is fair game to cunning the fox.
A fox has reddish fur, with a pale underside
and black on the ears and front of the legs.
The tail is bushy and tipped with white.
Foxes have proven to be extremely
adaptable, many living alongside Man even
though they seem to be enemies. Foxes are
highly vocal animals, often for several
hours after sunset. Sounds include
intermittent high-pitched barks and a
hoarse wailing bark.
A single litter of 4-5 young is born to the
female (called a Vixen) in late March, and
the family groups may stay loosely
together, although the Vixen generally
looks after the cubs.
GRASS SNAKES Where are grass snakes likely to be found?
Wood, Marsh, River bank, Field
What do grass snakes like to eat? Frog,
Toad, newt
How big is a grass snake? 48”
A grass snake’s main enemies are? Stoats,
weasels, rats
The grass snake is Britain’s largest reptile.
There are many different colours and the
upper-side may be black-brown, grey, olive
or reddish. It hibernates from October to
April.
The grass snake prefers open woodland,
grassland, hedgerows, marshy areas and
along riverbanks and pondsides. Never far
from water the grass snake is an excellent
swimmer.
The grass snake does not eat the small
mammals that are so important to adders,
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sticking mainly to eating Frog and Toad as
well as newts. The grass snake hunts
mainly by day.
KESTRELS
Where are kestrels likely to be found?
Field
What do kestrels like to eat? Mouse, Vole,
Sparrow, Robin, beetles, worms
How big is a kestrel? 12-14”
A kestrel’s main enemies are? Man
The Kestrel is the most common bird of
prey over most of Britain. Its most frequent
habit is that of hovering, as if hanging on a
string, its wings beating rapidly or flickering
lightly according to changes in the wind.
Kestrels have long slender wings and tail,
and often hunt their prey by the side of the
road (Hard River). They nest in old crow’s
nests, in cavities in trees, barns or other
buildings.
PIKE
Where are pike likely to be found? River,
Deep Pond
What do pike like to eat? Fish, water vole,
baby swans
How big is a pike? Ask a fisherman
A pike’s main enemies are? Man, otters,
mink
Pike are enormous and dangerous
predatory fish. They have long bodies of
mottled colouration.
Pike wait amongst rushes and reeds, where
their mottling makes good camouflage and
then they make a sudden dash to clamp
their prey in their massive jaws. Almost any
small creature finding itself in the River is
fair game for the monstrous pike.
RATS
Where are rats likely to be found? Almost
anywhere
What do rats like to eat? Almost anything
How big is a rat? 9-12”
A rat’s main enemies are? Large birds of
prey, foxes, cats, stoats
Brown rats tend to be larger than the black
rats, but otherwise the two types conform
to the same basic characteristics. Brown
rats are much the more common of the
two and have a more aggressive nature.
They have course fur of colour appropriate
to their names, although there is a little
colour variation and they have long, thick,
scaly, almost naked tails.
Rats are prolific breeders, are adaptable to
almost any kind of habitat, often found in
Man habitations, will eat almost anything
and are carriers of all kinds of diseases
because of the abundance of lice and fleas
they carry.
Gestation takes only 10 days and litters can
number up to 10, so it is easy to see why
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rumours of rats in The Wood sends shivers
down the spines of every-creature.
STOATS
Where are stoats likely to be found?
Wood, Field
What do stoats like to eat? Mouse, vole,
rabbit, hare, rat, robin, sparrow, mole, eggs
How big is a stoat? 12”
A stoat’s main enemies are? Foxes, birds of
prey
Often referred to as Hob, the word Stoat
actually means bold and this is certainly
true of this sleek predator.
Stoats use their intimidatory ability to the
full when hunting Rabbit and Hare, which
are much larger than themselves, to
paralyse them with fear before pouncing
for the kill.
Stoats have a dull brown coat with white
breast and a black tip to their long tails. In
the winter months the stoat’s coat may
turn entirely white except for the black tail
tip. The stoat’s body is long and slim.
The breeding nest may be in a litter filled
ditch, niche in a stone wall, under a hedge
or occasionally in rabbit warrens. The
young are born in April or May and the
litter numbers 6-12.
WEASELS
Where are weasels likely to be found?
Wood, Field
What do weasels like to eat? Mouse, vole,
rabbit, mole, sparrow, robin, eggs
How big is a weasel? 8”
A weasel’s main enemies are? Foxes, birds
of prey
Also known as Kine, weasels have a vicious
bite and are related to stoats, as well as to
badgers, mink, polecats, otters, pine
martens and ferrets. All are carnivorous,
and many have a bloodthirsty streak. Like
stoats, weasels have a light breast and
under belly but they have shorter tails with
no black tip and are much smaller. In fact
weasels are Britain’s smallest carnivores.
They rest in burrows taken from other
species or in crevices in walls but do not
have permanent dens, except for breeding.
Young are born from April to May and a
litter numbers 4-6.
Other Creatures of The Wood These creatures are all normally non-player
creatures. If truth be told, they are all
probably Creatures of The Way rather than
The Bane but tend either to have their own
agendas or concerns and therefore cannot
become too involved in the smaller
concerns of the player-creatures.
Alternatively, they are big enough to push
the player-creatures around and get them
to do the tasks and errands that are
required to keep The Bane in check.
The GK may however allow players to
choose from these animals if she wishes.
Be warned though, part of the fun and
excitement of TfTW is due to the fact that
the creatures the players get to choose
from are largely much weaker than the
others and therefore the fight for survival
relies more upon exceptional role-play and
less on the ‘let's fight it out again’ attitude
of other role-playing games.
These creatures have points in both The
Way and in The Bane. As long as they have
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at least equal points in The Way as they do
of The Bane, then they can keep their Bane
in check. However, if they have fewer
points in The Way their Bane takes over.
(See the chapter headed The Way and The
Bane for further information about this).
BADGERS
Where are badgers likely to be found?
Wood
What do badgers like to eat? Mouse, vole,
frog, snails, fruit, nuts, worms
How big is a badger? 26 -32”
A badger’s main enemies are? Man
Badger is amongst the largest and most
powerful of the creatures of The Wood.
Badger has strong legs and claws as well as
powerful jaws. It has a coat of stiff short
hairs, which are whitish with a black bend
behind the tip giving Badger a grey
appearance. Badger has a white head with
a black stripe over ear and eye.
Badger is essentially a nocturnal animal. He
is cousin to Weasel, Stoat and Otter but
prefers to eat 'easier' foodstuffs such as
windfall apples worms and blackberries
than do his more bloodthirsty relatives.
Badger lives in a network of underground
chambers and tunnels called a set and is a
sociable creature tending to live in groups.
Successive generations may continue to
occupy and enlarge the set. Mating takes
place in spring, but the young are not born
until the following year. The litter normally
consists of up to four young.
Badger has many other names such as
Grey-Pate, Bawsin, Brock and Baget
DEER
Where are deer likely to be found? Wood
What do deer like to eat? Grass, heather,
moss
How big is a deer? 48” (at shoulder)
A deer’s main enemies are? Man
Deer are herbivorous, and chewing animals
related to cattle and sheep (though they
will not thank you for reminding them of
this). They need to eat large volumes of
vegetation and whilst feeding are vulnera-
ble to predators (although only Man
remains as a hunter of Deer in Britain), so
have the habit of eating quickly then retir-
ing to the safety of thick cover, where food
is regurgitated and eaten at leisure.
Most species of deer sport antlers, but only
the male of the species. Dealt with here is
the (native) Red Deer, but also native to
Britain is the smaller Roe Deer. The stags
(males) are at their most aggressive in the
rutting season (September). Each stag will
have a 'harem' of about 15 females.
Stag is the most noble of all creatures in
TFTW. He is usually the Lord of The Wood,
and most sensible creatures will take notice
of what he says.
HARES
Where are hares likely to be found?
Mountain, Field
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What do hares like to eat? Grass, leaves,
shoots
How big is a hare? 19-24”
A hare’s main enemies are? Foxes, stoats
Hares are distinguished easily from Rabbit -
they are larger, have longer rear legs, long-
er ears and do not burrow. The hare is
much more solitary than Rabbit, and can
often outrun or outmaneuver most preda-
tors. The hare has powerful back legs with
which he can leap astounding distances, or
deliver nasty blows to would-be attackers.
He also bites and scratches.
Mountain hares are smaller than their low-
land counterparts and have shorter ears
and legs. Mountain hares have blue/grey
fur tending towards white in winter, whe-
reas brown hares have (surprisingly) brown
fur. Hare is also known as Puss, Sarah or
Grass Cat.
Hares are mainly active at dusk and at night
although sometimes in the spring they may
gather in small groups during the daytime
when the pre-mating ‘boxing matches’ and
chases take place.
Hares breed and shelter in a small surface
scrape known as a ‘form’. The young are
called leverets. The mountain hare some-
times dig small burrows or take over old
rabbit warrens.
LIZARDS
Where are lizards likely to be found?
Wood, field
What do lizards like to eat? Worms, grubs,
insects
How big is a lizard? 5-7”
A lizard’s main enemies are? Crows, ke-
strels, foxes.
Like snakes, lizards are reptiles and, also
like snakes they have a scaly skin. They love
the warmth, seeking sheltered, sunny posi-
tions. They have to hibernate over the
winter months. On the upper side, Lizards
are grey-brown or red-brown in colour,
broken by pale or dark spots. On their sides
are rows of yellow, white and sometimes
black spots.
Lizards are quite good climbers and can
swim very well. Sand lizards are bigger than
common lizards. Slow worms are also li-
zards but, like snakes, have no legs and are
by far the largest, being up to 20” long.
NEWTS
Where are newts likely to be found?
Marsh, Pond
What do newts like to eat? Grubs, snails,
worms, tadpoles, insects and even other
newts
How big is a newt? 3-5”
A newt’s main enemies are? Crows, ke-
strels, foxes
Newts can be mistaken for lizards, though
they are not reptiles but amphibians, like
Frog and Toad. They have a long slender
body with a short head and long tail. The
skin is very thin. Crested (or ‘Warty’) newts
are far bigger than their common cousins
and their skin produces an irritating secre-
tion to keep predators away.
OTTERS Where are otters likely to be found? River
What do otters like to eat? Fish, eel, Frog,
Toad
How big is an otter? 30”
An otter’s main enemies are? Pike, mink
The Otter is cousin to the badger as well as
the stoat and weasel. They have sleek
streamlined bodies (excellent for swim-
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ming) and usually have brown fur. Their fur
serves to trap air to their bodies when they
dive below water to keep them warm. In
some cases, otters live close to the sea, and
swim as easily off the sea coast as do fresh
water otters inland (these otters would
have Beach Lore rather than River Lore).
Otters are able to track, using their whisk-
ers to pick underwater vibrations.
Otters normally live solitary lives, apart
from the breeding period, usually late win-
ter or early spring. After a gestation period
of 9 weeks 2-5 cubs are born and it is 2-3
months before they are able to swim.
Mink are alien to Britain, but having been
introduced are becoming a pest, and cer-
tainly competition to otters.
OWLS
Where are owls likely to be found? Wood,
field, farm
What do owls like to eat? Small animals
and small birds
How big is an owl? 14-16”
An owl’s main enemies are? Larger birds of
prey, fox
Owls hunt at night (the Short Eared Owl
does most of its hunting in daylight). Owls
are extremely effective predators. They
have excellent hearing, which they use to
follow their prey before striking.
Most owls live in the woodland, but Barn
Owls tend to live in disused farm buildings
(hence the name). Long Eared Owls tend to
live in deeper woodland so that they can
also range over the fields. Short Eared Owls
sometimes visit coastal marshes. Other
owls are the Little Owl and probably the
commonest owl, the Tawny Owl.
SWANS
Where are swans likely to be found? Pond,
river
What do swans like to eat? Water plants
How big is a swan? 48 - 60”
A swan’s main enemies are? Pike
The Mute Swan is native to Britain. Others
migrate into Britain during winter months,
from colder climates - Arctic Russia and
Iceland, where they take residence on
streams, rivers, ponds and lakes across the
country.
They are extremely large white birds that
honk and hiss (if their size is not enough) to
drive off intruders. They have orange and
black, or yellow and black bills and are oth-
erwise essentially white, although young
have brown plumage at first. They nest
near water or in emergent vegetation and
lay 5-7 large eggs in a huge pile of leaves,
stems and roots.
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CREATURES OF THE BANE
CREATURE
AL
CR
FI
NI
ST
T0
ABILITIES
LORES
ADDER 3 2 3 3 4(6) 2 (3) Hide and
Tooth & Claw
Wood, Field
or Beach
BUZZARD 3 2 4 2 8(12) 6 (9) Fly and
Tooth & Claw
Wood
CROW/ROOK 3 2 3 2 5 (8) 4 (6) Fly and
Tooth & Claw
Man and any
other (not
Tunnel)
FOX 3 3 3 3 9(11) 6 (9) Track and
Tooth & Claw,
Wood
GRASS
SNAKE
3 2 3 3 6 (9) 3 (5) Hide, Intimidate, Tooth
& Claw and Swim
Wood, Field
or Tunnel
KESTREL 3 2 4 4 5 (8) 4 (6) Fly and
Tooth & Claw
Field
PIKE 3 1 3 3 7(11) 7(11) Hide, Swim and
Intimidate
River
RAT 3 2 3 3 4 (6) 3 (5) Climb and
Tooth & Claw
Man and any
one other
STOAT 4 2 4 3 4 6) 4 (6) Climb, Track, Intimi-
date and
Tooth & Claw
Wood, Field
or Tunnel
WEASEL 4 2 4 4 2 (3) 2 (3) Climb, Track
Intimidate and Tooth &
Claw
Wood, Field
or Tunnel
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OTHER CREATURES OF THE WOOD
CREATURE AL CR FI NI ST T0 ABILITIES LORES
BADGER 3 2 3 2 8 (12) 8 (12) Tooth & Claw Wood and
Tunnel
DEER 3 2 2 3 14 (21) 14 (21) Wood and
Man
HARE 3 2 2 3 6 (9) 5 (8) Flee or
Tooth & Claw
Field, Wood or
Mountain
LIZARD 3 2 2 3 2 (3) 2 (3) Hide, Climb, Swim Wood and
Field
NEWT 3 2 2 2 1 (2) 2 (3) Hide, Swim Marsh and
Wood
OTTER 3 2 3 3 7 (11) 6 (9) Swim, Track,
Tooth & Claw
River
OWL 3 5 4 3 5 (8) 4 (6) Fly and
Tooth & Claw
Wood, Wis-
dom and any
one except
tunnel
SWAN 3 2 2 3 10 (15) 8 (12) Fly, Swim River and any
one other
except tunnel
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Designing more creatures
There are many different species and varie-
ties of animals, not touched upon in these
rules. In particular amongst the bird king-
dom there are hundreds of types of bird
that either visit these shores or reside here
– magpies, jackdaws, cuckoos, thrushes,
blackbirds, starlings, kingfishers, wood-
peckers, tits, herons, hawks, jays, swallows,
to name just a few.
It is impossible to print stats for every one
in this game. All we have done is give the
flavour of the game and if other creatures
are required, where no rules exist, then the
following chapter is intended to be of help.
You should be able to design a set of stats
for whatever creature you need in your
campaign using existing animals as a guide
and of course referring to appropriate ref-
erence works. A player may particularly
want to play his favourite creature, for in-
stance a Bat, and provided the GK is happy
to do so, these rules will help in the design
of the basic creature.
Sometimes the GK will require a specific
animal for a scenario; a Wallaby for in-
stance (which, from escaped stock are now
firmly established in parts of Britain) or an
escaped pet hamster or guinea pig. One of
the scenarios at the back of this book
shows how a newly designed animal can be
used for a specific scenario idea.
RESEARCH YOUR CREATURE The first thing to do when designing the
characteristics for any new animal is to
read at least one good reference book
about that particular animal (it is prefera-
ble to read more than one, as well as
watching any nature programs that are on
TV about the animal). Make notes about
the animal (especially its size, food, habitat,
life-span, enemies etc). Once you have a
good basic feel for the animal compare
what is said about it, to animals already
described in these rules. You can use the
animals in these rules as a good guide to
the one you are designing.
WHAT TRAITS DO I GIVE IT? You should normally start with the crea-
ture’s Traits. For player-creatures these
tend to be in the range of about 13 to 16 or
so in total across the six Traits.
Alertness: This Trait is around 3 for most
creatures. There tends to be the least vari-
ation in this Trait, as predators need to be
able to find, hear or scent their prey and
animals near the lower end of the food
chain need to be aware of hunters in the
vicinity. A large number of creatures have a
limited ability in one of their senses but
invariably make up for the lack in having
heightened ability in another sense, such as
Mole, who has poor eyesight but excep-
tional ‘touch’ (hairs on his sensitive nose).
Craftiness: Craftiness is 1 for the smaller
animals or herbivores etc. Carnivores tend
to be more cunning as they have to catch
wary prey. Animals that live longer also
develop more cunning and are likely to
have a greater Craftiness. Few animals ex-
ceed 3.
Fierceness: Similarly this Trait tends to be
greater amongst predators than amongst
their prey. Some creatures can be particu-
larly nasty fighters for their life or when
defending their young. However here we
are talking about ferociousness in ‘normal’
situations. Fierceness is 1 amongst simple,
often domesticated, animals (cattle, sheep
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etc) and 2 for other non-predators. 3 or
higher is the level for hunters and killers. If
the creature is not noted for being particu-
larly powerful or it has a weak build, then
the value may be reduced by 1. Toughness
and Sturdiness will generally be within a
point or two of each other. These
attributes may be improved by up to half
again of their initial starting values with
points awarded by the GK after the suc-
cessful completion of adventures. This
represents growth of the animal beyond
average size and general toughening up
due to experience but not to unrealistic
heights.
Nimbleness: If a creature is small, it is likely
to be nimble. If a creature is noted for its
climbing ability (e.g. Squirrel) it again is
likely to be nimble. The average will be
about 3. Many animals are recorded as
being agile so be careful before making
your creature into a super-nimble acrobat,
only go above 3 if the creature is excep-
tionally so. Mouse has about the highest
nimbleness at 5, so starting values will not
normally be higher than this.
Sturdiness: You need to compare the ani-
mal’s actual size in inches on the table (do
not include the
tail in the ani-
mal’s length).
The length of
the animal will
be an indicator
of its Sturdi-
ness. Basically,
the score de-
rived from the
table will give
its Sturdiness
Trait. Howev-
er, if the
animal is par-
ticularly noted for its tough pelt or its resis-
tance to toxins etc (like the Hedgehog) you
then add 1 to the basic Sturdiness value.
Toughness: Toughness starts at the same
value as the creature’s (unmodified) Stur-
diness. If the animal is noted for
particularly powerful claws or limbs (such
as Mole’s forepaws), or can deliver hor-
rendous bites, or has a strong or stocky
build, then possibly add 1 to the starting
point.
WHAT ABILITIES SHOULD IT HAVE? Whatever the creature is good at becomes
an Ability in TfTW. Again, exercise caution
here. Just about all creatures can stay af-
loat and paddle to the bank when tossed
into water, but many wouldn’t choose to
go for a swim, for example. You need to
come up with around two or three abilities.
If the creature has a high total for his Traits,
then he might only have one Ability.
HOW ABOUT LORES? Wherever a creature is normally found be-
comes a Lore. Some will have more than
one Lore or a choice of Lores, because they
range far and wide (birds) or because they
have a specialist Lore (Mole).
FINISHING TOUCHES If your final creature has Traits adding up
to somewhere between 13 and 16, two or
three Abilities and a Lore or two, then you
are probably somewhere near the mark.
Compare your finished version to the other
creatures of the same type. If it doesn’t
look out of place, then you more than likely
have it. Be careful. Don’t listen to every-
thing your player says about a creature if
he wants you to design his favourite for
him. Do your own research and make sure
you stay within these guidelines.
CREATURE
SIZE
STURDINESS
1-3” 1
4-6” 2
7-9” 3
10-12” 4
13-18” 5
19-24” 6
25-30” 7
31-36” 8
37-42” 9
43-48” 10
+6” +1
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BEWARE Something else to be wary of when design-
ing the characteristics of a new creature is
that you will often find reference works
that cite examples of animals performing
extraordinary feats outside of what would
seem typical for the creature in question.
Treat such references with
a degree of care and where
the example quoted is
clearly out of the ordinary
then ignore it, or consider
it more in the terms that
this creature was no ordi-
nary example of the animal
and represents a more
unusual one, maybe even a
player-creature!
EXAMPLE: DESIGNING A BAT
A player is particularly keen to play a Bat
character and has convinced the kind GK to
allow her to play one since it is well within
keeping with the game, and should be an
easy one to integrate into the Tale. Reading
some books about bats, the GK sees that
there are rather a few species of bat in the
world -about 900 in all. There are however
only 18 types in Britain and the following
seems about standard.
Bat is a small flying mammal that lives on
insects. Bat has virtually useless eyes; how-
ever this is more than made up for by
‘sonar’. Bat relies upon sound impulses,
which she emits and then detects the re-
bound with her expanded ears, after the
sound waves bounce off an object. Bat has
inferior flight to birds -the wing membrane
does not repair well when damaged. Bat is
also virtually useless when on the ground
because she has had to sacrifice the use of
her hind legs. She does however cling well
onto vertical surfaces.
Bat is about the size of Mouse making her
Sturdiness 1 (1 -3" on the table). There is
nothing to suggest Bat is particularly strong
so Toughness is also 1 (indeed there are
grounds for reducing Toughness, but noth-
ing should start lower than 1). Nimbleness
should be 2 as Bat is next
to helpless on the ground,
and not as agile as a bird
in flight. As a predator
(albeit of insects) Crafti-
ness is 2, and equally her
Fierceness should be 2.
Bat does however have
an excellent Alertness
with her sonar and ex-
panded ears so there are
certainly grounds for giv-
ing her a 4 in Alertness.
This gives a Trait total of 13, which is fine
for a PC.
With regard to her Abilities, Bat naturally
gets Fly and a choice of any Lore. Track
(using sonar) becomes the last Ability of
Bat, making her a well-rounded creature fit
for adventure once the player has spent 5
points to increase attributes or buy a new
ability.
CREATURE POINTS TOTALS Some role-playing games require some sort
of game ‘balance’, where characters start
off equal. TfTW isn’t about that; it’s about
what makes for an interesting story. If a
player wants to simply play the most po-
werful character then this may not be the
game for that player.
However, if you really want to look at some
sort of system for determining which crea-
ture is the strongest then this may interest
you. (The animals were not created using
this system; I hasten to add, it simply
worked out this way after we had already
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designed the creatures based on the
framework presented previously).
First of all, each Trait costs a number of
points equal to the next level, so a Trait of
1 costs 1, to get that trait to 2 costs 3
points (1+2 =3) and so on.
TRAIT COSTS
So, for example Frog’s Traits cost a total of
22 points (1+3+6+3+3+6).
Each new Ability, Lore or Skill costs 5
points. Wisdom costs 10. Arguably Fly
should cost 10 points too. Things like Hed-
gehog’s spines and an adder’s venom also
cost 5 points each.
So Frog has three Abilities and a Lore for a
total cost 4x5=20. Combined with his Traits
the point cost of Frog is 42.
Remarkably, all the player-creatures, apart
from Gnome (who is a special case) fall
within the range 40 to 45 points in the
main, using this system. You could use this
system if you like, to ensure any new crea-
ture that you design for player-characters is
balanced compared to the others.
Here are the point costs for all of The Crea-
tures of The Way:
Here are the point costs for the Creatures
of The Bane:
CREATURE COST
BAT 41
FROG 42
GNOME 61
HEDGEHOG 47
MOLE 40
MOUSE 42
RABBIT 45
ROBIN 43
SHREW 45
SPARROW 41
SQUIRREL 42
TOAD 44
VOLE 40
WATER VOLE 41
TRAIT COST
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 35
9 44
10 54
CREATURE COST
ADDER 54
BUZZARD 98
CROW/ROOK 68
FOX 116
GRASS SNAKE 73
KESTREL 74
PIKE 95
RAT 59
STOAT 74
WEASEL 64
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Here are the point costs for the other crea-
tures of The Wood:
Experience from adventures
This is where you learn how your character
gets tougher as he survives his adventures.
EXPERIENCE POINTS In most role-playing games there are re-
wards available for the characters for
succeeding in their quests and adventures.
In TfTW, the rewards come in the form of
additional character or ‘experience’ points
that can be spent in the same way as the
five points available when creating a cha-
racter. See the following table:
EXPERIENCE AWARD TABLE
Notes:
* For the Toughness and Sturdiness Traits,
there is a maximum level dependent upon
the creature type.
** For The Way, the maximum is 5.
HOW MANY POINTS TO AWARD
This really depends on the GK and how
quickly she wants the characters in her Tale
to advance. I suggest around 3-5 points per
completed adventure, maybe with 1 or 2
additional points if the characters did spec-
tacularly well or overcame a particularly
dangerous adversary.
You could even award points based upon
the enemies encountered, using the tables
on page 40. For example, you could say
that 10% of the points cost for the animal
(round down) is earned as experience, to
be divided amongst the player-creatures,
for defeating or overcoming the animal (so
an adder would be worth 5 points and a fox
would be worth 11).
Animal Lords There is a Lord for each type of animal in
The Wood, except Gnome. The Lord is the
only one entitled to speak to Lord Stag at
Gatherings and it is the Lords who decide
what should be done in times of peril.
Animal Lords demand respect and, if they
don’t already have it, gain Intimidate for
free. If they do already have it, they gain a
bonus of +1 on any Intimidate checks they
make. Animal Lords have other advantages
and privileges, depending on the type of
animal they are.
To become an Animal Lord is as simple as
making a challenging to the current Lord.
An animal can only challenge a Lord of the
same type. There is only ever one Animal
CREATURE COST
BADGER 103
DEER 236
HARE 64
LIZARD 49
NEWT 36
OTTER 89
OWL 97
SWAN 132
CHARACTERISTIC POINTS NEEDED
TRAIT* EQUAL TO THE
NEW LEVEL
NEW ABILITY 5
NEW LORE 5
NEW GNOME SKILL 5
WISDOM 10
THE WAY** EQUAL TO THE
NEW LEVEL
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Lord of each type in The Wood. The chal-
lenge is always to the death.
An Animal Lord almost always has maxi-
mum Toughness and Sturdiness, Tooth &
Claw Ability and a higher than normal
Fierceness. They will certainly have The
Way (or The Bane) at 2 or higher. They are
hard to defeat, which is how they got to be
Lord in the first place.
There is nothing stopping player-creatures
issuing The Challenge, but they need to
have gained quite a few experience points
before even thinking about it.
THREE TALES FROM THE WOOD
Here you have three adventures to get you
straight into your game.
Oakfellow and the Gypsies
OVERVIEW FOR THE GK A small group of gypsies have set up their
camp in The Wood. One of the gypsies,
‘The Old Mother’ had heard tales of a ‘Little
Man’ in these woods and had set her son
the task of finding and capturing it. After
several patient days searching, the son Or-
lando, found Oakfellow’s tree-den and set
a trap for him. The trap worked and soon
poor Oakfellow found himself in a cage in
one of the gypsy caravans. The simple idea
of this scenario is that the PCs must find
out what has happened to Oakfellow and
then make a daring rescue attempt.
OAKFELLOW’S DISAPPEARANCE How the PCs find out that Oakfellow is
gone is up to you and your group. If there is
a Gnome in your group or if one of the PCs
is friendly with Oakfellow, then he could
discover that Oakfellow’s home is empty
and doesn’t appear to have been lived in
for a few days. If not, it could simply be
noted by one of the Animal Lord’s (of the
same type of creature as one of the PCs)
that Oakfellow didn’t attend a recent Ga-
thering (he never misses a Gathering) and
that Lord will ask his fellow to investigate.
Else, the whole group could be together for
some reason and stumble upon Oakfel-
low’s tree, and discover that there are signs
of a disturbance in the vicinity.
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NOSING AROUND The PCs may want to look around Oakfel-
low’s tree-den or the immediate area
around the oak tree for clues. What they
find is very disturbing. The den hasn’t ap-
parently been occupied for a few days
although it has signs of interrupted use
(half-eaten food and so on).
Outside the den, characters can find signs
of trampled grass, snapped twigs and
branches and so on. Also, with a
straightforward Awareness check, an odd
thing can be found squashed into the soil.
It defies description to those who fail their
moderate Man Lore check, other than it
isn’t large and it smells of The Bane.
Those who succeed, realise it’s something
that men use to prove to animals that they
have tamed fire (it’s a cigarette end). There
is a comparatively easy trail of Man paw-
prints leading away from Oakfellow’s den,
in the direction of The Hard River.
AN UNWELCOME MEETING At the edge of the gypsy encampment
(which is located near where the Hard River
crosses The River (i.e. near the bridge)) the
PCs will come across a small group of forag-
ing rats (in numbers, have one rat for every
PC in the group). They have come from
across the Hard River seeking food, which
seems to be in abundance here. They are
just planning how to get at it when the PCs
stumble into them.
The way you play this encounter is up to
you. If the PCs had sent ahead a scout (say
a bird or a mouse) then the scout might
spot the rats without being noticed and
report back to the group. In this case the
group might avoid the rats altogether, at
this stage.
If the group bumps into the rats as a whole,
the rats will become interested in what the
PCs are up to and will ask questions. They
will be tight-lipped about what they are up
to themselves. They could be intimidated
to go away, if there is a PC in the group
scary enough to do that. The rats are not
particularly brave, but they will hang
around a short distance away to keep an
eye on things.
However, the rats have been here a while
and they do have information. They saw
The Man (Orlando) and saw him take a sack
with something moving inside it into one of
the caravans and, when he came out, the
sack was empty (the rats have Man Lore).
They won’t pass on the information about
which caravan it was very readily or with-
out something in return.
WHAT DO THE RATS WANT? There is a dog in the camp that appears to
be a trained ratter. They need a diversion,
so that they can make a dash for the food
(which is actually in the ‘discard pile’ near
the edge of the camp, close to where the
rats have been lurking. The dog can be
seen not far from the pile (which smells
foully, but hey, that’s rats for you).
In fact the dog is tethered and can’t quite
reach the pile, so if the PCs are crafty
enough and scout the position out, they
will be able to deal with this part with little
danger.
THE HORSES There are some horses tethered nearby,
again at the edge of the trees so these are
approachable without having to leave the
cover of the undergrowth. They are rea-
sonably talkative for beasts enslaved to
Man, although they are not much interest-
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ed in what goes on in the encampment.
They do explain that the gypsies are gener-
ally animal friends, except the one who
owns the dog. He is cruel to his dog and to
the horses. This man is of course Orlando.
FINDING OAKFELLOW The PCs cannot see Oakfellow out in the
open. That means he is likely to be inside
one of the caravans. If they haven’t found
out from the rats which one it is and one of
the PCs has Wisdom, he could find out that
way. Otherwise, they will have to scout
around inside the encampment a little. If
they are not sneaky enough (use Hide) they
might set the dog off. He is a ferocious little
terrier. The dog is tethered near to the ca-
ravan where Oakfellow is being held.
GETTING INSIDE Characters could go in through the window
if they are capable of flying or up the steps
and through the door if they have to rely
on their paws. They have to negotiate the
dog too. Assuming they have a reasonable
plan to get in, allow this to happen, espe-
cially if they think of a good use of The Way
to do so. If they dither too much or make
too much noise, then the dog will certainly
go for them.
INSIDE THE CARAVAN Once inside, they will find that Oakfellow
has been put in a large parrot cage, which
is on a small table, in a cluttered interior.
It’s comparatively easy for creatures with
good Nimbleness to get up to the table, but
getting the cage open is a bit of a problem.
A hard Man Lore check is needed to figure
out a way of opening the cage. If they fail
or if they dither too much, the dog will
start barking outside. This will bring ‘The
Man’ (Orlando) to investigate, with a cud-
gel in his hand (thinking there are thieves
about).
(Note: If the group has no Man Lore, then
Oakfellow can tell them what to do, but
assume that this takes a little time to ex-
plain and treat it as if they failed their Man
Lore check).
THE GETAWAY Once the group has got the cage open they
need to get to the trees, probably past
both the dog and The Man (depending on
whether they were noticed earlier). This
may take a few Flee checks and maybe
even an Intimidation check on the dog, if
he corners one of the PCs. This is pretty
much a free-for-all; so let the players come
up with some good ideas or help them es-
cape.
THE RATS, AGAIN However, when and if they get back to the
relative safety of the trees, the rats are still
there. If one of the PCs was wounded earli-
er (or if not Oakfellow certainly got injured
in his struggle with The Man), then the rats
will become frenzied at the scent of blood.
They will give chase and attack them. If the
PCs manage to outwit, outfight or simply
outrun the rats then they will have no fur-
BRUTE (THE DOG)
AL CR NI FI ST T0
3 2 2 4 8 6
The Bane: 2
Abilities: Intimidate, Man Lore, Tooth &
Claw, Track
Note: Brute is a trained ratter and gets
+1 on any check where rats are involved.
If he smells blood and goes into frenzy,
he will always attack the rats first if they
are nearby
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ther trouble on their way back to Oakfel-
low’s home.
WRAPPING UP The gypsies move off the following day. If
the PCs managed to get away with Oakfel-
low, then everyone is happy and the
Gnome will throw a party. Each character
will receive 4 experience points.
If they didn’t save Oakfellow, then he will
still be with the gypsies when they move
off. The characters will receive 2 expe-
rience points each. There is a chance that
they will catch up with Oakfellow later on.
For example, if the PCs go on to do the
Wolf’s Bane adventure that takes them to
the sea, they could find the gypsy caravan
there and maybe attempt another rescue.
Along the Riverbank OVERVIEW FOR THE GK The River that feeds The Wood has been
drying up for a couple of days. This is a
cause for concern as The River brings life to
The Wood. The PCs will be selected to in-
vestigate the problem. They will have to
cross the much-feared Hard River and will
have an encounter with a nosey sparrow, a
nasty adder and some unpleasant rooks.
Their journey will bring them to a building
site where the men have packed up and
little work has been done (the developers
have run into financial problems). Unfortu-
nately some of the barrels they had stacked
up near the riverbank have fallen in, caus-
ing a blockage and creating a mucky pond
on the site. Oh, and a colony of rats live
near the site too, who must be negotiated
with in order to remove the blockage.
THE GATHERING Redflank, the Lord Stag has called a Gather-
ing of the creatures of The Wood by
crashing his mighty antlers against the
Meeting Stone. Lordly representatives of all
of the animals of The Wood are present -
Fox, Mouse, Weasel, Squirrel, Badger, Rat,
Otter, Vole, Crow and all the rest. The PCs
will be hiding at the back, behind all of the
Animal Lords. The Truce is of course in
force so all of the creatures are safe until
the sun rises in the morning for it is now
night time. Redflank brings the excited
chattering to a close with one further crash
of his powerful antlers.
When all is quiet he begins. “You will all no
doubt be aware that over the last few
weeks the level of water in the stream
which feeds The Wood has been falling”.
There are a few nods and worried glances
at this point especially from Sleek the Otter
Lord and Wash the Lord of Water Voles.
“Well, the water in the stream is now down
to a mere trickle. I went there to take a
look myself only this dusk-time, at the re-
quest of Lord Sleek, and I have to report
that the signs are not good. Certainly it is
my view that if something is not done
about this worrying situation shortly the
balance will be upset and The Wood will
suffer”
Redflank waits until the uproar subsides
and then continues. “What we need is a
volunteer or two to investigate the prob-
lem. It will no doubt mean a long and
hazardous journey upstream across the
Hard River (a few horrified gasps from
some of the creatures at this point) and
further afield than many of you will have
ventured before. WHO WILL GO?”
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At the last three words the PCs will feel
Redflank’s eyes boring into them as other
creatures cringe away from his gaze. Once
the PCs have ‘volunteered’ the remaining
creatures will
shout "Hoo-
rah!" in relief
that some-
creature oth-
er than
themselves is
going and
then disap-
pear into the
undergrowth
or the
branches of
the trees
around the
clearing.
Redflank will
then wish the
PCs luck, and
advise them
to go as soon
as possible,
and that
when they
get to the
Hard River
they should cross quickly and stop for noth-
ing even if they feel the eyes of the Roaring
Owl burning into them.
THE DRYING RIVERBED The PCs will presumably head straight for
the Riverbank and they will see that is
down to a very worrying trickle. The muddy
and dried out river bed reveals dead fish,
bits of washed up twigs and some Man-
things, which both look and smell a little of
The Bane.
(Note: If you are feeling really mean you
could throw in an encounter with a fox or a
couple of stoats approaching the PCs and
taunting them a little. However The Truce
is still in force so
there is little for
them to worry
about at the
moment al-
though the GK
could remind the
players that it is
very nearly dawn
by now).
THE JOURNEY
UPRIVER Following the
course of the
water upstream
the PCs will
reach the Hard
River late in the
day. Those with
Man Lore will
begin to recog-
nize the strange
and rather horrid
smell as they
approach. Others
will begin to feel
uncomfortable and more than a little inti-
midated by it. Those that have been
stuffing their faces a lot during the day may
feel queasy.
Nosing around the area the PCs may notice
that the River actually goes underneath the
Hard River through a kind of tunnel. Any
who make a straightforward River Lore
check will realize that in this tunnel is the
home of an old and surly Otter called Chas-
er. So the PCs are faced with a choice here.
They could cross the dreaded Hard River, or
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they could try the tunnel underneath and
risk upsetting a large ferocious creature.
CROSSING THE HARDRIVER If they
choose to
cross the
Hard River
you should
describe the
unnatural-
ness of the
ground near-
by and the
decaying feel
to the grass
and weeds
growing at its
edge. If they
nibble any
vegetation
nearby it will
taste foul.
Once onto
the cold sur-
face of the
Hard River
they will feel
open and
vulnerable.
There is no
cover and any-creature used to being able
to burrow to escape predators will be most
anxious that they cannot even scratch the
surface of this terrible place.
As they cross the ground will begin to rum-
ble and a loud horrendous noise will fill the
air as around the bend in the distance
comes the terrible Roaring Owl. If the PCs
cross individually, roll randomly for which
one is crossing when the car comes.
Play up the sounds, the tremendous vibra-
tions underpaw and the wicked stench of
The Bane. The car is intimidating (6) and
opposed intimidation rolls are called for. If
the PCs win (unlikely) they will safely speed
across. If they lose they will stand still in
abject terror as the Roaring Owl bears
down on them.
PCs with Man
Lore may add +2
to their dice rolls,
as they will be
more aware of
these things. The
car has a 1 in 6
chance of hitting
any PC standing
still. Using a
point of The Way
will save any
unfortunate
creature about
to be squashed.
UNDER THE
HARDRIVER If the PCs choose
to go through
the tunnel (un-
der the bridge)
they will most
likely meet Chas-
er the Otter. As
expected he is
not in a good mood. The main reason this
dusk for his surliness is that there is insuffi-
cient water left in the River for him to have
a good swim or to catch any decent fish. He
is therefore hungry and might be tempted
by a small mouse or a frog or something.
The PCs should have a chance of getting to
the bottom of his problem by talking and
role-play and certainly those with River
Lore will have a good idea why he is in an
even worse mood than usual. If they ex-
plain their quest to Chaser he will let them
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have passage, but if they upset him even
more he will not let them pass.
INTO THE LANDS OF MAN Having crossed the Hard River, the PCs will
be in the dangerous lands of Man. They will
mainly be traversing open fields and mea-
dows. By the Riverbank there will be
enough cover to hide themselves in so they
would be better off staying close to it.
The day will be largely uneventful but late
on a nosey sparrow called Chitter will spot
them and fly down and start to ask annoy-
ing questions. She will flit about their heads
in an excited fashion and ask:
“Where are you all going?” “What are a
strange mixture of creatures like you doing
travelling together?”, “Where have you
come from?” and “That’s a long way isn’t
it?” etc, etc. The PCs would be best not to
tell this talkative sparrow of their quest or
it may spell trouble later. Indeed they
would probably do well to scare her off
altogether.
A SLIPPERY ENCOUNTER At dusk or nightfall, there will be an alto-
gether more dangerous encounter with
Flick the Adder. He is hungry and on the
hunt for easy prey. One of the PCs may well
seem like easy prey. Flick is not daft and he
will wait until one of the PCs is alone, which
is bound to happen at this point as they are
all likely to have different eating and sleep-
ing habits. Whilst Flick is lurking, give the
PC a chance to sense his presence before
he strikes. Flick will first of all try to intimi-
date the PC but will then go for the kill.
Other PCs nearby might hear some noises
(Roll Moderate Alertness on the Task Diffi-
culty Table) and (hopefully) and come to
investigate.
Flick will not go after a Hedgehog if there is
one in the group, and if a Hedgehog comes
to the aid of the attacked PC, Flick will
probably not hang around. He may make a
few choice and sly remarks before he slinks
off though. Either way a concerted show of
strength by the PCs or a ‘nip’ result in
Tooth & Claw will be enough to see off this
mean old snake.
THE ROOKERY Early in the morning as the PCs continue
their journey they will spot dark shapes in
the line of trees edging the field ahead.
They have come across a rookery of about
50 birds. Most are asleep and not too bo-
thered by the approaching creatures.
However a few of them, namely Blackhood,
Darkbeak, Beadeye and Ragwing are look-
ing for a bit of excitement and these
approaching creatures look like easy meat
to the rooks.
You could have the PCs make hard Alert-
ness rolls to spot the fact that 4 of the
rooks have noticed them and are only pre-
tending to be asleep. The rooks will swoop
down upon the PCs and attempt to peck,
harass and bully them. They conform to
standard rook characteristics.
If the PCs are strong enough (if for example
they have a Hedgehog in their midst, or if
they collectively have reasonably high
Toughness, Sturdiness and some have
Tooth & Claw ability) then you could allow
this to develop into a fight. If the PCs are
smaller and weaker then you should allow
another escape, perhaps letting them spot
a thorny bush to hide under or a hole for
them to escape into.
This is a potentially dangerous encounter
and the GK should be prepared to let PCs
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use The Way and to listen to any reasona-
ble suggestions from the players as
otherwise they may not survive. Even
Chaser the Otter could turn up and scare
the rooks away if they are getting the bet-
ter of the PCs.
THE BUILDING SITE Toward the late afternoon, the PCs will
begin to encounter an evil stench and this
will become stronger the more they press
on. It smells of The Bane, of Hard Rivers, of
Roaring Owls and of Man. Beneath it all is
another faintly recognisable smell (make a
hard Alertness roll to discern that the smell
is of rats).
Looking ahead the PCs can now see that
the ground has all been churned up as if
the Mother of all Moles has been digging
here. Amidst all of this churned earth are
bits of shiny stuff and twigless branches
stuck in the ground and other indescribable
objects scattered around. Those who suc-
ceed Moderate Man Lore checks will
recognise the fences and signposts as ways
of keeping Men out (or in!) and the shiny
things as cans and bottles (sometimes with
nice sticky-sweet-watery-nectar stuff in
them) and other bits of Man rubbish.
As the PCs approach they will see that
there is a vast pool of water spreading over
the churned up ground in the middle of the
site, turning everything to mud and muck.
Out of the pool or lake of water comes just
a trickle of water down the streambed. It is
now easy to see that some of the larger
Man things are lying in the stream blocking
off the flow of water.
THE RAT COLONY As the PCs get closer and continue to
ponder what can be done, a group of rats
will approach them from all sides, from
tunnels and hidey-holes and from behind
mounds and Man litter.
Blacktooth, who is The Rat King’s henchrat,
will be at their head, followed by Redeye
and Greyfur. Blacktooth will begin to ques-
tion the PCs aggressively trying to
intimidate them at the same time. Any PCs
that are not intimidated (or intimidate him
back) will cause Blacktooth to be agitated,
as he is not used to this. He is certainly not
used to being questioned himself, and will
show clearly his agitation if this happens.
(Note: Blacktooth is aspiring to be The King
Rat but he is painfully aware that he is too
weak to challenge the current occupier of
that position. He does have a moderately
large number of supporters amongst the
rats in the colony and wouldn’t be adverse
to a civil war to usurp the present incum-
bent from the ‘throne’. He may see the PCs
as a way to shortcut his challenge for the
leadership especially if there is a tough
looking Hedgehog in their group. It really
all depends on the PCs and how they ap-
proach the conversation with Blacktooth.
Essentially this is a great point for the PCs
to really role play their characters).
KING RAT If the PCs insist, they will be taken before
the King Rat. Blacktooth won’t volunteer to
take them though, preferring to keep them
away from King Rat. However, at some
point a messenger from King Rat will turn
up to have a word with Blacktooth (news
travels fast in the colony and King Rat has
eyes everywhere) and to ask him to bring
the visitors to him.
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The PCs will be led around a huge winding
network of tunnels and twisting passages
(that will require a hard Tunnel Lore check
to negotiate without a guide) to the King
Rat’s cavernous lair. He is the largest and
fattest rat the PCs will have ever seen. He is
surrounded by mouse slaves, who are feed-
ing him and grooming him. There are
several rat bodyguards inside and at the
entrance to his lair.
DEALING WITH THE RATS There is a large network of tunnels in and
around the site. There are about 100 or
more rats in the colony. Whilst the rats
have no real reason to kill the PCs they
could easily do so, so there is always an
element of danger in any negotiations.
If it doesn’t occur to the PCs, you could
make it apparent that there are more than
enough rats here to clear the blockage in
the River, but that they need to have some-
thing to negotiate with. The henchrat
Blacktooth could probably gather enough
rats to do the job, if the characters side
with him. King Rat could certainly get
enough of his minions to remove the
blockage, but what is he after?
NEGOTIATIONS Negotiations could go several different
ways. Perhaps the PCs could side with
Blacktooth to help overthrow King Rat.
Perhaps they could tell King Rat that Black-
tooth is planning a rebellion? Other
possibilities exist. For instance, King Rat is
looking to move the colony to a better
spot. If the PCs tell him where they come
from, he will get very interested. If they
mention The Farm, then he will definitely
help out, for information on where to find
this Farm.
There are many ways this could go and it
depends on any good ideas that come from
your players as well as maybe some helpful
nudges if they become stuck for ideas.
THE CONCLUSION Once they have successfully persuaded the
rats to unblock the River, the home journey
is straightforward (unless you want to add
further adventures on the way back).
You can award some points to be spent by
the players on their creatures to improve
their attributes or to buy new abilities.
There are 5 to 7 points available per cha-
racter for concluding this adventure
successfully (as it was a very dangerous
one).
(Note: You could always use this scenario as
a way to introduce the next adventure per-
haps the Rat King had a task for the PCs to
carry out in exchange for his help in un-
blocking the River. Maybe Greyfur heard
about The Wood and decides to follow the
PCs back (with some of his own followers)
and then starts to cause trouble in The
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Wood, or maybe one of the PCs becomes
addicted, like Redeye, to beer and would
even go off on his own to the lands of Man
to find more. There are many possibilities).
The creatures met along the way:
Chaser the Otter
AL CR FI NI ST T0
3 2 3 3 7 6
The Way: 1
The Bane: 1
Abilities: River Lore, Swim, Track,
Tooth & Claw
Chaser is a grumpy and hungry old otter.
He will help the PC’s if they explain their
mission to him (and may even show up
suddenly to help out against the rooks if
the PC’s get into any trouble at the roo-
kery).
Chitter the Sparrow
AL CR FI NI ST T0
4 2 3 3 2 1
The Way: 1
Abilities: Field Lore, Wood Lore, Fly
Chitter is an annoying and nosey bird. He
will be a pest and a nuisance until scared
off.
Flick the Adder
AL CR FI NI ST T0
3 3 3 3 4 2
The Bane 2
Abilities: Hide, Intimidate,
Field Lore, Tooth & Claw
Not a pleasant creature, Flick is however
very wary of hedgehogs.
Darkbeak, Blackhood, Beadeye, Ragwing
AL CR FI NI ST T0
3 2 3 2 5 4
The Bane: 1
Abilities: Fly, Tooth & Claw, Man
Lore, Field Lore
Snaketail (King Rat)
AL CR FI NI ST T0
3 3 4 2 6 5
The Bane: 2
Abilities: Intimidate, Climb, Man Lore, Tun-
nel Lore, Tooth & Claw
Snaketail is now quite a venerable rat who
has had a long life and fought hard. He real-
ly doesn't want any more problems that
give him a hard life and knows that one of
his subordinates is looking eagerly at his
throne. He would appreciate some help in
determining which one of his Henchrats it
is and flushing him out.
Blacktooth (Henchrat)
AL CR FI NI ST T0
3 3 3 3 5 4
The Bane: 3
Abilities: Man Lore, Climb, Tooth &
Claw, Tunnel Lore, Intimidate
Blacktooth is a very sneaky Rat, who is not
above using devious means to further his
own ambitions and progress in the rat co-
lony. He has a number of rats who are
dedicated to his cause and several others
who might be ready to side with him but
are less fanatical.
Redeye (Henchrat)
AL CR FI NI ST T0
2 2 3 3 4 4
The Bane: 2
Abilities: Man Lore, Climb, Tooth &
Claw, Tunnel Lore
Redeye has acquired a taste for alcohol and
constantly searches the site for cans with
drops of beer left in them. Since his prob-
lem started his eyes have reddened (hence
his name) and his desire to be the leader of
the rat colony has lessened. He could prob-
ably only be certain of calling upon help
from one or two old friends if needed but
could be a useful ally if he could be sobered
up for a while.
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Greyfur (Henchrat)
AL CR FI NI ST T0
3 3 4 2 3 4
The Bane: 1
Abilities: Man Lore, Climb, Tooth & Claw,
Tunnel Lore
Greyfur is a young rat but possibly destined
for great things and favoured by Snaketail.
He has several strong allies amongst the
rats in the colony and is not satisfied to
continue living on this site, but rather fan-
cies sending scouting parties to look for
another place to live. If he hears of The
Wood he will want to learn all he can.
Wolfs Bane OVERVIEW FOR THE GK The simple premise of this Tale is that a
Wolf has recently escaped from the local
zoo and has made its way to The Wood.
The PCs are to investigate what it is and
find a means of getting rid of it. This will
ultimately lead the PCs on a long journey
further away from their homes than they
have ever been before, to the fabled Sea to
find a rare plant that only grows there. The
plant is believed to have powers to dispel
the great beast that has invaded The
Wood.
SETTING THE SCENE Maybe one or two of the PCs will see this
huge shaggy beast loping through the
trees. Maybe some-creature else will spot a
carcass of one of Redflank’s herd of deer
(and there are no animals in The Wood big
enough to bring down a deer!) Some nights
there is a terrific howling through the area
sending shivers down the spines of many a
creature - even so that badgers and foxes
are scared.
Several of the smaller creatures will be ter-
rified out of their wits and The Wood is
under a palpable pall of doom. No-creature
wants to set paw outside its den for fear of
the beast. Some-creature has to end this
reign of terror. The PCs are just right for
the job. Their respective Lords will ask
them to look into it. Stag is afraid to call a
Gathering; for fear that the Beast doesn’t
respect the Truce and slays every-creature
in attendance.
ASKING AROUND The PCs will need to visit some of the more
intimidating creatures in The Wood, to get
their information. You are welcome to role-
play the encounters in as menacing a way
as you like, with lots of licking of lips from
The Fox Lord and maybe have The Owl Lord
still picking at the bones of a small rodent
when the PCs arrive.
Nobody knows what the monster is except
the following, which have their own ideas:
Owl: Using Wisdom, the Owl Lord Shadow-
Wing, has learned that this is a ‘Wolf’ from
a place far off across the sea. He also states
that many years ago, in the dim-distant
past, wolves ruled The Wood, but that their
enemies were the cunning foxes of those
long gone days.
Gnome: (Oakfellow or Grizzlegruff per-
haps?) – The long-lived forgetful Gnome
may remember a sea plant that made a
smell that was unpleasant to Wolf-kind and
made them go away. He suggests a visit to
either or both of The Owl Lord and The Fox
Lord, if they haven’t visited them already.
Fox: Using Wood Lore (a formidable roll for
the most information) the Fox Lord will
recall ancient tales passed down through
generations of foxes that in bygone times
wolves and foxes used to battle for supre-
macy. Foxes had numbers and cunning,
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wolves had strength and size. When fox
cunning had all but wrested The Wood
from the wolves, there was a strong Wolf
Lord who came down from the far North.
However, cunning Reynard, Lord of Foxes
at that time, used the mythical Sea Onion
to rid the Wood of Greysnout, The Last
Wolf.
A JOURNEY TO THE SEA Few creatures in The Wood know of the
‘Sea’. Any with Beach Lore will. Those with
River Lore may do (Hard roll). However,
birds fly far and wide. If the PCs re-visit the
Owl, it will not be there and if they wait for
it, it will come back some time but is hun-
gry and a bit aggressive – small creatures
beware!
The other birds that fly far and wide are the
rooks, which live in the Rookery, near the
Farm. A visit to them may prove fruitful.
PCs may come up with other ways to dis-
cover where the Sea is. Don’t make this too
difficult – you want them to go there; after
all it’s where the adventure is!
ENCOUNTERS ALONG THE WAY On their long and arduous trek from The
Wood, following the river to the Sea, the
PCs will have the following encounters. As
usual, how you and your players deal with
them is largely up to you and how you like
to role-play.
A Fisherman: Any-creature interested in
grubs and maggots (Mole, Shrew and Hed-
gehog especially) will love the small box by
the side of The River that is just full of real-
ly lovely juicy ones. What the fisherman
does if he sees them is up to you.
Water Voles: Ssome feisty water voles (one
for each PC in the group - use standard
water vole stats) who tell the PCs to go
around their territory. However they are
either easily intimidated or ready to flee if
involved in a serious tussle.
Small Boys: A gang of boys with a home-
made raft-boat. They float around on it a
bit then they pull it ashore and run off
home for dinner (or whatever). PCs could
possibly use this to continue their journey –
especially if there is a Gnome amongst
them.
The Town: A particularly nasty area, where
it smells of The Bane and the water tastes
foul. Any-creature with Man Lore knows
this place for what it is. Others find it foul
and intimidating. If you are really mean you
could set up an encounter with a small dog
or cat.
Sand Dunes: Not far beyond the town are
the sand dunes that lead on down to the
beach. Amongst the dunes lurks an adder
who will attack the smallest member of the
group. Use standard adder stats.
The Beach Crab: This could be a strange
meeting. The crab is being harassed by a
seagull who is trying to turn him over to get
at his underside. The crab is scuttling this
way and that trying to get away. If the PCs
are brave enough they could make the sea-
gull fly away, for easier prey. The crab,
called Pinchme, will be grateful to PCs if
they save him from harassment and will
help them find what they are looking for.
THE SEA ONION It is a form of sea kelp, with a very strange
smell. Even the PCs don’t like it much. This
needs to be taken back to The Wood. Be-
cause the sea kelp smells so bad, animals
encountered on the way back will keep
away.
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THE RETURN HOME If you wish you could add an adventure on
the return journey. One idea, if the PCs
failed to rescue Oakfellow in the first ad-
venture (Oakfellow and the Gypsies), is to
have them come across the gypsy caravans
again, as they made their way to the sea-
side. (Orlando has been charging money to
tourists to view The Little Grey Man. The
Old Mother isn’t very happy about this,
because she didn’t really want to imprison
the gnome; she only wanted to talk to
him).
DEALING WITH THE WOLF How the PCs then deal with the wolf is up
to you. The wolf does not like the smell of
the sea kelp, so if they have enough of it,
they could for example place it at strategic
points around The Wood, or go to the
wolf’s den and put it in there. They might
even want to talk to the wolf and tell him
there is more where that came from. Let
anything that sound reasonable work.
WRAPPING UP There is an experience award of 5 points
per character (+2 points if they rescue Oak-
fellow from the gypsies on the way home).
They will be hailed as heroes by the crea-
tures of The Wood and Lord Stag will call a
special Gathering to honour their exploits
to date.
The creatures met along the way:
Water voles
AL CR FI NI ST T0
3 1 3 3 3 2
Abilities: Swim, River Lore
Adder
AL CR FI NI ST T0
3 2 3 3 4 2
The Bane: 1
Abilities: Hide, Tooth & Claw,
Beach Lore
Pinchme the Crab
T0 ST NI CR FI AL
3 3 2 1 3 2
Abilities: Beach Lore, Tooth & Claw, Swim,
Pincers, Shell (+2 TO, +3 ST on the Wound
Modifiers Table).
Pinchme is neither touched by The Way or
by The Bane. He is a very strange creature
and speaks very oddly. You could even
have characters make Craftiness checks to
determine whether they understand him
properly.
Lupus The Wolf
AL CR FI NI ST T0
3 3 5 3 10 10
The Bane: 4
Abilities: Tooth & Claw, Track, Wood Lore,
Man Lore
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ABOUT TALES FROM THE WOOD
Very few gamers get too enthusiastic about
role playing games where you play an ani-
mal; even less so when the animals in
question do not use swords and spears and
have no special powers. That is exactly why
myself and my co-designer Mark George
sat down one day in around 1986/87 and
started to write Tales from The Wood
(TfTW).
It didn’t take too long to thrash out the
basics into a form where we could do some
playtesting. There was one extra trait at
that time – “luckiness” (now replaced by
The Way), but other than that, the rules are
essentially the same now as they were
then.
We played a lot of TfTW during the late
1980’s and early 1990’s, whilst constantly
tinkering with the rules, adding more crea-
tures and developing the background.
Everyone who played it loved it – even so
we realized it was a niche game and not
worth the risk of publishing.
Still, I always felt TfTW was too good to just
languish in a folder somewhere and with
the growth of the pdf, I put together a free
pdf for download from my old “Geocities”
website sometime around 2002.
I was amazed that people found it, liked it
(and some even played it). I decided to put
a better version together and, with Mark’s
permission, started selling it first on
RPGNow and later, in print via LULU. I was
further surprised that it sold reasonably
well, reaffirming my view that some ga-
mers want something a bit different
nowadays.
Simon W
RECOMMENDED FICTION William Horwood: Duncton Wood, Dunc-
ton Quest, Duncton Found, Duncton Tales,
Duncton Rising, Duncton Stone (moles)
Gerry Kilworth: Frost Dancers (hares),
Hunters Moon (foxes)
A.R. Lloyd: Marshworld, Witchwood, Dra-
gon Pond (weasels)
Denys Watkins Pitchford (B.B): Little Grey
Men, Down the Bright Stream (gnomes)
Chris Freddi: Pork & other tales (several
different types of animal)
Michael Tod: The Silver Tide, The Second
Wave, The Golden Flight (squirrels)
Richard Adams: Watership Down (rabbits)
Aeron Clement: The Cold Moons (badgers)
Brian Carter: Night World (badgers)
Colin Dann: The Animals of Farthing
Wood, In the Grip of Winter, Fox's Feud,
Fox Cub Bold, The Siege of White Deer
Park, In the Path of Storm, Battle for the
Park, Farthing Wood - The Adventure Be-
gins (several different types of animal)
RECOMMENDED NON-FICTION Any good natural history books would be
highly useful, but these are some of those
consulted when designing Tales from The
Wood.
Ron Freethy: Man & Beast, British mam-
mals
Tony Soper: Discovering Animals, British
mammals
Roy Brown: Wildlife of Britain, British ani-
mals
Rob Hume: Observers Birds, British birds
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Introduction
What is role-playing? In role-playing games (RPGs), the ac-
tion takes place in the imaginations of
the players rather than on a board as in
other types of game. By using a set of
rules, players construct game characters
to act as their alter egos living in the
world they have created. In essence, the
players are creating a story as they go
and much of this story is simply a ver-
bal interchange between the players.
One of the players takes the role of the
gamesmaster (GM). This player has the
task of creating the adventures, much
like an author writing a story. However,
unlike an author, the GM doesn’t al-
ways know what the characters will do.
This is because the other players play
the characters. The GM directs the flow
GINGER BEER RECIPE
Makes 5 litres (9 pints) Lemon -1 large, zest and juice
Cream of tartar -5 tsp Sugar -450g (1 lb)
Fresh root ginger -25g (1 oz), peeled and bruised
Boiling water -2.3 litres (4 pints) Cold water -2.3 litres (4 pints)
Fresh yeast -15g (½ oz) Toast -1 slice
METHOD
Place the lemon zest, cream of tartar and sugar in a large bowl or plastic bucket. Add the bruised ginger. Pour the boiling water over the mix and stir until the sugar is dis-solved. Add the cold water and lemon juice. Allow to cool until the mix is luke-warm.
Spread the yeast on the toast and float it on the mixture. Cover with a clean cloth and leave in a warm place for 24 hours until fro-thy. Remove any scum from the top of the mixture, discard the toast and syphon the beer into sterilised bottles, avoiding any se-diment. Seal the bottles with screw caps or corks secured with wire. Leave for 3 days in a cool place before drinking. Drink within the following 3 days or the ginger beer will taste too yeasty.
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of the game; describes the things the
characters see and hear and speaks for
the people the characters come across as
they progress through the adventure.
Sometimes the outcome of characters’
actions is not a foregone conclusion and
this is where the game rules will help.
These rules describe how the GM and
players can determine the success or
otherwise of actions that they take as
they adventure in the game world.
In Lashings of Ginger Beer (LoGB) the
characters are not the heroic types that
you find in most other rpgs. However,
this game does emphasize character
interaction more than many and
should therefore lead to a highly re-
warding role-playing experience.
What is this game about? You are a 13-year old kid living in
Idyllic England. Idyllic England is an
unreal place, a sort of fantasyland
along the lines of those versions of
England, which appear in such works
as The Famous Five, Swallows and
Amazons and The Secret Seven.
In Idyllic England the time period
doesn't really matter - suffice to say
that kids ride bicycles not BMXs, they
read books such as ‘Boys Own Ad-
ventures’ since there is no such thing
as Sega or Nintendo and most impor-
tantly they never swear and are rarely
rude to grownups.
All right, you may ask, but this is a
role-playing game so what is there to
do? Well, there are camping hols a
plenty, mysterious smugglers caves to
explore, ghostly haunted houses to poke
around in, secret passages in ruined cas-
tles to discover, all manner of
suspicious villains to report to the po-
lice for real (and imagined) crimes.
Nasty people can of course be spotted a
mile off, and every circus that comes to
town holds its own mystery to solve.
And, once solved PC Plod is always on
hand with his trusty bicycle to arrest the
villains of the piece, or to clip the kids
around the ears for wasting his time
(without the possibility of being hauled
before the court!).
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Creating Your Kid
Attributes To play in a RPG you need to create a
character that is the persona that you
pretend to be in the game. In LoGB the
character you need to create is a nosey
kid. Kids are initially defined by four
attributes. These attributes are rated on
a numeric scale, where the higher the
number the better. They help to deter-
mine how well each kid performs in his
or her day-to-day activities, whether
they are at home, at school or more par-
ticularly when they are on an adventure.
The attributes are:
TOUGH
This is a measure of the kid's strength,
resilience, build and all round physical
ability. It is useful in sports, outdoor
activities and particularly useful in
fights. It tends to be higher as kids grow
older.
DEFT
Speed, agility, athleticism and co-
ordination are all measured by this
attribute. This is useful for many out-
door and sporting pursuits. Deft reduces
as kids grow older.
CLEVER
A bright kid is an intelligent and quick-
witted kid who does well at schoolwork
and is good at remembering things and
working things out. As kids get older,
they learn more and therefore become
cleverer.
CHARM
Being able to smile sweetly and get
away with anything. That is charm.
Younger kids tend to be more charm-
ing.
AGE
For the most part, it is the age of the kid
that you create that decides what the
initial attribute levels are. The higher
the number, the better able your kid is.
To determine your kid’s age, you need
to either choose an age from 10 to 15,
or roll a dice and add 9 to the result.
Write this age on your character sheet.
Initial attribute levels are determined by
starting age. Look up your kid’s age on
the following table and write the num-
bers for each attribute on your character
sheet. Then add 1 point to any attribute
you like. Write down the final attribute
levels (numbers) on your character
sheet.
TABLE: KID AGE &ATTRIBUTES
Age Tough Deft Clever Charm
10 1 3 1 3
11 2 2 1 3
12 2 2 1 3
13 2 2 2 2
14 2 2 2 2
15 3 1 3 1
Grown
up
4 1 4 1
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Kid type
After attributes have been decided, you
then need to determine the things that
your kid knows or is good at. This de-
pends on the type of kid, which can be a
Swot, a Truant (Tomboy) or a Good
(‘normal’) kid. You get to choose.
GOOD KID
Good kids -these make up the vast ma-
jority of kids in Idyllic England. They
have a father who works in the bank or
in insurance a mother who is a house-
wife (as all mothers in Idyllic England
should be - no such thing as the wom-
en’s movement here) probably an older
brother or sister and a family pet.
A Good Kid will live in a suburban
semi detached house with ample room
at the end of the garden for a tree house
or den. Father will have a Rover car or
maybe a Wolsey or Morris which he
uses for work and at weekends to take
the family on outings or drop the kids
off at the train station, when they go off
to see Auntie Mable.
Good kids will go on to become bank
managers, solicitors, doctors, accoun-
tants or politicians. Girls will of course
get married and become housewives.
SWOT
Swots are from backgrounds similar to
those of good kids but could be, for ex-
ample, an only child and therefore
molly-coddled by mummy & daddy.
They are not good at sporty things (too
rough) but they excel at schoolwork.
Swots prefer to spend leisure time in the
library or in their rooms with their nos-
es stuck in their books.
There will rarely be more than one
Swot in any gang.
Swots will go on to become Professors,
scientists, inventors and train spotters.
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TRUANT OR TOMBOY
These kids are the naughtier kids of
Idyllic England. They tend to be the
opposite of Swots; that is good at sports
but poor at their studies. They may even
use strong words or phrases like ‘damn
it’ and ‘blast’ or even on occasion
‘bloody hell!’ (as long as no grown-ups
are nearby).
Truants are fond of games and pranks
that lead other kids astray, such as cher-
ry knocking and apple scrumping but
because they are better at these things,
they do not usually get caught. By
present day standards Truants are not
bad kids by any means and they do not
get into trouble with the police - they
are simply naughty by Idyllic England
standards.
There will rarely be more than one
Truant in a gang. Truants go on to be-
come footballers, racing drivers and
game designers.
What is my kid good at? These are called skills, abilities, feats or
traits in other rpgs. They are learned or
taught skills and knowledge. All player
character kids in Idyllic England are
adventurous and resourceful. They see
things that grown-ups and most other
kids do not see. Accordingly all your
kid is automatically good at two things -
Hide and Snoop. These are already writ-
ten onto the character sheet and you
have a level of 2 in each. You can spend
points to improve them from your point
allocation detailed below.
The other things a kid is good at depend
upon the type of kid she is. You have 8
points to split amongst them. Simply
assign some of your 8 points to each
thing.
If you want to choose things that are not
a part of your kid type, you need to as-
sign a greater number of your points.
Swots get Truant skills at three times
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the cost. Truants get Swot skills at three
times the cost. They both buy Good kid
skills at double the cost. Good kids buy
any non-good kid skills at double the
cost. So a Swot could, for example put
one point into each of his 6 listed skills,
and then put two points into Act Inno-
cently (effectively making that skill
level 1 too).
Any player can choose to increase Hide
or Snoop for one point per point of in-
crease.
Things your kid is good at GOOD KID
Act Innocently
Camping
Hobbies
Sports
Ride Bicycle
Spot Nasty People
SWOT
Sciences
History
Geography
Languages
Music
Useless Facts
TRUANT OR TOMBOY
Fighting
Wriggle (from Grasp)
Climb Trees & Walls
Catapult
Throwing Things
Lie Convincingly
Example of creating a kid I grab a character sheet and roll a
dice, which comes up 5. My kid is
therefore 14 (I could have chosen his
age had I wanted to). I write this on
my character sheet. I also come up
with a name for him at this stage
Daniel (Danny).
Looking up the attributes on the ta-
ble for a kid of 14, I see that all four
attributes will be rated at 2. I have an
extra point to add, so I increase Deft
to 3.
Next, I decide that my kid will be a
Good Kid. With the 8 points, I put
one point in each of the things listed,
except for Act Innocently. I decide
my kid is not going to be good at
pretending. I write the selected
things down on my character sheet,
with a ‘1’ alongside each. This
leaves 3 points. I want my kid to be
especially good at snooping, so I add
a point to Snoop skill, bringing it up
to 3. I also want my kid to be good
at climbing, so I can assign a level of
1 to Climb Trees & Walls (this costs
both points that were left over, be-
cause it is from the Truant list). I add
this to my character sheet too.
Danny is now nearly ready to go and
solve a few mysteries. But I still
need to know what he is able to do
with the things he is good at. There
are also a couple more things I need
to know about Danny before he is
ready for adventure.
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Doing Things
Overview These are the skills of the kids in Idyllic
England. They represent the things that
kids will try to do, when they are out
searching for clues to the mysteries that
they come across every time they go on
a weekend biking expedition, or a visit
to their Aunt’s house.
ACT INNOCENTLY
The ability of the kid to make whatever
he is doing look like he is just ‘being a
kid’. Useful for covering up what your
character is doing, when spotted by
grown-ups. Usually used with Charm.
CAMPING
This represents the knowledge that the
kid has of outdoor-type things – the
way to pitch a tent, to build a campfire
and so on; this is normally based on the
Clever attribute.
CATAPULT
This is the skill the kid has to make and
fire a catapult (a short, strong ‘y’
shaped stick with a strong length of
rubber-band strung between the forks).
For making a good one it is based on
Clever, for accurately firing it use Deft.
CLIMB TREES & WALLS
This is the ability of the kid to scramble
over high walls and up trees; it is usual-
ly used with Deft.
FIGHTING
This represents how good a kid is in a
scrap. There are no martial arts and no
fancy moves – it is simply rough-and-
tumble wrestling and maybe a punch or
two. Used alongside Tough.
LIE CONVINCINGLY
The ability of the kid to tell tales and to
persuade grown-ups that they are not
doing anything they shouldn’t be doing.
Used with Charm.
GEOGRAPHY
Knowing where places are, some local
knowledge and map reading; used with
Clever.
HIDE
The skill of the kid at finding some-
where to secrete herself when she might
otherwise be spotted. Under a bush,
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behind a tree, in a ditch, under the stairs
or just in the shadows - they are all like-
ly hiding places for resourceful kids;
this can be based on Clever or Deft.
HISTORY
This is knowledge of people, places and
events in the past. If the kids find an old
castle, history might tell the kid some
things about the castle. It is used with
Clever.
HOBBIES
The kid might have a hobby – it can be
anything like stamp collecting, model
railways, needlework, kite flying, coo-
kery, and mechanics and so on. You get
to choose one. Normally used with
Clever, it could be Deft based.
LANGUAGES
Your character has a particular knack
for French, German and other languages
normally taught in schools in Idyllic
England. Normally used with Clever.
RIDE BICYCLE
This is exactly as it suggests. Most kids
can ride – this is doing it well; it is most
often Deft-based.
SCIENCE
The kid knows something of physics,
chemistry and biology. Probably some
first aid too. Used with Clever.
SNOOP
This is the ability of the kid to get facts
and evidence, be it getting up close to
the villains and listening in to their con-
versations and plans without being
spotted, or to find clues and evidence at
the scene when the villains are gone or
to spot ‘peculiar goings on’. All kids in
Idyllic England can do this, to some
degree. This is Clever based.
SPORTS
The kid is generally very sporty – he
could be good at football, cricket, rug-
by, horse riding, hockey, swimming,
canoeing, and archery and so on; nor-
mally based on Tough or Deft.
SPOT NASTY PEOPLE
This is the almost innate ability of the
kid to know that a grown-up is a villain,
or is up to no good. A good skill for the
GM to get the kids hooked into an ad-
venture. This skill is most often used
alongside Clever.
THROWING THINGS
The kid is adept at throwing sticks or
stones (or boomerangs). Used with Deft
for accuracy or Tough for power and
range.
USELESS FACTS
These are the sort of odd facts that a kid
might know from reading a wide range
of books or from the news and so on. It
is another useful tool for the GM to give
the players a clue about something to
help move a game along if they are
stuck. It is usually used with Clever.
WRIGGLE (FROM GRASP)
The kid is good at crawling into or out
of small gaps or tunnels. It is also useful
for getting out of a firm grip. The abili-
ty your kid needs to get away from
nasty people or bullies and so on. This
is most often a Deft-based skill.
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Rolling dice In Lashings of Ginger Beer, the dice
used are the ordinary six-sided dice that
you find in board games like Monopoly.
In most cases when you roll dice to de-
termine whether your kid succeeded
when trying to do something you need
at least one five or six to come up. Of-
ten you will roll more than one die.
Where the rules are different (for exam-
ple rolling on the Useful Items Table,
the rules will explain how the dice
work).
Sometimes rolling dice can break up the
flow of the game and can get in the way
of good role-playing. So, there is a rule
of play for LoGB and that is to roll dice
only when there is a real need to do so –
i.e. where the game situation means that
it would be more exciting to do so. If it
would get in the way of a good story,
don’t do it.
Where a kid is trying to do something
that he or she has a skill in, the player
rolls a number of dice equal to the skill
level plus the most appropriate attribute
for what he is trying to do.
For example Tommy, a Truant, is firing
his catapult at an open window to try to
get a message into the room where vil-
lains are holding his friends captive (he
has wrapped a note around the stone). If
he has a 2 in catapult and 2 in Deft, then
the player gets four dice to roll. If a kid
has no appropriate skill, the player
simply rolls a number of dice equal to
his character’s most appropriate
attribute.
At least one five or six is required in
order to succeed. Where more than one
5 or 6 are rolled, the result of the action
is even more spectacular than the cha-
racter wanted.
MODIFIERS
Sometimes the GM will decide that the
task is especially easy. If this is the
case, you will require fours, fives and
sixes to succeed a task.
If the GM decides what you are doing is
especially difficult you may succeed
only if you roll at least one six.
The GM usually tells you in advance
whether the task is easier or harder than
normal so that you know what you need
to roll.
CONTESTED ROLLS
Sometimes a player will want his kid to
do something that is being opposed by
another kid or a grown-up -say a race or
a ‘scrap’ or similar. In these cases, both
players or the player and the GM roll
the appropriate number of dice.
The one who gets the most fives and
sixes is the 'winner'. Where the result of
a contested roll is a ‘draw’ - i.e. both
‘contestants’ rolled the same number of
fives and sixes this means they were
equal for that part of the action.
If, for example, it is a fight, neither side
got in a telling blow—it is a kind of
standoff and a chance to reassess the
situation. If it is a race then they are
running side by side, or in a chase the
chaser has gained no ground on the oth-
er.
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Fighting In a fight, the loser suffers a one-point
reduction in their Tough attribute. This
represents tiredness, being 'roughed up'
and general wear and tear. It does not
represent wounding as such -although it
could represent a bloody nose, split lip
or black eye. When Tough is reduced to
0, the kid is out of the fray -either he is
exhausted or demoralised or on his
rump crying. Either way, he has been
beaten.
You will see that there is no strict
‘round-by-round’ combat system in
LoGB like there is in other rpgs. This is
because combat is not really a feature of
the game. It is really more a case of
dealing with the whole ‘scene’ based
upon the result of the dice roll. You can
break the action up a little if you need
to or if you feel it important for a par-
ticular set piece.
Something else to bear in mind is that
kids do not fight with grownups. They
can use the skill Wriggle from grasp to
get away, or can fight them, simply to
shove them away or something, but
cannot stay in a prolonged fight with
them.
Narrative play In LoGB, you are creating a story in
Idyllic England. To help do this, narra-
tive control is passes to the players
when their kid’s succeed at doing
things.
Using Tommy as our example again,
Tommy’s player rolls 4 dice. One of
them comes up a six, so he say’s “right,
I pull back the rubber band, line up the
open window and let loose the stone. It
flies straight and true through the open-
ing”.
The more fives and sixes rolled the
more impressive the result and the more
narrative control the GM can give to the
player, within reason and within keep-
ing with the Idyllic England style.
Going back to Tommy, if he had rolled
two sixes the player could add, for ex-
ample, “the stone lands perfectly on the
lap of Sammy, who was tied to the chair
against the far wall of the room”.
Where the players fail their rolls (i.e.
they don’t get a five or six) the GM can
narrate their failure if he wants to. Al-
ternatively, the GM may want to pass
responsibility to the players to narrate
both successes and failures.
The GM can overrule anything that
seems ‘out of place’, or if a player tries
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to narrate a failure into some sort of a
success.
Getting better at doing things
The kids in LoGB are at that age where
they can learn new things very quickly.
In game terms, this means that at the
end of each adventure, the kids have an
additional point to add to any one of the
things they are good at or to gain a new
one. The GM may award an additional
point to any of the players for good
role-play, within keeping with Idyllic
England. These points are ‘spent’ in the
same way as when creating a kid.
Idyllic England
Mysteries galore! Idyllic England is not a real place. It is a
place that exists only in fiction. The
kids are too clever, too nice and alto-
gether too goody-goody to be true. The
villains on the other hand are generally
a bit stupid and always have that ‘up to
no good’ look about them. They are
always frightening or of dubious cha-
racter to the kids but not really that
nasty when measured by today’s stan-
dards.
The boys in Idyllic England wear
shorts, except the older ones of 15 who
might wear long trousers almost as a
badge of seniority. The girls wear pretty
dresses unless they can get out in their
shorts without their parents seeing
them. The tomboys tend to wear dunga-
rees or shorts, like the boys, in the
summer.
In Idyllic England things are always
measured by the kids’ perspectives.
Summers are always long and hot, ad-
venture is everywhere the kids look and
most other kids are stupid, because they
are not in their gang.
There are numerous camping holidays,
cycling weekends, visits to long lost
aunts and uncles, but mysteries and ad-
ventures are always never far behind.
About The Gang The kids always form themselves into a
gang and give their gang a name.
Choose (or select by a random method)
an adjective from the first list and add it
to something from the second list. This
is the name of the gang.
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About Language In Idyllic England, the swear words that
exist are not as they are today and the
language used is much more quaint and
old fashioned. Try to bear this in mind
when playing the game. Here are a few
words to help you:
About Useful stuff The following is a list of items that kids
in Idyllic England might need on their
adventures. They are listed in approx-
imate order of importance to kid’s in
Idyllic England, with Lashings of Gin-
ger Beer coming top of the list, of
course.
You can choose one item from the list.
You automatically have this item. It is
yours. It was a birthday present off
mum and dad or you bought it with
saved-up pocket money or whatever. So
if your kid could choose to have a bi-
cycle or if your kid has a Hobby,
Photography, then he could choose to
have a camera.
Once you have chosen your ‘free’ item,
you can choose two more. Choose
something you want your kid to have
and roll a dice. If the dice comes up
with a number that is equal to or higher
than the number in brackets alongside
the item then your kid has the item.
If the number on the dice is higher, then
your kid does not have it. Keep on roll-
ing until your kid has a total of three
items from the list. You cannot roll for
the same thing twice.
GANG NAME, LIST #1
Admirable, Adventurous, Courageous,
Dauntless, Dynamic, Fabulous, Famous,
Fantastic, Fearless, Gallant, Glorious,
Honourable, Legendary, Magnificent,
Mysterious, Resolute, Secret, Terrific.
GANG NAME, LIST #2
Club, Crew, Gang, Dozen, Patrol,
Squad, Trio, Troop, Duo, Trio, Quartet,
Three, Four, Five, Six, Seven.... etc
SOME IDYLLIC ENGLAND
WORDS
WORD/PHRASE MEANS
Beastly Nasty, horrible
Chums Friends, pals
Corking Great, brilliant
Darn it! An expletive
Dastardly Wicked, evil
Drat! An expletive
Frightful Terrible, awful
Fuddy-duddy Boring person
Higgledy-piggledy messy,
I say Listen up, look
here, hello
Jolly jape Good laugh
Prank Joke, trick
Rotten luck Unlucky
Rotter Idiot,
Smashing Superb
Spiffing Wonderful
Wheeze Plan, caper
Wizard! Cool, excellent
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USEFUL STUFF LIST
Ginger Beer (2)
Bicycle (3)
Two-man tent (4)
Sleeping Bag (3)
Bumper Boys Own Adventure Sto-
ries* (2)
Scruffy Dog (4)
Torch (2)
Penknife (2)
Wristwatch (2)
Binoculars** (3)
Camera (4)
Sketchpad & pencils (2)
Bag of Marbles (2)
Bullseyes (sweets) (2)
Aniseed Balls (sweets) (2)
Ice Cream (2)
Gobstoppers (sweets) (2)
Buns & pop in a cafe (3)
Big chocolate bar (2)
Kids cinema ticket (2)
Canoe & paddles (5)
Rope (4)
Fishing rod, hooks & gear (3)
Cricket bat, pads, ball & stumps (3)
Hockey Stick, ball and kit (3)
Football boots and kit (3)
Drums (5)
Guitar (5)
Trumpet (3)
Violin (4)
Milk, pint (2)
Bread, loaf (2)
Eggs, dozen (2)
Bacon, 1lb (2) * Swots would have the ‘Big Book of Science’ or ‘1000 Amazing Facts’ instead.
* Girls would have ‘Girls own Romantic
Adventure Stories’ instead. ** Swots may prefer to have a microscope
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About Currency Idyllic England uses pre-decimal cur-
rency; that is Pounds, Shillings &
Pence. In LoGB it is best to avoid get-
ting into this sort of detail - assume the
kids always have a few shillings handy.
About Getting Older These are not particularly important in
Idyllic England. There is a kind of time-
lessness about the place. No matter how
many adventures, mysteries and scrapes
the kids get themselves into; they do not
seem to get any older. Summer hols
come and go, Easter breaks seem to
occur with fantastic regularity and
school seems to be something talked of
in passing, but never encountered, like a
thing of myth.
As time does not really matter, neither
do birthdays. An adventure or game
session might involve a birthday once in
a while (often somebody else’s, like one
of the player character’s brother or cou-
sin) but do not worry about them.
Likewise Christmas is occasionally
talked about (usually as a chance for
some snowbound adventure) but other-
wise it is just another holiday. You can
let all kids take a free roll on the Useful
Items table for Christmas, if you wish.
Ignore ageing completely and simply
play all the kids through all of their ad-
ventures as if time is not passing. For
the most part time is irrelevant in Idyllic
England, so why worry that your kids
do not seem to grow up?
About Pocket Money This is vital to kids. However it often
gets spent on rubbish. Rather than sla-
vishly keep track of money, the
following rule applies. Kids must roll
the number or less on the table at the
beginning of each new adventure to see
if they have saved enough pocket mon-
ey to get any item they want. This
assumes there are at least a few weeks
between adventures.
About Brothers & Sisters A kid’s brothers and sisters are impor-
tant because it can mean extra birthday
and Christmas presents. A bigger broth-
er can also provide the means with
which to threaten the local bully.
A younger brother or sister can be a big
disadvantage -you might have to put up
with looking after them once in a while
and the kid will always tell tales on you
unless you bribe them.
To determine how many you have, roll
a d6 and subtract one from the result.
This gives 0 to 5 brothers and sisters.
Roll a dice for each - odd being a broth-
er even being a sister. Then roll again
for each - odd being older, even being
younger. Roll another dice for each,
being the age difference (from 1 to 6
years older or younger).
About Scruffy Dogs As a rule there will be only one scruffy
dog in a gang. The kid who has a scruf-
fy dog can train it. For each point of
Clever the kid has, he can teach the dog
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to obey a one-word command plus two
free commands. So a kid with a Clever
attribute of 2 can teach his dog four
one-word commands. One of these must
be to come when his name is called -so
the dog must have a name.
About Playing the game The aim of the game is to have a bit of
fun. The rules are there as guidelines
only as a bit of a framework upon
which to base events. They may be ig-
nored or tailored to suit individual
gaming styles or simply to suit the situ-
ation. The rules are by no means
realistic but they do help to set the style
of role-playing in Idyllic England.
Adventures
The Big Top Adventure
INTRODUCTION
It is early in the summer holidays and
Harry Zane's Circus has come to Brim-
chester (or wherever the game is set).
The kids are full of anticipation and
excitement. They saw the circus posters
advertising the event weeks ago and
have been saving their pocket money
diligently in order that they can go.
Some of them have even had to do extra
chores around the house to be able to
save up enough money for a ticket.
GM’S INFORMATION
Harry Zane is not only a Circus Owner,
Showman and Ringmaster, but also an
international criminal and dealer in sto-
EXAMPLE COMMANDS
Sit, Worry, Chase, Attack, Guard,
Lie, Fetch, Bark, Still, Beg, Heel and
so on.
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len antiques and art treasures. The Big
Top is a perfect cover for his nefarious
activities, which take him all over Eu-
rope.
Three of the stars of the Circus are also
in on Harry's shady activities. These are
Hercules the Strongman, the Trapeze
Artist Marco the Magnificent and Mr.
Big the Midget Clown.
What has brought Harry’s Circus to
town is that the Brimchester Art Gallery
and Museum are currently putting on a
special display of work from the well-
known artist Victor Moylan. A while
ago an American collector, Elmer West,
approached Harry and commissioned
him to obtain a ‘Moylan’ or two.
ENTER THE KIDS
The kids will be waiting in the queue to
get their tickets to see the early evening
show. From where they are standing
they can see the hustle and bustle of the
show/people wandering around
amongst the tents and caravans -clowns
on tall stilts, fire breathers in spangled
clothes, possibly even an elephant or
the lion cages at the back! How jolly
exciting!
When the kids are about to get their
tickets, one of them gets jostled out of
the way by a large sweating man in a
pale suit and hat. The man (Elmer
West) bursts through them shouting
'Out of my way you kids (I say, how
rude!) and carries on through to the ca-
ravans and tents beyond.
A ‘Spot Nasty Person’ roll will deter-
mine that he was not a pleasant type,
and will also enable the kid to see ex-
actly which caravan the man was
heading for (Harry Zane’s). A ‘Useless
Facts’ roll would determine that the
man had an American accent.
The kids will get great seats right near
to the front of the ringside so there is
plenty of scope for the GM to get the
kids involved in one or two of the acts.
Perhaps one of the kids could be
dragged out by the clowns and have a
custard pie shoved in his face (or do the
same to one of the clowns) or maybe a
kid is made to stand against the target
for the knife thrower who will surround
the kid with well aimed knives (unless
he or she moves!).
The main purpose of this part of the
adventure is to ensure the kids see Her-
cules the Strongman, Marco the
Magnificent Trapeze Artist and Mr. Big
the Midget Clown. Their acts should be
described enough that the players take
the hint but not overdone. Certainly
other acts should receive attention too
(Lion Tamers, Tightrope Walkers,
Trampolinists and so on).
Once the show is over and the crowd
begins to disperse, the kids will notice
the ‘Man in the Pale Suit’ approaching
the Ringmaster (Harry Zane) and the
two of them will be talking in hushed
whispers and definitely acting suspi-
ciously. Any kid that can sneak close
enough will overhead snippets of the
conversation, along the lines of:
Ringmaster: “Yes, yes of course we'll
get them tonight, don't worry”
Man in Pale Suit: “Good I'll be bringing
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the money tomorrow night; you'd better
have the goods”
Ringmaster: “We're professionals, Mr.
West, do not concern yourself, just have
the right money with you, £2000,
agreed?”
Man in Pale Suit: “Yes, that's right, see
you tomorrow and don't damage them”.
The Ringmaster will then return to his
caravan, where Mr. Big, Hercules and
Marco are waiting in readiness for the
robbery, which will be going ahead to-
night.
Any kids found snooping around the
site after the show will be told to leave
and if they do not take the hint they will
be forcibly ejected. What rotten luck!
THE ROBBERY
Harry Zane, Mr. Big, Marco and Her-
cules leave the Showground at the dead
of night, in Harry Zane’s Jaguar motor-
car, and drive into Brimchester and park
in the alleyway at the back of the Brim-
chester Museum & Art Gallery.
Then Marco scales the wall to the third
floor window of the old building taking
a rope ladder with him, which he fixes
to the bars of the window. He then
climbs down and Hercules climbs up
the ladder, forcing open the window
and bending the bars enough for Mr.
Big to squeeze through.
Mr. Big then enters the Gallery and
takes the paintings, passing them to
Hercules who takes them down to Harry
who puts them in the boot of his car.
When Hercules and Mr. Big have done
their bit, Marco again climbs the rope
ladder, removes it and climbs back
down the wall of the building.
NOTE
In Idyllic England there are no sophisti-
cated security devices, valuables are
protected by simple locks and bars. Be-
sides that there are very few real
criminals in Idyllic England, which is
not surprising with so many smart-alec
kids about!
THE BRIMCHESTER
CHRONICLE
The burglary makes front-page news in
the local newspaper. The kids will be
able to read their parents copies, or will
see the newspaper when they visit the
shops to buy their bullseyes.
The article mentions the forced window
and bent bars, and the fact that nobody
could possibly have climbed up the
wall, Besides there is no-one so small as
to be able to get through the bent bars;
it has the local police force completely
baffled!
The kids should have ideas of their
own, of course. There would be little
point going to the police without further
proof of their suspicions though. A fur-
ther visit to the circus would seem to be
in order. Hoorah!
TO THE CIRCUS AGAIN!
The kids will have to find a way back
into the Showground. Some may have
enough money saved up to get tickets,
but others may have to sneak in through
one of the many gaps in the hedges sur-
rounding the field, where the Big Top is
sited.
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The action doesn't take place until after
the show, so if the kids watch the acts
again don't forget to mention the great
strength of Hercules, the agility of Mar-
co and the diminutive size of Mr. Big.
By now the kids should be certain of
who the robbers are.
If the kids do not watch the show again,
they will have to wait around until after
the show and when the audience has
departed.
Sneaking around amongst the caravans
is likely to be a hair-raising experience.
There are all manner of show people
wandering around; lions roar from their
cages as the kids pass by, leashed dogs
bark at them and so on.
However, eventually the kids will find
Harry Zane’s caravan. Standing on
guard with his huge arms folded across
his barrel-chest, is Hercules, still in his
leopard-skin costume. The kids may be
able to sneak to a window round the
back, where they will be able to see The
Man in the Pale Suit talking with Harry.
On the table next to them is an open
case with lots of money inside, and next
to it are two large, flat, well-wrapped
parcels!
What the kids possibly do not realise, is
that Mr. Big and Marco are patrolling
nearby to ensure that Harry and Elmer
are not disturbed.
It is inevitable that one of the kids will
be spotted by either Harry Zane (whilst
they are peering through the window)
using his ‘Spot Nosey Kids’ skill or by
one of the other criminals outside. This
could develop as a chase amongst the
tents and caravans outside as the kids
scatter. Or Mr. Big could try to win one
of the kids over with his ‘Makes Kids
Laugh’ skill, and then nab one of them.
CAPTURED!
Eventually most of the kids will proba-
bly get caught. They will be rounded up
and ushered into a spare tent where they
will be tied up and gagged (try doing
that to a kid these days!), whilst Elmer
gets away and Harry decides what to do
with them.
If one of the kids gets away, he or she
could go to the police. The police will
take their time; questioning the kid very
deliberately in a disbelieving fashion
and pretending to take notes. They will
constantly ask the kid if he/she wants
some orange squash or ginger beer and
biscuits. They listen attentively and re-
peat whatever the kid says “Oh, the
Midget, I see” and “Aha, so the Circus
people did it, did they?” and so on.
ESCAPE!
Back at the Showground one of the kids
could try to work loose the bonds. If
one of them succeeds they could un-tie
the others. Then they must buy time for
the police to arrive, or one of them
could go to get help on his/her bicycle.
The ones that stay around will see Har-
ry Zane heading towards his car with
the parcels under his arm. The kids may
try to get the parcels from him. Or they
could go to Harry Zane’s caravan and
try to get the suitcase full of money.
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Basically the GM should let the players
try anything which is a good idea and
within the spirit of the Idyllic England
setting.
THE VILLAINS ARRESTED!
Either way, the police can arrive just in
the nick of time (provided at least one
kid actually went for help), and after a
chase and brief, not-too-violent strug-
gle, arrest all of the villains and recover
the paintings.
The kids will be rewarded and of course
get their pictures in the next edition of
The Brimchester Chronicle.
GM’S NOTES
There are some additional ‘abilities’ in
this scenario, especially for grown-ups.
These are:
SPOT NOSEY KIDS
Works in a similar way to the kids’ skill
of Spot Nasty Person. This is the ability
to spot the sort of kids that are likely to
report the villain to the police.
SHOUT LOUDLY
Enables grown-ups to stop kids in their
tracks, whatever it is they are doing.
MAKE KIDS LAUGH
The skill of the clown to get the kids
‘on their side’ so that the Grown-up
appears non-threatening.
FIRM GRIP
This skill opposes the kids’ Wriggle
from Grasp ability.
THE VILLAINS DESCRIBED
Elmer West, Art collector
Tough 4, Deft 1, Clever 5, Charm 1
No skills of note
Harry Zane, Showman & Crimi-
nal
Tough 5, Deft 2, Clever 4, Charm 2
Shout Loudly 2
Spot Nosey Kids 2
Whip 2
Hercules, Circus Strongman
Tough 6, Deft 1, Clever 2, Charm 2
Bend Iron Bars 3
Firm Grip 3
Mr. Big, Midget & Circus Clown
Tough 4, Deft 3, Clever 2, Charm 3
Make Kids Laugh 3
Wriggle from grasp 2
Marco, Acrobat
Tough 4, Deft 4, Clever 3, Charm 1
Acrobatics 4
Firm Grip 2
The skills listed are not the only
skills these villains might have, but
they are the more important ones
that might crop up during the scena-
rio.
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The Mystery of The Haunted Castle
GM’S INFORMATION
Four crooks have robbed the local
branch of the Mid Counties Bank and
after a car chase have thrown off their
police pursuers. They have found their
way to the ruins of Brimchester Castle
(in the dead of night) and have stashed
the loot to be picked up in a few days,
when the heat is off.
INVOLVING THE KIDS
Of course, the kids are camping in the
woods at the foot of the hill upon which
the castle is situated. At the dead of
night, one of the PCs will awaken to the
strange sounds and eerie lights coming
from up at the castle. It is very spooky.
The GM should play this bit up as much
as possible. If the kids try to investigate
at night, have owls hoot in the woods,
have the kids getting scratched on
thorns and thistles, have branches of
trees snag in their hair like bony fingers
grasping at them.
It would be best if the crooks have al-
ready gone by the time the kids get
there and there will not be much to see
until daylight in any event.
However, when the kids start to search
the castle, they will find tyre marks
from the crooks’ vehicle and one of the
more Clever kids may also find a piece
of herringbone cloth torn from the jack-
et of one of the crooks.
CLUES & MYSTERIES
In the morning, or when the kids are
next in town, they will see the report of
the bank robbery in the local newspaper
(the Brimchester Chronicle). They will
also learn that there is a £100 reward for
information leading to the recovery of
the money.
Later on in the day one of the kids
could spot a ‘nasty person’ in the town
with a torn herringbone jacket...
The kids should not attempt to tackle
these dangerous criminals themselves
but should carry out sufficient investi-
gations and obtain enough clues and
evidence to be able to convince the po-
lice of what they are saying. Maybe the
kids could even find the loot at the same
time that the crooks return to pick it up,
possibly resulting in foot and bi-
cycle/car chases down the hill into
town. There are many other ways this
basic plotline can be developed.
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The Kid Nap Caper
GM’S INFORMATION
This is the only adventure in this book
where there are actually no villains and
no nefarious deeds taking place. The
kids are supposed to assume there is
something going on and it is your job to
make sure they get hooked into the
mystery.
The kids are meant to believe that there
has been a kidnap. In actual fact the
‘kidnappers’ are the boy’s uncle and
aunt; they are looking after Thomas
whilst his parents are away on a busi-
ness trip. They do not actually mistreat
the boy, but having no children of their
own, they have very little patience with
him. It doesn't help that he is such a
spoiled brat.
KIDNAP!
Whilst cycling through the centre of
Brimchester (or the main town of your
stories), one of the kids hears a plea for
help from a car just passing by. In the
car is a young boy who has obviously
been crying, and is now apparently
struggling with a woman in the back
seat of the speeding car. The driver of
the car (a black Wolsey) has shifty eyes
and could be spotted as a ‘nasty per-
son’.
The kids can easily follow the car out
of Brimchester on their bicycles, to a
large house a mile or so into the coun-
try. The house is hidden behind a large
gate, high wall and thick bushes. If the
kids wriggle through the bushes or
watch from the gate, they will see the
boy struggling with the two grown-ups
as they take him into the house.
WATCHING THE HOUSE
By now the kids should be hooked. If
they attempt to watch the house they
will see that one or other of the adults is
with the boy at all times when playing
in the garden.
At some point, when the boy is in his
room (upstairs, and visible from the
bushes) he will have seen the kids
watching the house and will throw a
hastily scrawled note out of the window
which says that his name is Thomas and
that he has been kidnapped by these
nasty people, and they must rescue him.
THE RESCUE
If things go the right way, the kids will
plan a daring rescue or they may try to
tell the police. In the former case they
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will need to get rope or a ladder (there
is one round the back of the house) to
help get the boy out of his room (per-
haps under the cover of darkness).
They will then discover what a brat the
boy is and when he has had enough of
the game he will demand that he is tak-
en back to his aunt and uncle.
In the latter case, the police will require
more than just the kids’ suspicions that
Thomas has been kidnapped, to bring
them round to the house. However, if
the kids do convince the police, they
will be in real hot water when the truth
of the affair becomes clear!
Camp Raids GM’S INFORMATION
This short scenario can be introduced to
another adventure as a kind of sub-plot
or, can be used as a short stand-alone
session on its own.
The idea is that a gang of kids local to
Bassett Wood often camp near to the
stream during their summer hols. They
are very territorial and will not like it if
another bunch of kids camp nearby. The
action takes place when the PCs also
decide to camp in the woods down-
stream from the local gang.
RUMBLE IN THE WOODS
The kids are on their camping hols and
Bassett Wood looks like an ideal place
to pitch their tents. They pitch their
tents about half a mile from the other
gangs’ camp.
The kids will first know of it when they
return to their camp site having had a
day’s adventure in the nearby town or
on the beach or up at the castle, and find
all their tents pulled down, their camp-
ing gear strewn around the place, up
trees, hidden in bushes and so on. It will
take hours to sort out.
Nothing is seriously damaged or broken
kids in Idyllic England do not do that
sort of thing, but it should be enough
for the kids to want revenge.
How that revenge is taken is up to the
player characters. They might sneak to
the ‘enemy’ camp and do the same with
their tents. Or they might set a trap and
ambush the enemy gang. There are
plenty of ways they can get their own
back.
Note: The enemy gang will have the
same number of kids in it as the player
characters.
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The Mysterious Manor
INTRODUCTION
One of the kids has an aunt and uncle
who live on a farm in the Summerswold
Hills and who have invited their ne-
phew or niece and his or her friends to
stay on the farm with them for a week
of the summer (or Easter) holidays.
This is absolutely smashing, because
near to the farm are some hills to go
hiking and climbing, and some woods
to explore and no doubt adventures to
be found! Uncle Fred and Aunt Mavis
are also wonderful, because they make
some great dinners and teas and they
will let you stay up really late. And you
get to see all the animals on the farm!
GM’S INFORMATION
In the woods near the farm is the old
Gresham Manor, which is reputed to be
haunted. This reputation generally
keeps people away from the place,
which has been deserted for 20 years or
more. However, it is this reputation that
makes Gresham Manor such an ideal
place for a bunch of crooks to set up
their printing presses, in the disused
cellar of the house and to go about their
criminal business of forging banknotes.
It is of course intended that the kids
somehow stumble across this activity
and once again save the day! Just what
would Idyllic England do without them,
huh?
ON THE TRAIN
The Summerswold Hills are about two
hours away by train. As train journeys
themselves are such fun, this in itself
should prove to be a great day.
Whilst on the train, have the players
make Spot Nasty Person rolls to see a
thin-faced weasely looking man in a
pin-striped suit and carrying a briefcase,
glaring at them. A little later the man
will leave his seat and one of the kids
will notice that he has dropped a piece
of paper. The piece of paper turns out to
be a crisp new £1 note. Any kid study-
ing it closely may notice that it looks a
little ‘odd’, especially if he/she has
another to compare it against.
Chasing after the man to return the note
is possible. If the kid catches up with
the Thin Man and returns the note, the
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man will snatch the money back and,
without a word of thanks turn and stride
away with a ‘huff’.
This will probably soon be forgotten as
the kids arrive in Summerswold Station,
where they will be met by Uncle Fred in
his old farm truck and driven the few
miles along winding country lanes, up
into the hills to the farm.
Aunt Mavis has prepared a super tea of
hot buttered crumpets and jam with
huge wedges of fruitcake and, of
course, lashings of ginger beer. The
kids will have a little time after tea to
look around the farm, and watch Uncle
Fred fetching the cows in before they
are ready for bed.
INTO THE WITCHWOODS
In the morning the kids will most likely
want to explore their surroundings and a
good place to start would seem to be the
woods, which can be seen growing over
the hills about half a mile away. Uncle
Fred is already out working, but after
breakfast Aunt Mavis will ask the kids
where they are going. When they men-
tion the Woods, she will tell them that
the woods are called The Witchwoods
and that they are to be careful. She will
also pack them some sandwiches so that
they do not need to come back for
lunch. She will however tell them that
tea will be at six o'clock.
THE MANOR HOUSE
Whilst the kids are wandering around in
the woods, they will eventually come
across the Manor. How you deal with
this depends on what the kids do, and
how you want to play it. The kids may
explore the Manor getting in through a
broken window or whatever and find
the printing press in the basement, with
the building empty. Of course, the forg-
ers could return, while the kids are
snooping around.
Or the kids could hear strange sounds
from within (the presses going) and
move closer to see what is going on….
Or they could see a thin man they rec-
ognize (from the train) going into the
house….
From here play it as you see appropriate
but make sure that it is an exciting ad-
venture!
The Secret of Demon Rocks INTRODUCTION
The uncle of one of the kids has written
to the kid’s parents recently. In his letter
he mentions that he has recently inhe-
rited an old disused lighthouse from his
old great-aunt. How she came by it is a
mystery to him, but he says in his letter
that he has been there to look it over
and it is a solid-built affair, near to the
village of Shoremouth, on the south
Cornish coast. What he hasn’t yet de-
cided is what to do with his wonderful
lighthouse!
However, he is thinking of doing it up
and using it for holiday lettings. In the
meantime (his letter goes on to say), “if
little ……….. (the kid’s name) and his
friends want to have somewhere excit-
ing to stay for the holidays, he would
happily let them be the first to try out
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the lighthouse”!
He says that he has left a key with old
Jeremiah Boodle in the village, if the
kids are allowed to go and he will let
Mr. Boodle know when the kids are
coming to stay so they can get the key
from him. Directions to Mr. Boodle’s
cottage are included.
A lighthouse! What an adventure!
MR. JEREMIAH BOODLE
After the train and taxi journey, the kids
will find Jeremiah Boodle’s cottage in
Shoremouth. Outside the cottage on a
small hand-painted board is a sign that
reads “Captain J Boodle. The only real
guide to the Wrecker’s Caves. Tours
start here daily”.
He is an old man, at least a hundred (the
kids will reckon). As he hands them the
keys to the lighthouse he says “Of
course, it’s on the Demon Rocks, you
know. Them’s awful dangerous when it
whips up a storm. That’s why the ligh-
thouse was built. Course, that put paid
to the Wreckers too.”
If the kids press him, Jeremiah will tell
them more. “The Wreckers was livin’ in
the village. There was three of ‘em.
Dangerous fellows they was. They
made a livin’ steerin’ ships into the
rocks and then takin’ the stuff the ship
was carryin’. Then the lighthouse was
built, so the Wreckers made one last
haul. They heard of a treasure ship that
was due by, and so they snuck into the
lighthouse, clobbered the keeper and
turned out the light. They then put a
light further along the shore, so that the
ship thought it was missin’ the Demon
Rocks, but it crashed right into ‘em.
Wrecked it were. Then, as they was
down at the rocks picking up the trea-
sure, the keeper awoke and sounded the
alarm. Well, them Wreckers was even-
tually caught, and put in prison, where
they rotted, but the treasure was never
found, to this day.”
Jeremiah goes on “There’s plenty of
caves down there, the place is riddled
with ‘em. People thinks the Wreckers
managed to hide the treasure, but de-
spite all the searchin’ it ain’t never been
found.”
He then asks “I s’pose you kids would
like to see the caves, wouldn’t you?”
Assuming the kids say yes, arrange-
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ments can be made for the following
day.
THE LIGHTHOUSE
A half a mile out of the village along a
track through some rough terrain, the
kids will find some cliffs overlooking
the sea. Set in the cliffs are some steps
leading down a little way to a cause-
way.
At the other end of the causeway is a
little rocky island with dangerous rocks
all around it atop which sits the ligh-
thouse. The fact there is a causeway
may not be lost on the kids -the island
will be cut off from time to time. (A kid
who makes a Clever roll, plus any ap-
propriate skill, maybe Geography will
realise this).
Anyway, at the moment the cause-
way is clear and the kids can go
across to the lighthouse, which isn’t
that large and has an old look about
it. Kids can make a Snoop roll to
spot that above the door is a date
(1850) indicating when it was built.
The lighthouse is arranged on 3
floors-the entrance floor includes a
small kitchen area, the next floor is
the bathroom and separate wc and
the upstairs room is a small bed-
room. In the bedroom is a metal
ladder fitted to the wall, which leads
up to a trapdoor in the ceiling, open-
ing out to the outside and a balcony
running around the whole upper
area, which houses the oil-powered
light in the middle. There is also a
large bell up here.
EXPLORING FURTHER
Looking out across the sea, the village
of Shoremouth can be seen as can
another larger, more modern lighthouse,
across the other side of the bay.
The kids can settle down and explore
the island (such as it is) from here. They
can also see some caves in the cliffs,
probably the ones that they are going to
see tomorrow with Mr. Boodle. (If a
player suggests that his kid wants to go
to the caves now, remind them of the
tiring journey, the need to get them-
selves sorted out and fed and so on.
After tea and suchlike, it gets darker, it
begins to rain and the sea starts to get
up a bit, beginning to cover the cause-
way).
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THE WRECKER’S CAVES
This bit of the adventure is designed to
allow the GM to give his players more
information and leads if he feels they
need them to resolve the mystery of the
whereabouts of the treasure later. Mr.
Boodle tells them that the cliffs are rid-
dled with caves, which is why the
treasure, if there ever was any, hasn’t
been found yet. It doesn’t stop people
looking though! He even mentions that
there are rumoured to be caves under
the lighthouse.
A NASTY MEETING
Partway round their tour, the group will
have a run-in with two shifty looking
characters Albert Sloop and Barney
Gribbens. One of the kids will spot
them trailing them and listening in on
what Jeremiah and the kids are saying.
The men, when spotted will come out
and sneer at Jeremiah, telling him to
stay away, the caves are theirs and they
run the tours around here and such like.
It becomes very nasty and Jeremiah will
take the kids away from the men who
threaten him and tell him not to come
back or it will be the worse for him.
Jeremiah will explain to the kids as they
are leaving the caves that these two
scoundrels have been looking for the
treasure for years, since they came to
the area from ’up north’. As they ha-
ven’t found the loot, they are trying to
take Jeremiah’s trade away from him
and have been taking tours through the
caves themselves, whilst keeping an eye
on anyone who comes and goes, in case
they find anything. He says they’ve
even threatened him with harm from
time to time, as a measure of how dan-
gerous they are!
WHAT NEXT?
From here there are many ways to go
with this adventure. The kids will prob-
ably want to explore the caves on their
own (in fact this would be a good idea -
if they don’t suggest it themselves, you
could steer them towards it).
In the caves, they would then need to
find more evidence of a cave under
their lighthouse - a very small passage
leading off in the right direction that
only a little kid (good at Wriggle from
Grasp) can get through, to see a small
cave beyond, which even he cannot get
into. Or perhaps the scruffy dog runs off
and comes back minutes later with a
gold coin in his mouth.
The villains have suspected that there is
a cave under the lighthouse for a long
while and overhearing the kids in the
tunnels convinces them. They decide to
go to the lighthouse itself to explore.
The kids will not all be able to get down
the passage, but their lighthouse might
hold a clue. They might think to go
back and search it. If they do, under an
old reed mat on the ground floor is a
rusty iron trapdoor. After a struggle
they can get it open and will see (with
the aid of lamps or torches) a cave be-
low, with an iron ladder fixed to the
wall leading into the darkness.
A thorough search below will reveal a
cave with cracks and crevices and hid-
den in a crevice is a sack with gold
coins inside, some spilling out as the
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sack has rotted. However, as they
search, Sloop and Gribble come to get
the treasure. They will get it off the kids
and shut them in! They are hopeful that
this will buy them time to get far away
from here long before the kids are
found. However, they haven’t bargained
for these kids!
GETTING AWAY!
There must be a way for the kids to es-
cape. Go with anything reasonable - the
trapdoor hinges snap or one of the kids
can wriggle through a gap or whatever.
When they do get out though, they see
the tide is in and the causeway is cov-
ered. They can see the villains just
clambering up the cliff steps with the
gold coins.
If they don’t think about it, you might
need to help the players here. The light
in the lighthouse still works. So does
the bell. It would make a great alarm!
The local police will soon round up
Sloop and Gribbens and the kids will be
able to claim treasure trove and receive
a handsome amount of money for their
trouble.
ABOUT LASHINGS OF GINGER
BEER
This was the first role playing game I
wrote. It must have been around 1985.
LoGB was a much different beast then
and used a percentile system. After
playing it a few times, it went away into
a folder on my RPG bookshelf for a few
years. I then broke it out to play a few
more times, after which I submitted it to
Valkyrie Magazine (sadly now long
gone). I was pleased that it was ac-
cepted for publication; appearing in
Issue # 7.
A few years later, I worked on LoGB
some more and, in about 2001, I re-
leased it as a free pdf download on the
Web, with a couple of other free RPGs .
It was at this stage, I thought about pub-
lishing the game for sale.
In 2003, after another rewrite and add-
ing a bunch of adventures, I started
selling the pdf on RPGNow. It sold
slowly but steadily, always to positive
reviews. I also printed up a few copies
(less than 50) on my home printer, put
them in zip-lock bags and sold them
locally and on ebay. These might be
collector’s copies in years to come!
After a limited print run via LULU,
LoGB has now found its place in this
little collection of three rpgs.
I hope my little homage to Enis Blyon’s
Famous Five will bring you as much
fun as it has brought me over the years.
Simon W
THE VILLAINS DESCRIBED
Albert Sloop
Tough 4, Deft 1, Clever 4, Charm 2
Spot Nosey Kids 2
Barney Gribbens
Tough 5, Deft 1, Clever 3, Charm 1
Shout Loudly 2
Firm Grip 2
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WHAT IS THIS?
________________________________________________
It’s a Dog’s Life is a role-playing game (RPG). In RPGs the action takes place
in the imagination of the players ra-
ther than on a board as in other types
of game. By using a set of rules as a
framework, the players create game
characters (player characters or PCs
which, in this game, are prairie dogs)
to act as their alter egos, living in the world they have created. In essence,
the players are creating a story as
they go and much of the story is simp-
ly a verbal interchange between the
players.
One of the players takes the role of
the gamesmaster (GM). This player has the task of creating the adven-
tures, much like an author writing a
story. (Interestingly, It’s a Dog’s Life
has been described as ‘Watership
Down’ on the Great Plains). However,
unlike an author, the GM doesn’t al-
ways know what the characters will
do. This is because the other players are playing those characters. The GM
directs the flow of the game, describes
the things that the characters see and
hear (and smell and taste) and speaks
for the other characters (critters) that
they come across during the course of
the adventure.
Sometimes the outcome of a charac-
ter’s action is not a foregone
conclusion and this is where these
rules will help. These rules describe
IT’S A DOG’S LIFE
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how the GM and players can determine
the success or otherwise of the actions
of their prairie dogs as they adventure across the plains. This is a deliberately
‘rules-light’ game. This means that
there are not rules for everything that
characters might want to do, but the
rules are simple enough to cater for
most things with a little judgment.
Even so, if the rules start getting in
the way of telling a good story, then ignore them or use them sparingly.
It’s a Dog’s Life is a fantasy game, but
not in the traditional sense of elves,
dwarves, magic and swordplay. The
prairie dogs in this game take the
place of the heroes that you might be
used to playing. Although It’s a Dog’s Life is fantasy it does have its basis in
reality and a lot of what is written
about prairie dogs in these rules is
taken from fact. There are more real-
life facts about prairie dogs in the last
chapter of this book, just in case you
are interested. Some of these facts
might even find their way into your own games and they will certainly help
you understand more about these in-
teresting critters. However, the game
is not about playing real prairie dogs
but fantasy ones. So don’t let real-life
natural history rule your games - after
all this is a game, so just go and have
some fun with it!
Dice in the game In most role-playing games dice are
used to judge whether a character
succeeded at a task and It’s a Dog’s
life is no different in this respect. The
dice used are twenty-sided dice (de-
noted as d20) and standard six-sided
dice (denoted as d6). Sometimes more
than one d6 will be rolled and this is denoted by a number in front of the
‘d6’, so if 2 dice are needed, the nota-
tion would be 2d6.
Sometimes a number is to be added to
or subtracted from the result of the
dice roll. That would be denoted as d6+1, or d6-1 and so on. Occasionally,
these rules talk about d3 or d2. In the
former case, this means that the result
of the dice roll is divided by two
(rounded up) and in the second case,
the result is divided by 3 (in effect a 1,
2 or 3 =1 and a 4, 5 or 6 = 2).
D20
The d20 is used when rolling to see
whether an ability has been used suc-
cessfully or not. The number rolled
needs to be lower than the target
number.
D6 The d6 is used when creating your
character attributes and when rolling
for damage in Tooth & Claw; in this
case, generally speaking, the higher
the number, the better.
Example of role-play GM: Recently some dogs have gone
missing including the healer, Sedge.
He was last seen yesterday around sunrise, harvesting some plants that
grow a short distance from Great
Home.
Nicky: (playing a Brave called Burrow-
Digger) That’s not good, is he our only
Healer?
GM: No, fortunately, but he is a very
wise dog, who is thought to grow the
best crop of Dropseed anywhere. He
also brought back a mighty Brave from
death once, with a single Bark.
Nicky: Wow, very skilled!
GM: Yes and several Scouts including
Moon-Dog and Swiftly-Finds-Stuff wish
to go and find him. But they need a
strong Brave and they ask you and
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your twin brother, Dark-Paw (a Senti-
nel) to go with them.
Steve: (Speaking as Dark-Paw) “Sis-
ter, I think we must go with them and
find what has happened to Sedge”.
Nicky: “Yes, you are right brother.
Moon-Dog, we will go with you and
Swiftly-Finds-Stuff, if you show us the
way”.
GM: You all begin to scamper through
the wilderness of the prairie. It is par-
ticularly dry at the moment and dust
begins to settle in your fur as you tra-
vel. You come to the outer edges of
the town past the older disused bur-
rows and growing plots. Make a Watching Ability roll; if you do not
have Watching, the default is your
dog’s Alertness.
Nicky: Burrow-Digger has not got
Watching, but Alertness is 3 and (rolls
a dice) I rolled a 15….oops! Not good.
Steve: Aha, of course Dark-Paw does
have Watching 3, and with his Alert-
ness of 5, I need 8. I rolled 4 any
good?
GM: You see a small speck of red liq-
uid. You have seen this stuff before.
Blood!
Steve: “LOOK!” says Dark-Paw, speak-
ing sharply but quietly.
GM: The Scouts offer to look around
and they easily follow the path of
blood and the sick smell gets stronger.
Nicky: “This isn't good. We should be
careful”
GM: suddenly you come upon the dis-
turbing and sickening body of a
dismembered prairie dog…………..and
so on. The game is afoot!
GREAT HOME ________________________________________________
The Tribe I am Talks-With-Birds, the High
Speaker of Great Home. I speak for
High Chief Strong-Heart and it falls
upon me therefore, to tell you some-thing about the way we live.
Strong-Heart has his burrow right in
the middle of our town of Great Home.
In his burrow are his own personal
chambers and the chambers of his
immediate family, called his Tribe. The
Lodge is also here and it is in this hal-lowed hall that the Great Councils take
place between Strong-Heart and all
the other Tribal Chiefs. Of course, Tri-
bal Speakers also attend the Great
Council, so the Lodge is well known to
me. We use it for our own Tribal Coun-
cils too.
We are the Dawn Eagle Tribe and we
are ably led by Strong-Heart and his
mate Berry. Then there is myself and
the ten other Elders of the Tribe to-
gether with our own mates and pups
and other adults.
The Elders are: Leaf-Paw, the Healer (my own mate), Storm and Crow-Face
the Sentinels, the Scouts Wander-Free
and Lone-Dog and the Braves Many-
Scars, Snaggle-Tooth, Stone-Paw and
Torn-Ear. The remaining adults have
no particular role in our family other
than to share food gathering duties,
dig new chambers, look after the young pups, clean out our burrows
and so on. Some of them are old and
just happy that they are still useful to
the Tribe and others are yet young
and eager to take up more challenging
roles when they are ready.
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Our Tribal Totem, the Dawn Eagle
comes from our legendary hero Flies-
With-Eagles. She taught us our Tribal Bark, which has been passed down
many generations and many of our
traditions come from her time, like the
Tradition of Feathers. This is where
young adults are first given their offi-
cial Roles in the Tribe. At this stage,
we hold a ceremony whereby they re-
ceive their first feather, denoting their new status. Later, additional feathers
can be awarded for acts of bravery
and so on, as when Flies-With-Birds
fought the Eagle to save her pups.
Anyway, I digress. Our lands consist of
a number of burrows and chambers
connected by tunnels. Just beneath the entrance to our homes we have
built a listening post so that our Senti-
nels can wait and check for sounds
before risking their heads by looking
out of the entrance hole.
Above ground, we construct mounds
for our Sentinels to have a good view
of the surrounding area. From here
they can watch for predators whilst
our pups play and whilst Leaf-Paw and
her helpers work on their plots, tend-
ing the plants that grow all around our tribal lands.
The burrows of the other tribes that
make up Great Home radiate out from
our home burrows like the rays from
the sun. The nearer burrows are re-
served for the tribes of the greatest
status. This is a simple question of the size and the strength of the tribe.
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The most fertile soils are right here in
the centre of Great Home. This is
where the grasses and plants are more succulent and receive the attention of
the best Healers of Great Home.
Most of the burrows are connected by
one route or another underground, but
only the Scouts know all of the under-
ground ways. Journeys across town
are usually quicker using
the best-
known paths,
which are
normally part-
ly above and
partly below.
Sentinels guard the en-
trances and
exits of the
common
ways.
The further
out from the centre of
Great Home
you go, the
tougher life is
for the tribes that live there. On the
outer fringes of the town, a little less
than half a day away, the tribes are
the smallest and have the least status. They are the first to be attacked when
there are predators about, their crops
are the poorest and beyond them is
only the vast open expanse of the un-
tamed prairie.
These lesser tribes often have no
Speaker or Healer and so tend to be poorly represented at Tribal Councils
(if their Chiefs bother to attend at all)
and they often rely upon other tribes
for help when they have sickness or
injury. Their Scouts are amongst the
most adventurous though and they
know the most about what exists
beyond the outer reaches of the town.
The burrows nearer the centre change paws from time to time as tribes gain
in strength and others lose some of
their power or status. Sometimes
there are skirmishes between the tri-
bes and these can lead to raids and
open slaughter.
The Councils are where
grievances are
supposed to be
aired, but this
doesn’t always
happen. So it is
a constant bat-
tle for tribes to maintain their
position.
We have to en-
sure that one
day, when the
time is right,
our Chief Strong-Heart is
replaced by a
powerful Brave,
lest one of the
other tribes seek to usurp our own
place at the centre of Great Home.
Fortunately, that day is far off, as
Strong-Heart is still in the full flush of his vigour and youth.
Feather Tradition The Tradition of Feathers is an old one
dating back to the time of Flies-With-
Eagles. Although the eagle is our To-
tem, feathers of many different kinds
can be worn. Other tribes have
adopted the tradition, even though
their own Totems might be some other critter. Some tribes don’t use feathers
as adornments - they use bits of
twigs, old bones, sharp thorns or por-
cupine quills - sometimes pushed
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through their ears or other parts.
Within the Tribe, wearing feathers de-notes the status of the wearer.
Initially, one feather is awarded for a
dog that is given a Role within the
Tribe. For many members of the Tribe,
this is the height of their status and
they are never awarded more than
one. Other, more adventurous dogs go
on to be decorated with two or more feathers.
The feathers are held in place by a
cunning method. First of all, a dog
chews the quill of the feather so that it
becomes rough and serrated. Then a
paste of plant juices and special saps
is applied to give the serrated edges extra hold. Once in place, the feather
will normally hold good for many
moons before it needs fixing again.
Feathering Ceremony
A prairie dog is
awarded her
first feather
when she has
been assigned a
Role in the Tribe. This
feather is pre-
sented by Chief
Strong-Heart in
a grand Fea-
thering
Ceremony. The
whole ceremony is presided over
by myself and is
a moment of
great pride for
the recipient
and great joy
for the rest of
the Tribe. Much merrymaking
and a lot of
playful frolick-
ing takes place afterwards (if
you get my
drift). Our Sen-
tinels need to
be extra watch-
ful on these
occasions and I
take great pains to ensure
that all of the
Dreamcatchers
hanging around
the Lodge are
in perfect con-
dition in case a
ferret or coyote should be wan-
dering past.
Earning more
feathers Whilst most
dogs only ever
receive the one
feather, some
dogs go on to
earn further
feathers, nor-
mally for acts of bravery but
there are other
things that can
earn a dog a
feather.
Braves will ob-
viously earn feathers for
courageous
acts, out-
Stancing dan-
gerous
enemies, lead-
Ceremony
For the purposes of the game, you
can assume that the player charac-ters have already
received their first feather. In fact, a
great place to start your campaign
might actually be at the Feathering
Ceremony itself. All the player cha-racters could be
young pups who have just been
assigned their Roles and are to-
gether in the Lodge nervously
awaiting the arriv-al of Chief Strong-Heart with the
feathers that mark their new status in the Tribe.
Feathers
You note the number of feathers that your
dog has won on your character sheet, in the space provided.
Each feather gives your prairie dog ex-
tra status within the Tribe. A dog with two
feathers is always classed as a Tribal
Elder and this has its own privileges. How-ever, the personal
effect on a dog with a feather or two is
extraordinary. A feather seems to
instil a sense of self-belief and pride, a
feeling that the dog is protected by the spirits of the dogs of
the ancient Legends.
This translates, in game terms, to a
resource that can be drawn upon from
time to time during the game session, to improve a character’s
chances of succeed-ing at actions they
would otherwise have failed at. For
each feather that a dog has, she can
draw upon this inner spirit once per ad-venture, to add a
bonus of +2 to a single dice roll and
turn a failure into a success. There is
more about this in the chapter headed
Abilities. If a feather is used in this way, it doesn’t go ‘away’, it
is available to be used again in the
same way in the next adventure.
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ing the Tribe to victory over another
tribe and so on. Healers may earn
feathers for finding a cure for the Black Death or nursing an important
Tribal Elder back to health after injury.
Scouts can earn feathers for finding
new sources of food or for locating
new lands to build new towns.
Dreamcatchers An extension of the Feather tradition;
Dreamcatchers are fetishes made by
Speakers and Healers of great power
and wisdom. Dreamcatchers are crafted to protect against certain pre-
dators and to drive them away. There
will usually be Dreamcatchers all
around The Lodge to protect the Tribe
whilst they are at their Councils. I
have made many Dreamcatchers in
my time – sometimes alone and some-
times working with others. They are made using several varieties of
grasses and feathers from different
birds and imbued with power in a ri-
tual known only to a few of us.
Making Dreamcatchers The type of critter is specified before-
hand (because the feathers and grasses used differ for each critter type, as does the arrangement and design of the fe-
tish).
Three different types of grass and the feathers from two different types of bird
are required in the making of a Dream-catcher. In addition, the praire dog
must have Plant Lore, Critter Lore and Wisdom all of 4 or greater, before they can make one. Of course, 2 or 3 dogs
working together can make a Dream-catcher, provided each requisite is
covered by one or more of the dogs.
It also requires successful Very Hard Critter Lore and Plant Lore rolls, other-
wise all it is a very interesting but useless trinket.
A Dreamcatcher will only work once against one critter of the type it was
designed to ward against. Once used, it no longer has the power against the
critter and a new one must be made. However, if all the rolls are successful in
the making, it will never fail. How long the critter stays away is another mat-ter!
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Daubing Speakers have devised a way of mix-
ing mud of various hues (sometimes
mixed with plant extracts for extra
variety) and daubing this mixture onto the fur of prairie dogs—Braves and
Scouts are particularly keen on these
markings and they often wear them
when preparing for battle or adventure
as a kind of ‘war paint’. The designs
are stylised and based on the shapes
and markings of various critters of the
prairie.
TRIBAL LEGENDS ________________________________________________
The Prairie Dog and the Coyote
(Adapted from Native American Fol-
klore)
Long ago it is said that somewhere out there beyond the big prairie, prairie
dogs had a town. It is also known that
the ancient prairie dogs used to roll
big rocks over their burrows at night
whilst they were sleeping to keep out
the rattler and the ferret as even in
those far away days, these were our
enemies.
Then one day, those prairie dogs hav-
ing gathered together were
merrymaking and dancing outside
their homes. As they were continuing
in this way, Coyote arrived among
them. Coyote said, “You are all danc-
ing?”
“Yes”, they replied.
“All of you shut your houses tightly.
We will dance. All keep coming, all
keep coming”, said the Coyote. “All of
you dancing, holding paws with each
other; come with your eyes tightly
closed”.
So, the prairie dogs closed up their
tunnels with the rocks they used for
that purpose and began to dance with
Coyote. As they danced Coyote
grinned a wicked grin showing his
sharp teeth. From one end of the long
line of dancers, he came biting them. One of the more wary prairie dogs
hadn’t shut his eyes as tightly as the
others, for he was not taken in. He
saw that Coyote was biting the danc-
ers. That one, whose name was
Watcher said, “Everyone Run! He is
come killing us!”
Those ones who heard Watcher ran to
their homes. As they were unable to
get into their burrows quickly because
they had closed the entrances, Coyote
continued biting.
The Coyote then piled together all he
had bitten and ate a great feast.
Prairie dogs no longer bar the en-
trances to their homes and always
ensure that their Sentinels are watch-
ful in case Coyote should ever come
back to trick his way into their towns.
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Thunderhoof and Kynos For a long time Bison ruled the plains.
They roamed where they wanted and
because of their huge size, were un-
troubled by coyotes and eagles who hunted smaller prey.
Kynos, The Lord of the prairie dogs
being mindful of what Coyote had
done to another town, saw that the
plains could be a safe home to both
dogs and bison. So went out to find
Thunderhoof, the Lord of the Bison to
seek his permission to live on the plains.
Thunderhoof laughed at the audacity
of the little dog that approached him
and was tempted to squash him under his mighty hoof. However, Kynos per-
sisted and said “If you let us build our
homes on your plains, we will forever
tend the crops and grasses that grow
there and in doing so will ensure that
even in times of drought there is food
to sustain all of us”.
Thunderhoof was impressed with the
fearlessness of the prairie dog and
could see how this arrangement would
benefit his herd. He was particularly
aware of the suffering that his herd
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had endured the last time that drought
came to the plain. So he removed his
hoof from over Lord Kynos and nodded his great shaggy head in assent.
Since that day, prairie dogs and bison
have become great friends. Kynos
brought his tribe to the prairie and
founded the First Town, which he
named Thundertown after the Bison
Lord.
The Scout and the Owl (Adapted from Native American Fol-
klore)
Once, long, long ago, there stood a
large prairie dog town at the base of a
mountain. This town may or may not
have been Thundertown, the tale is
not clear. All around about the base of
this mountain were the sky-holes and door-mounds and pathways of the
grandfathers of the prairie dogs. At
the very top of the mount was the
home of a wise old Burrowing-owl.
One summer it rained and it rained
and it rained. As it rained, so the wa-
ters rose to the tops of the dog’s best crops of dropseed and blue grama.
The prairie dogs did not like this for it
made them wet and threatened their
homes. Then the prairie dogs began to
curse the rain, for they could no longer
go to the fields to collect food. The
Elders decided to call a Great Council.
Every-dog trooped to the council, which was gathered in the Great
Lodge.
“Now,” said the chief, who may or
may not have been Lord Kynos, for
again the tale is unclear, “Our fields
are flooded. We are short of leg and
we can't go into the lakes to gather food, and here we are therefore going
hungry”.
They talked and talked but could find
no answer until at last a young Scout
piped up that it would be well to apply
to their grandfather, the Burrowing-owl, who lived in the top of the moun-
tain. The Scout, called Swift-Paw, was
chosen as messenger to the Burrow-
ing-owl. He climbed to the top of the
mountain and respectfully asked the
owl for his help. The old grandfather
Burrowing-owl, asked what the matter
was.
“My grandfather,” said the prairie dog,
"in council we have considered how to
stop the rains; but all of our efforts
and devices are quite futile, so that we
are forced to apply to you."
“Ah, indeed,” said the old Owl, scrat-ching the corner of his eye with his
claw. “Go down home, and I will see
what I can do tomorrow morning. As
you all know very well, I am a Speak-
er. I will set aside four days for fasting
and meditation and sacred labours.
Please await the result.”
The youngster humbly bade him fare-
well and departed for his town below.
Next morning the Burrowing-owl ga-
thered a large quantity of beans, of
the kind that smell not pleasantly. He
went about for a long time, hunting at
the roots of bushes. At last he found one of those ill-smelling beetles, with
its head stuck way down in the midst
of the roots. He grabbed him up and
took him home.
When he arrived there, he gave the
beetle a great pile of beans to eat.
Then, when the beetle had finished, he placed another great pile before him.
The beetle ate them all till he was
broad of girth.
While the feast was going on the Owl
found round piece of buckskin and he
was running a thread of twisted
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grasses round about the edge of it
with his beak and claws, leaving two
strings at either side, like the strings with which one draws together a
pouch.
Then he grasped the beetle and
squeezed the beetle into the bag. Not
so strongly that he was killed, but so
that he exhaled a great deal of foul
wind into the bag. The bag was swelled until it was so full with strug-
gling wind that it could hardly be tied
up.
When the morning of the fourth day
came, and the rain still continued, in
fact increased, the old Owl took the
bag of wind out to the mount before his doorway.
Now, you know that if one goes near a
Tip-beetle and disturbs him, that Tip-
beetle will rear himself on his hands
and head and disgorge breath of so
pungent a nature that nobody can
withstand it. Woe to the nose of that dog that is in the neighbourhood! It
will be so seared with this over-
powering odour that it cannot sneeze,
though desiring never so much to do
so. You also know how too many
beans affect a dog. Conceive then, the
power of the medicine contained in
that little bag.
The old Owl hit the bag one whack of
his wing. The clouds, before so thick,
glaring with lightning, trembling and
swirling with thunder, now began to
thin out in the zenith and depart, and
the sunlight sifted through. The Owl
hit the bag another stroke, behold, afar off scudded the clouds as before a
fierce blast. Again the old Owl hit the
bag with a huge beat of his wing. The
clouds were resting on the far away
mountain-tops before he had lowered
his wing. Then, with one mighty effort,
he gave the bag a final whack, wholly
emptying it of its contents, and the
sky was as clear as it is on a summer's
day.
Out from their holes trooped the prai-
rie dogs, and sitting up on their
haunches all round about the moun-
tain, they shouted at the tops of their
shrill voices, in praise of their great
Speaker, the Grandfather Burrowing-
owl. Behold, thus it was in the days of the ancients. And for that reason prai-
rie-dogs and burrowing-owls have
always been great friends.
The Eagle and the Brave The Brave, Broken-Paw (named after
an injury from a fall as a pup) was
watching over her pups one day, when
a nearby Sentinel let out a warning
bark that told of the approach of a mighty eagle.
Broken-Paw tried in vain to get all her
pups to safety, but the shadow that
passed overhead told her that she was
too late. Without thinking, she leapt
towards the massive feathered beast
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that was swooping down on her terri-
fied pups. She hit the eagle and dug
her claws and teeth into its side.
The startled eagle took off not expect-
ing such a savage attack, taking the
fearless prairie dog with him. The
eagle managed to hook her into his
sharp talons and sped off towards the
mountains with its struggling prey.
Broken-Paw was not yet finished. She
bit into the eagle’s leg and started to
draw blood. The eagle was in pain and
decided that there must be easier
ways to eat and so dropped the prairie
dog, who fell a long way down to the
earth.
Broken-Paw was badly broken again,
but the Sentinels had seen where she
fell and directed the Scouts to find her.
They brought her back to be healed
and found gripped tightly in her teeth
an eagle feather. It was this, they say,
that slowed her fall and saved her life.
She earned her new name Flies-With-
Eagles and so began the Tradition of
Feathers - the wearing of feathers in
the fur, both for passing into adult-
hood and for acts of bravery.
The Sentinel and the Locust
Now many moons ago there was a
town out on the prairie where lived the
Sentinel, Stands-Tall. The Dark Death
had been striking at every town across the prairie at this time and no-dog
knew the cause, but the town was
afraid and the Sentinels were alert for
danger.
Now a little locust came hopping along
to the edge of Stands-Tall’s vision.
Many Sentinels had ignored the little locust for they are no threat to town or
tribe. However, Stands-Tall was ever
cautious and shouted to the locust to
go away. The locust smiled and said
“But I am not harmful to you”.
The Sentinel remained firm and said
again “Leave our town, or I will bite
you” and with that the locust left.
Now I am not saying that locusts are
responsible for bringing down the Dark
Death, but what I will say is that the
plague persisted and for many moons other Tribes suffered horribly. Howev-
er, not one prairie dog from Stands-
Tall’s town has ever died from the
Dark Death since that day.
CHARACTERS ________________________________________________
Creating your character The first step for a player of It’s a
Dog’s Life is to make a prairie dog
character. The GM will not do this; she
has plenty of other things to do but she will help you through the process.
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For a start, the GM will describe some
of the background and stuff that your character would know about Great
Home and the prairie dog traditions.
This will help you decide what kind of
Role you might like for your character;
that is whether you want a big tough
Brave, a stalwart Sentinel or a slightly
unhinged Speaker.
The steps of the character creation
process are as follows:
• Roll attributes: You roll a
single dice for each of the four
attributes of Size, Agility,
Alertness and Wisdom. There
is an optional method, which your GM will explain if she is
happy for you to use this other
method. Put the resulting
numbers in the spaces on your
character sheet.
• Choose a characteristic: You
need to think about what physical or social feature is the
most apparent thing about
your character. Write this
down on your sheet.
• Dreams: You need to know
what are the aims or goals
that drive your dog to a life of adventure, rather than just
stay safe and secure in Great
Home like the vast majority of
prairie dogs. Write your Dream
down on your sheet.
• Feathers: All player charac-
ters have been presented with their very first feather for be-
ing accepted into their Role in
the Tribe. Put a ‘1’ in the
space on your sheet.
• Wound points: Add six plus
the Size attribute of your cha-
racter and write this number
down on your character sheet.
• Choose a Role: There are six
Roles, although the Wildling
isn’t a Role as such. Check
that your dog has the mini-
mum Attribute required for the
Role chosen. Write your cho-
sen Role on your sheet.
• Barks and Abilities: Write
down the Barks and Abilities
that your character automati-
cally receives for the Role you
have chosen.
• Select further Barks and
Abilities: You get further points to increase your dog’s
Barks and Abilities or to ac-
quire new ones. Write the final
levels down in the space on
your sheet.
• Name your prairie dog: If
you haven’t thought of a name already, you need to choose
one now.
Attributes Attributes are a numerical way of de-
fining a critter for game purposes.
They are the natural or born traits of
the critter. They help determine what
a critter is capable of and form a
yardstick for comparing the relative strengths and weaknesses of prairie
dog characters and other critters.
To determine your characters attribute
levels, simply roll one dice (d6) for
each and write down the numbers in
the order they appear on your prairie
dog character sheet. Now total up the numbers. If they equal or exceed 16,
do nothing more at this stage. If they
total less than 16, you can add points
to any attribute or attributes, so that
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the overall total is brought up to 16.
You cannot raise any individual
attribute above 6 at this stage.
Alternative attribute method
Some players prefer to decide the
attributes for their character in a non-
random way. This is often because
they already have a
good idea of the type
of character they want to play. If this is
the case, then this
method can be used.
Simply distribute 16
points amongst the
four attributes in any
way you like, subject
to the usual minimum of 1 and the maxi-
mum of 6 in each
attribute.
Using this method,
you have more con-
trol over your character choices. How-
ever, you do not have the potential to end up with a truly magnificent prairie
dog, with high scores in every
attribute.
Size
This attribute is a measure of not only
how big the critter is, but also its har-
diness, strength and general toughness. A big critter can get more
power into its bite, is more able to
withstand punishment and appears
more intimidating to smaller critters.
Size is most important to Braves and
therefore needs to be 4 or more for a
prairie dog to take this Role.
Agility
This is a measure of the critter’s over-
all nimbleness, speed, surefootedness
and stealth. An agile critter is more
likely to be able to scramble through
small gaps, dart swiftly over open ter-
rain and outmanoeuvre a pursuer. It is
most useful to Scouts and so prairie
dogs need at least a 4 in this attribute
to become a Scout.
Alertness
This attribute is a measure of the crit-
ter’s overall attentiveness; taking into
account all of the senses - sight,
scent, hearing and
touch. It is used to
be aware of ap-proaching predators
or to notice unusual
things a long way
away. Because of
this, Sentinels re-
quire at least 4 in
Alertness.
Wisdom
Wisdom is impor-
tant to Healers and
Speakers, both of
whom require at
least a 4 in this
attribute. Wisdom is a measure of the
critter’s knowledge, memory, reason-ing, will and worldliness. A high value
in Wisdom means the critter is likely to
consider problems before acting, whe-
reas those with low Wisdom often act
rashly.
Characteristics Your prairie dog character is different
to the other dogs of the Tribe. This is
because she has been marked by Lord Kynos for heroic things and eventually
to have tales spoken about her ex-
ploits.
Because of this, your prairie dog is
likely to have some characteristic or
trait that sets her apart from other
dogs, so that they can see immediate-ly that there is something special
about her.
Legendary Attributes Attributes for prairie dogs are a maxi-
mum of 6 at the character creation stage. Some critters have far higher attributes, particularly Size.
However, as characters are taken
through their adventures and Prairie Tales begin to be made about them,
their legendary status increases. This is measured in the game by Legend Points
(LP). These are points that are given out by
the GM at the end of adventures and they may be used to increase Attributes above their starting levels.
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This characteristic
can be physical or
social and can initial-ly been as either a
strength or a weak-
ness, although this
is not necessarily the
case. It is simply
something that
makes your charac-
ter a bit unusual. It must be something
that becomes ob-
vious to other
critters, if not
straight away, short-
ly after first meeting
and associating with her.
The characteristic can be almost any-
thing that your GM deems appropriate.
There are no special rules for them as
they are simply designed to give a lit-
tle more ‘colour’ to your character and
to be role-played accordingly.
If a situation crops up where you and your GM decide that the characteristic
may prove an advantage (or handicap)
then you may be able to have a bonus
or a penalty to a roll, but this option
should be used sparingly. Characteris-
tics are simply intended as an aide to
role-playing your character, not as a
specific part of the game mechanics.
Dreams Ordinary prairie dogs do not have lofty
aims. The height of their achievement
will be finding a mate and rearing a
family. They will be quite content with
this. Let’s face it, with all those preda-
tors about, living long enough to have
a family is quite an achievement in
itself!
However, this is not enough for play-
er-characters. They are already
marked for better things when they
are born, so they
tend to have loftier
goals, which are the characters Dreams.
These are goals or
aims that they have
and it is these goals
that drive them to
their life of adven-
ture.
For many gaining
their first feather is
enough. They have a
Role in their Tribe,
so they have status
and this will mean
that their voice will be heard in Coun-
cil. They will also be more attractive to potential mates.
For a few others this simply won’t do.
They have much higher aims and their
minds are full of the legends of Thun-
dertown, Kynos, Flies-With-Eagles and
all the other myriad of Prairie Tales
recounted by their Speakers. They want to be spoken about with awe and
reverence, they want to be the centre
of the great tales; they want to do
things that mean something.
For game purposes, it is simply a mat-
ter of deciding what makes your
prairie dog opt for a life of adventure rather than taking the easy option that
most other dogs take. Why does she
want to cross the prairie? Why does
she stand up to fearsome critters
when others would just run? What
makes her tick?
Choose an interesting goal for your character; something that she could
reasonably achieve. Some of them are
fairly short-term goals, such as finding
a mate or protecting a cub or things
like that. These will tend to be achiev-
able in one or two sessions and will be
classed as easy. Others are long-term
Examples of physical characteristics
White fur, grey fur, matted fur, little or no fur, a streak of a different colour
running through the pelt, two-tone fur, large or deformed ear or ears, different coloured eyes, only one eye, long snout,
long tail, no tail, deformed tail, de-formed paw, unusual bark, unusual
scent, cute, mean-looking, scarred and so on.
Examples of social characteristics
Excitable, bad tempered, lazy, humble, dreamer, likeable, nosey, loner, forget-ful, bossy, thoughtful, kind, determined,
stuffy, artistic, taciturn, brash, bold and so on.
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and will only be reached after a great
quest full of perilous encounters and
difficult choices. These will be termed difficult.
You can make your dream as tough as
you like. With the GMs help you need
to determine whether it is easy, mod-
erate or difficult to achieve and assign
a number to it of 1, 2 or 3 respective-
ly. The number is the number of extra Legend Points that your prairie dog will
earn if she achieves her dream during
the adventure or during a series of
adventures. If she achieves her
dream, she can then add a new one to
replace it.
Just about every dog has dreams of finding Thundertown. All dogs talk
about it, but of course some Dream
about it. You do not need to add this
Dream to your character sheet. It is
assumed. It is known as The Great
Quest.
Feathers Your character has a Role in the prairie
dog society. Therefore she has ac-
quired her first feather already.
Feathers are more than a mark of sta-
tus to the wearer. They mean that the
character has proved herself to be
worthy of respect and therefore it is a
matter of great personal pride to be
awarded a feather. They are worn as a
badge of honour.
It is this great sense of personal
achievement that can help your cha-
racter in dangerous situations. By
drawing upon the spirit of her ances-
tor, or the spirit of her tribe, she can
add +2 to any roll once per moon for
each feather she has been awarded.
Wound points Wound points are a numerical rating that helps you keep track of the inju-
ries that your prairie dog character
might suffer during her adventures.
These wounds might be scratches and
bites given by other critters during
fights (Tooth & Claw). Wounds might
also be caused by accidental means,
like falls and so on.
Your character has a number of wound
points equal to 6 plus her Size
attribute. So, with a Size of 4, your
dog would have 10 wound points. (In
fact all critters in the game have
wound points worked out on the same
basis. So, a Bison with a size of 54 would have 60 wound points).
As your character becomes injured,
her wound points will fall by the
amount of damage suffered. When
wound points reach 0, your prairie dog
is unconscious and dying. She will
need a Healer very quickly.
When wound points fall below 0, your
prairie dog is dead.
Example Dreams The Great Quest (5)
Find a long lost sibling (1 or 2) Become a Tribal Elder (1)
Become Chief of the Tribe (2) Become Chief of Great Home (3)
Become Chief Speaker of Tribe (2) Visit five Dog Towns and learn a new
tale in each (2) Out-Stance a ferret (1) Kill a ferret single-pawed (2)
Save an Elder’s life (2) Find a cure for The Dark Death (3)
Found a new colony (2 or 3) Find a mate (1)
Gain a second feather (1) Gain several more feathers (2)
Be awarded the most feathers ever (3) Follow the Bison-Way to the end (2 or 3) Go up into the mountains (2)
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Wound points may
be recovered by rest
and by healing through the Tend
Wounds ability of
Healers. By resting,
prairie dogs recover
1 wound point each
night. With a Healer
tending them, they
can recover 3 points every 2 nights of full rest.
Using Tend Wounds, a Healer can lick
a wound clean and heal injuries. Using
Plant Lore, Healers can restore lost
wound points even more quickly. See
the Tend Wounds ability for more in-
formation about this.
Sometimes, even death is not the end
for a prairie dog. There are Healers
out there who can recall the departing
spirit with their Bark of Life. Check out
the section on Barks, for more infor-
mation.
Name Sometimes in role-playing games it is
difficult to come up
with suitable names.
In It’s a Dog’s Life it
is vitally important
not to choose a
name that doesn’t
sound right. The whole mood of a
game can be
changed if you pick
an unsuitable or
outright silly name.
‘Deputy Dawg’
would be amusing,
but not at all in keeping.
Prairie dogs are of-
ten named for things
that they might see
around them, for a
characteristic of the dog or after another
critter on the plains.
Sometimes they are
named, like Flies-
With-Eagles, after
something they have
done. They may
even be given a new name as a result of their exploits,
again like Flies-With-Eagles.
Role Selecting your Role will give you addi-
tional abilities. Roles are discussed in
more detail later.
Abilities & Barks Your character will start with level 1 in
each of his Unique Ability, Unique
Bark, Tribal Bark and Second Ability.
Prairie dogs also get
a Tribal Bark. This
Bark is unique to
the Tribe and all
members are
taught it from a
very early age. Barks are dealt with
in greater depth in
a later chapter.
You then have a
further 4 points to
distribute amongst
these Barks and Abilities as you
wish.
After that, you have
a further 4 points to
obtain levels in any
other freely availa-
ble abilities or allowed Barks or to
Example names for prairie dogs Dreams-of-Mountains, Stone-Face,
Dark-Eye, Runs-With-Bison, Moon-Face, Bright-Eye, Burrow-Digger, Sharp-Sight, Never-Fear, Far-Gaze, Star-
Dreams, Snake-Friend, Wolf-Dog, Gorse, Thorn, Sand, Cloud, Eats-Too-
Much, Long-Tooth, Quick-Foot, Sees-All, Little-Mouse, Bison's-Bark, Sleepy-Head, Always-Hiding.
Example of character creation First of all I roll a dice four times, getting
2, 2, 4 and 5. The total is only 13, so I get a further 3 points to put where I like (16-13=3). I decide I want to play a
Healer, who I will call Sun-Dancer, so I put 1 extra point into Wisdom, making
that the maximum of 6. The other 2 points go into Agility and Size. The final
Attributes are as follows:
Size 3, Alertness 4, Agility 3, Wisdom 6 Sun-Dancers Size of 3 gives him 9 Wound Points (6+3=9).
Looking at the list of Abilities and Barks
for a Healer, I decide to place my 4 points equally between Tend Wounds,
Bark of Life, Tribal Bark and Plant Lore. With the extra 4 points I take another
Bark (Bark of Weakness) at level 2 and add another 2 to Tend Wounds. Abilities and Barks now look like this:
Tend Wounds 4, Plant Lore 2, Bark of Life
2, Bark of Weakness 2, Tribal Bark 2
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improve those you have already from
your Role. However, no Ability or Bark
may be improved to higher than 6 at this stage.
CHARACTER ROLES ________________________________________________
There are six Roles that you may
choose from. These are the Roles that prairie dogs can take up when they
reach adulthood. Some dogs never
take up such a Role - they are content
to look after tribal burrows, the pups
and the crops. Others will have had
Roles in the past and are now aged
and whilst they may be able to pass
on the benefit of their experience to younger pups, they cannot any longer
be relied upon to fulfill the very de-
manding duties associated with each
Role.
Each Role provides one Unique Ability
and one Unique Bark. These are skills
taught by Elders to dogs who take that Role. They are handed down and are
secrets known only to them. There is
also a second ability taught to dogs,
but this is not necessarily unique to
the Role.
Character creation, continued
Finally Sun Dancer has the Dream of heal-ing a dog that is suffering the Dark Death and with the GM we decide this is worth 3
Legend Points when completed (as it will be hard to achieve). I then write a ‘1’ in
the box for Feathers and Sun-Dancer is ready for a life of adventure.
I decide on a social characteristic of ‘claus-trophobic’. With the help of the GM, we
decide that my dog doesn’t go mad or get terrified underground - it is more of a strange preference for being outdoors in
the sunshine - but to other dogs it is seen as very odd indeed.
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Brave
Unique Ability: Stancing
Unique Bark: Bark of Courage
Secondary Ability: Tooth & Claw
Many dogs fight. It is a part of their
nature, from their early years as pups
fighting with their siblings to get the
best food. It is the strongest of these that usually go on to become Braves.
However, simply being able to fight is
not necessarily the only resposibility of
the Brave. Braves are warriors and
they do need to be big and tough.
They also need to be fearless and ag-
gressive. They need to be aware of how to fend off critters far bigger than
themselves. They sometimes need to
work as a team in order to do this.
Most of all, they need to be able to
fend for themselves though.
Braves need to make themselves
known. They do not always need to fight. Making your opponent stand
down is often the best way to deal
with an enemy, especially one that
could hurt you badly even if you can
win the fight. Better to scare off three
opponents than kill one and be so
wounded that you cannot protect your
family against the other two.
This is why Stancing is so important to
a Brave. Some Braves are not actually
that able at fighting but never get
found out because they are more inti-
midating than their enemies.
Every Tribe must have Braves. They
are probably the most numerous of all the Roles but also lose members the
quickest. Whenever one Brave is
killed, there is always another pup
waiting in the wings for his feather to
take up the challenge of defending his
Tribe and seeking glory for himself.
Of all the Prairie Tales recounted by Speakers everywhere, it is the tales of
Braves that are most called for and
the most numerous. If there is a ferret
loose in the town, it is always the
Braves who are called upon to face it.
If a quest is to be undertaken, Braves
are always required in the party. If a
new Chief is needed, a Brave is likely to be the one to fill the vacancy.
The Braves burrows tend to be near
the centre of the tribal community,
where they can mass together to de-
fend, or receive orders from, the
Chief. Their homes tend to be sparse
and functional.
Sayings of the Braves
The Brave must be seen: What use if
your companions are attacked and you
are skulking?
The Brave must be courageous: What
use if you are seen but unable to act?
The Brave must be strong: What use
to act, if you cannot hurt your enemy?
The Brave must lead: If you do not
show boldness, why should others fol-
low?
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Healer
Unique Ability: Tend Wounds
Unique Bark: Bark of Life
Secondary Ability: Plant Lore
A tribe needs at least one Healer if the
tribe is to grow and be strong. No tribe
without a Healer lives in any place
other than the very outer fringes of Great Home.
Healers are present at birthing. They
ensure the mother is fit and well and
will improve the chances of both the
mother and her young surviving the
ordeal.
Healers tend the sick and injured.
They know how to clean wounds to
prevent infection and aid the healing
process. They have skill in removing
poisons from open wounds and know
how best to look after prairie dogs
with fevers and other ailments. Some
also know how to look after other types of critter with injuries or ill-
nesses (those with Critter Lore).
Healers can recognise disease, particu-
larly the early signs of The Dark
Death; the evil plague that can wipe
out entire families or even whole
towns, once it takes hold. A few of the
most gifted Healers have had some
success in curing dogs that contract The Dark Death as long as they spot
the signs early enough.
Healers also have the job of looking
after a towns food crops. Those with-
out skilled Healers tend to eat poorly
and often need to supplement their
food with a little water, which is not good as water is always in very short
supply. The best Healers make sure
that the crops they grow are the best
available and that they are lush and
succulent.
Healers are skilled in recognising other
plants too - ones that we should nor-mally avoid. They make sure that
these plants do not infest our plots so
that young pups do not accidentally
nibble at them and become poisoned.
A Healers’ burrows will normally be
fairly neat and tidy. Healers tend to
have a ‘larder’ where they keep a va-riety of plant stuffs, both for food and
for their healing properties.
Some of the wisest of Healers can
create Dreamcatchers.
Sayings of the Healers
(Adapted from Native American tradi-tion)
Everything on the prairie has a pur-
pose, every disease an herb to cure it,
every critter a mission. This is the
Healer’s theory of existence. From
Wisdom comes all power.
It is from Wisdom the Healer has the power to heal and make feather
charms. Healers know that all healing
plants are valuable and must not be
misused-used.
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Scout
Unique Ability: Scouting
Unique Bark: Bark of Location
Secondary Ability: Critter Lore, Plant
Lore or Tooth & Claw
Scouts tend to be loners. They might
occasionally do their scouting in pairs
but more often than not they like to be free of their restraints imposed by the
tribe and go out alone onto the Prairie.
Scouts tend to be the wildest and un-
tidiest of prairie dogs. This is for
several reasons. One, because they
are energetic and always out and
about and have little time for the washing and grooming that goes on
amongst the other prairie dogs of the
tribe. In their Role as Scouts, they are
required to be constantly exploring
and seeking new ways, over and
above ground, through bushes and
thorns, over sun-baked dust bowls and
through muddy puddles. All this muck and dust leaves their fur grubby and
matted.
The other reason though, is that
Scouts will always tell you that the
more muck and dirt they leave stuck
in their fur, the less chance they will
have of being spotted or scented by other critters. Accordingly, there is an
unspoken competition amongst
Scouts, to see who can get the scruf-
fiest of all.
Scouts love their Daubings though.
They like to have designs of other crit-
ters on their fur as they say it helps them blend in against all kinds of
backgrounds.
Scouts are sent out to investigate ru-
mours and of critters seen in the area,
near the fringes of town. It is also the
job of Scouts to seek areas to build
new towns, or to find new sources of food and so on. Those tribes who have
no Healers might also rely on Scouts
to find water when they need it. In
any group sent out on the prairie, it is
always wise to have a Scout around
because even in areas they do not
know; they have an uncanny knack of
being able to find their way home.
Scouts burrows are often on the edges
of the tribes range. They tend to be as
scruffy and ill kempt as their owners.
Often unoccupied for long periods,
they may contain odd bits and pieces
of twig and bone from their far wan-
derings.
Sayings of the Scouts
The Scout must be quick: What use
are your findings if you tarry too long?
The Scout must be stealthy: What use
are your findings if your enemy knows
you are there?
The Scout must be nimble: When you
are seen, you must run like the wind.
The Scout must know his enemy:
What use are your findings, without
knowledge of your enemy?
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Sentinel
Unique Ability: Watching
Unique Bark: Bark of Warning
Secondary Ability: Critter Lore or
Tooth & Claw
The Role of the Sentinel is one of the
most important of all of the roles of
the tribe. Sentinels are charged with the duty of watching over Healers
tending their crops, the pups at play,
the entrances to our homes and the
travelling groups at sleep.
To function properly, Sentinels must
have keen eyesight, excellent hearing
and a nose for danger. They must learn where to stand for the best van-
tage point in any situation and they
must be able to stand upright for very
long periods, without stinting. Wind,
rain, hot or cold, Sentinels must en-
dure all in their duty.
The Role of the Sentinel may not seem as exciting as that of the Brave or the
Scout, or as charismatic or strange as
that of the Speaker or as welcome as
that of the Healer but they have in
their paws the key to the continued
well-being of the whole town.
When travelling with adventuring
groups, Sentinels learn how to nap
when on the move, so that they are ready for duty at a moments notice.
They are always alert and keeping a
watch on the skies for that telltale
speck in the sky, the rustling bush or a
scent on the breeze. They know which
things spell potential danger and which
ones they can ignore.
Many Sentinels can fight too. It is not
a requirement of the Role and some
swear that it hones their senses to
danger if they cannot. Some learn
more about other critters instead.
Most learn both abilities sooner or lat-
er.
Sentinels tend to have their burrows
nearest to the surface and at the outer
edges of the tribal burrows. Their bur-
rows are often designed so that any
sounds on the surface can be amplified
within and they are positioned down-
wards of the prairie wind so that
smells from above will waft around in the chamber, giving advanced warn-
ing, even when not on duty.
Sentinels also have ‘guard posts’ set
just below the surface, which serve a
similar function.
Sayings of the Sentinels The Sentinel must be vigilant: What
use are you to your companions, if
they cannot rest?
The Sentinel must know his enemy:
What use being aware, if you don’t
know friend from foe?
The Sentinel must endure: What use
your vigilance, if you are too tired to
watch?
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Speaker
Unique Ability: Prairie Tales
Unique Bark: Bark of Command
Secondary Ability: Critter Lore or
Plant Lore
Speakers often seem to live in their
own dream worlds; this could be be-
cause they are always thinking up new
stories to tell. Their heads are filled
with faraway places, strange and fero-
cious critters and wonderful legends of
yore. Or, this could be due to the odd berries and fungi they eat. It is said
that Speakers best Prairie Tales are
told just after they have eaten some
unusual berry or other. One thing is
certain. Speakers are extremely know-
ledgeable and, as the saying goes,
knowledge is power. If the Braves go
on to become Chiefs of their tribes then Speakers are the voices of their
tribes.
When young Speakers are learning
their craft, they often go on long jour-
neys across the plains. They visit other
Dog Towns, passing on the tales of
their own tribe and learning new ones from the tribes they visit. Speakers
are the most welcome of any prairie
dog in any town; you should never
turn away a Speaker. They bring news
and stories from far away; it is always
a time of great excitement when a tra-velling Speaker comes to town.
Some of the other critters on the plain
are also interested in the tales that a
wandering Speaker may bring and
many are the tales of a Speaker sav-
ing herself from being on the menu of
some lonely fox or snake. Owls, in particular are known to trade Prairie
Tales with prairie dog Speakers.
A Speakers burrow is likely to be a
clutter of feathers, grasses, odd weeds
and strange herbs. There are likely to
be strange Daubings on the walls of
their homes and peculiar smells per-meating around. Like Healers, some of
the wiser Speakers are able to create
Dreamcatchers.
Sayings of the Speakers
(Adapted from Native American tradi-
tion)
All things in the world are in two. In our minds we are two, good and evil.
With our eyes we see two things,
things that are fair and things that are
ugly. We have a right paw that strikes
and makes for evil and we have a left
paw full of kindness near the heart.
One foot may lead us to an evil way;
the other foot may lead us to a good way. So all things are two, all two.
The traditions of our Tribe are handed
down from father to pup. The chief is
considered to be the most fearless and
leader of the Tribe. The Speaker how-
ever, is thought to have more
inspiration. He is supposed to be in communion with the spirits. He daubs
himself in the designs of other critters
such as the raccoon and decorates
himself with the plumage of birds,
such as the dove, eagle and hum-
mingbird.
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Wildling
Unique Ability: None
Unique Bark: Bark of The Wild
Extra Bark: Bark of Mimicry
Secondary Abilities: Critter Lore and
one other, of choice
Wildlings are prairie dogs that live out-
side of normal prairie dog society. They have no tribe, no status and
quite probably few friends. Often the
friends they do have are critters other
than prairie dogs. As such, the Wil-
dling is not a Role in the prairie dog
society, but for game purposes is con-
sidered a Role.
How they came to be the loners that
they are will vary from one Wildling to
another. She may have been the sole
survivor of a dog town wiped out by
the Dark Death or by a savage Ferret.
He may have been born some way
away from the nearest town, perhaps
with his mother dying in childbirth or being killed by a predator. He may be
an outcast from his Tribe. Some Wil-
dlings are prairie dogs that were
orphaned from a young age and
brought up by some other critter, like
a ground squirrel or even an Owl!
Wildlings are on the whole a bit feral
and wild - far more so than Scouts.
They are born loners and although they probably crave the company of
other dogs, they often find the rigid
tribal structure difficult to get used to.
Wildlings tend to be always on the
move and often borrow old holes and
so on rather than dig their own bur-
rows. When they do dig, they are
usually little more than scrapes in the ground.
Their ‘speech’ tends to be a little hard
to follow for other prairie dogs that
possibly see them as a bit simple or
deranged. Wildlings have two charac-
teristics rather than one, with scruffy,
smelly, bald patches, one eye, scarred, loner and similar being com-
mon.
If you want a Wildling character you
need to determine with your GM how
he came to grow up outside of the
prairie dog community. All four of the
Wildling’s attributes need to be 3 or higher. Instead of a unique ability,
they have two secondary abilities and
instead of the Tribal Bark they have
the Bark of Mimicry. They do not need
to meet the minimum requirements
that other Roles need to meet for this
Bark.
Wildling characters have no Tribal Role
and therefore do not begin play with a
feather. They can earn feathers later
however and could even take a
‘second’ Role.
Sayings
Wildlings have no sayings. They have no hierarchy and therefore no handed-
down traditions. What they have
learned, they have learned for them-
selves and each Wildling will have
different views on survival.
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ABILITIES
________________________________________________
Overview
Abilities are the learned knowledge
passed down through generations of
prairie dogs. In other games they
might be referred to as skills.
Using abilities is relatively straightfor-
ward. Mostly, you will describe what
your character is doing and the GM
simply lets your character do it, espe-
cially if it is well within your dog’s
capabilities. Sometimes the GM will
ask you to make a roll, when for ex-ample, your character is trying to do
something for which the there is a
chance that she will not succeed or
that the GM simply wants to determine
how well your dog succeeded (having
already decided that you will be able
to do it).
Making an Ability check You roll 1d20. If the roll is equal to or below your character’s most appropri-
ate Attribute + Ability + Modifier, then
she succeeds. If the roll is higher, then
either she fails or there is an added
complication even though she suc-
ceeds.
The attribute used is the one most ap-propriate to the task and there are
suggestions listed for each Ability in
the Ability descriptions. If a character
does not have the Ability, but tries to
carry out an action the default roll is
based upon the Attribute + Modifier.
Modifiers Modifiers are found in the table below.
Typically they range from +5 to –5. The GM will determine what modifiers
are appropriate and some pointers are
given in the ability descriptions.
Task difficulty table
A natural roll of ‘1’ is always a success
and a ‘20’ is always a failure.
Increasing Abilities Abilities can be raised above their
starting levels using Legend points
gained from adventures. New Abilities
can also be gained by using these Le-
gend Points (LP), although some
Abilities are available only to prairie dogs who have the appropriate Role.
To increase an Ability that your cha-
racter already has costs 1 LP per level
up to 6. Over 6, the cost is 2 LP per
level. The maximum level for a prairie
dog is 12. Only 1 level can be ‘bought’
at a time using these points. New ab-ilities cost a point to level 1.
The Abilities explained Critter Lore (freely available)
The knowledge of other critters, how
to recognize them, what they are like,
what they eat, whether they are
friendly and so on. Wisdom is the base
attribute for using this ability. Modifi-
ers might be negative if the prairie dog has never come across the critter be-
fore (i.e. just heard about it) or
positive where the critter is common.
Task Difficulty Modifier
Easy +2 to +5
Straightforward +1
Moderate 0
Tricky -1
Hard -2
Very Hard -3 to -5
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Daubing (requires Critter Lore & Plant
Lore) This is the ability of the dog to daub
fantastic designs in a sort of mud-
plant paste onto a prairie dog’s coat.
The designs are often copied from the
natural markings on the pelts of other
critters. The task difficulty is always
moderate. Once daubed, the design
lasts for two moons and then must be replaced. The effects of a successful
daubing depend on the design being
daubed onto the pelt of the dog.
Badger +2 to Stancing ability rolls Chipmunk +2 to Scouting ability rolls
Eagle +2 to Watching ability rolls
Owl +2 to Critter Lore or Plant Lore ability rolls
Raccoon +2 to Prairie Tales ability rolls
Wolverine +2 to Tooth & Claw rolls
Rattler Protects against poison. Gives any Healer a +2 to
her Tend Wounds ability against the effect of poi-
son on the dog that has been daubed with the
Rattler design.
Any dog can be the recipient of a
Daubing, but a dog can only have one
type of Daubing on her coat at any
one time. The bonus is added to Attribute rolls if a dog does not have
the particular Ability in question.
Daubing is a Wisdom-based ability.
Fleeing (freely available)
This is the skill of being able to escape
a predator. It takes account of the
dog’s ability to make sudden sharp turns, weave between and over rocks,
uneven terrain and otherwise use any
features that might help the dog get
away.
Plant Lore (freely available)
All prairie dogs know which plants they
can eat. This ability gives them know-
ledge far beyond this. It means the
dog knows in which type of soil their
preferred foodstuffs will grow, how best to cultivate the land around their
home burrows and knowledge of
plants, roots and fungi that have me-
dicinal or poisonous qualities. Some
dogs, Speakers in particular, use cer-
tain herbs and fungi to induce visions
and dream states to open their minds
to the ancient ones and to visions of the past present and future.
Wisdom is the base attribute used for
Plant Lore rolls. Negative modifiers
may be applied if the plant is rare or
the prairie dog is looking for a very
specific plant or if the prairie dog is
out of her own habitat. The modifier will be positive if the dog is in her own
town or the plant is very common.
Prairie Tales (unique ability - Speak-
ers only)
The knowledge of the legends and lore
of the prairie dogs - Lord Kynos,
Thunderhoof, the First Town, Flies with Eagles and so on. This Ability allows
the Speaker to weave wondrous tales
from these legends and to craft their
own tales on the spot. Prairie Tales are
amongst the few entertainments in the
prairie dog world, so Speakers are
very welcome in all towns across the
prairie. Wisdom is the main attribute used for making Prairie Tales rolls,
Modifiers would be positive if about a
dog’s own tribe, or negative if making
up a tale for the first time and so on.
These are the stories and legends of
ancient times and places in dog lore.
They tell of heroic deeds, fantastic battles, wonderful adventures and ol-
den wisdom. They tell of battles and
bravery, love and kindness. They are
used to teach as much as they are
used to entertain.
Speakers are the repositories of many
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of these tales. First off, they learn all
they can of their own Tribal Totem and
Traditions. Then they learn to tell them to others. Then they learn how
to create new tales or reinvent old
tales according to their own style, of-
ten bringing something new to the tale
so that they can be repeated down the
years, keeping them fresh and excit-
ing.
In this way, Speakers have become
the most respected and welcome of all
the dogs who travel across the plains.
They are well known for bringing news
from afar and a new Speaker in town
is always good for an evening’s enter-
tainment.
One of the most told Prairie Tales is
that of the First Town of Thundertown.
Its location has passed into myth and
is a place constantly sought by the
most adventurous scouts. It is be-
lieved to be located at the foot of a
mighty and virtually un-climbable
mountain that reaches to the stars.
Sentinels believe that from the top
they could keep watch over the whole
prairie and need never fear predators
again.
Scouting (unique ability - Scouts on-
ly) The ability to move around without
being seen heard, or scented. Using
the cover that is available and lying
low where necessary, a Scout can get
very close to another critter with little
chance of being noticed.
Agility is most often the attribute used for Scouting rolls, but in some cir-
cumstances Alertness might be used.
Weather conditions and availability of
cover might lead to modifiers to the
roll.
Stancing (unique ability - Braves on-
ly)
The skill of intimidation and making oneself appear bigger and tougher
than perhaps is the case. It is used to
put across a point in an argument or
more often to gain an advantage in a
confrontation.
Stancing, when used well will tend to
make fighting unnecessary as the loser in a Stancing contest will often back
off completely. Stancing can be used
against any critter - if the character
also has Critter Lore, a successful roll
will add +1 to the dog’s Stancing roll.
When Stancing, both critters in the
contest must make an ability roll (those with no Stancing ability simply
use their size). If both succeed, it is a
standoff for the time being, they are
hunched up against each other snarl-
ing, bristling, nose to nose and so on.
This lasts for a few heartbeats and
they can both try again. If both fail,
they are simply pacing around one another, slightly standoffish, but can-
not roll again. Both will back off.
If one succeeds where the other fails,
then there is a victor and the loser
may slope away with his pride dented.
(If he ever has to fight the winner at
some future point then he will have a negative modifier in Tooth & Claw of –
2). Size is the base attribute used for
Stancing rolls.
Swimming (freely available)
In the event of a dog coming across a
body of water, this might be a useful
ability if she should fall in or need to get across. The difficulty would mainly
depend on how fast the water is flow-
ing and so on.
Tend Wounds (unique ability - Hea-
lers only)
This is the knowledge of wounds, dis-
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ease and illness; their causes and
treatment. It is also how to staunch
bleeding cuts and bites and prevent infection. The Healer does this by lick-
ing the wound and possibly even biting
out pieces of infected flesh. Saliva,
mixed with the right plants (see Plant
Lore) may be even more effective. On
its own, a Healer can restore up to 1
wound point per 2 levels of ability
(minimum 1). Cleaned up in this way wounds will be clear of infection. Used
together with a successful Plant Lore
roll, the ability will restore 1 wound
point per level.
Tend wounds can also be used against
poisoning, disease and so on. Wisdom
is the base attribute for this ability. Modifiers might be applied for particu-
larly severe wounds, or for delays in
tending wounds. The Dark Death is
always at least a Hard roll. With Critter
Lore, a Healer can tend the wounds of
other critters.
Tooth & Claw (freely available) Tooth & Claw is the ability used when
two critters fight. The ability has its
own section later in these rules. Agility
is the base attribute used for Tooth &
Claw rolls.
Watching (unique ability - Sentinels
only) This is a great skill passed down to
Sentinels from generation to genera-
tion. It is the ability to stay alert in all
situations and in all weathers and of
standing at rest although completely
awake and ready. Using this ability,
the Sentinel will spot the swooping
hawk or stalking ferret long before they have a chance to do any harm.
Sentinels can also see much further
across the plains than other prairie
dogs, because they know how to stand
to gain the fullest advantage of their
own body size and any advantageous
features in the land around them. Most
Watching rolls will use Alertness, but
there may be occasions when Size will
be important. Poor weather conditions or rough terrain are likely to lead to
negative modifiers.
Example of using Abilities Sun-Dancer the Healer has had a few ad-
ventures and along the way has gained another Feather and the abilities of Critter Lore at level 2 and Daubing at level 1.He
is attempting to daub the scout ‘Swiftly-Finds-Stuff’ with the design of the rattler,
because the scout knows he is approach-ing rattler territory and wants to protect
himself in case he is bitten.
Sun Dancer’s player rolls a d20 to deter-mine whether the effect of his daubing is successful or not. Sun Dancer has a Wis-
dom of 6 and with his Daubing of 1, he requires 7 or less. He rolls the dice, which
comes up 9. Not enough. Unfortunately Sun-Dancer’s skill isn’t sufficient to give
Swiftly-Finds-Stuff the protection he needs.
Later on Swiftly-Finds-Stuff comes bound-ing back to the Healer in a panic. As
expected, he ran into a rattler who bit him and although the Scout was able to get
away, he is now weakening from the ef-fects of the venom.
Sun-Dancer attempts to use his Tend
Wounds ability. He has a 4 in this, which with his Wisdom means that the total is
10. The GM says it is a Moderate Ability roll to stop the poison, so rolls a d20. It comes up 12! Too high.
However, Sun-Dancer has 2 Feathers, so
the player tells the GM that Sun-Dancer will focus on one of the Feathers he has
earned, drawing upon the spiritual forces of his ancestors and invest some of this
into his healing. This gives a bonus of +2, turning a failure into a success and pre-venting the spread of poison through
Swiftly-Finds-Stuff. (Of course, had the Daubing worked in the first place, he
would have had a +2 bonus without hav-ing to draw upon a Feather). Now to deal
with the bite wounds he suffered!
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BARKS
________________________________________________
What’s in a Bark? Every prairie dog barks. That is
how we talk to one another,
together with the way we
stand, make faces and so on. However, our Barks
are different. These have
power. They tap into
spiritual forces beyond
our ken.
Some Speakers say
that these forces are from within. Others say
they come from spiritual
forces all around us.
Many believe the spiri-
tual power comes direct-
ly from Lord Kynos him-
self. A few hold to the
more mundane view that we and other critters are
somehow pre-conditioned to
obey the Bark. Me? I subscribe to
the view that Lord Kynos is behind the
power that is within our Barks. I also
think that if our Scouts can ever locate
Thundertown, we might actually find
the answer there.
What we do know is that our Barks
can have an effect upon other prairie
dogs and some other critters too. Each
of the Roles in our tribes learns their
own unique Bark, taught only to dogs
who take up that Role.
Tribal Barks are a bit different. They
are taught to every dog of the tribe.
They are used as a means of identifi-
cation and have other powers too.
The use of Barks Barking takes only a heartbeat to per-
form, so a Bark can be used at just
about any point in the action, including
during flurries of Tooth & Claw. A Bark may be used once at the fullest
capability during the period
from when to moon is at
its highest, to the fol-
lowing moon (i.e. in a
day). In other words
any Barks used are
recovered at the next moon.
However, if a
Bark can be used
more than once
in this period if a
Bark of a lower
power is used. So, a dog with a
Bark at level 2
could use a level 1
bark and then still
be able to use it
again at level 1 later
on. A dog obviously can-
not Bark more times be-fore the next moon than she has
levels in the bark.
The Bark of Life differs in that it can be
used only once at its fullest capability
in the span of 6 moons. After the se-
venth moon (a week), the Bark is
again recovered in full.
No rolls are needed to determine the
success of the Bark. It works automat-
ically. The only thing that is not
necessarily automatic is another crit-
ter’s reaction to the Bark.
Some of the Barks have very specific details of the game effect, like the
Bark of Courage and other Barks are
deliberately open to interpretation,
based on the demands of the story
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and so on. This is really down to the
GM and what works for the situation.
You state the effect that you would
like the Bark to have and the GM de-
cides whether that is reasonable and
either allows it to happen or allows it
to have a limited effect, depending on
circumstances and so on. A Bark is as
much a plea for help from the GM, of-
ten when everything else has been tried or a way to drive the story along.
Bark of Blindness (only available to
Speakers and Healers)
This Bark affects a critter’s senses so
that whatever is that critters best
sense; he is to all intents and purpos-
es ‘blinded’. It affects a critter for a number of flurries equal to the level of
the Bark.
Bark of Command (unique to Speak-
ers)
This Bark may be used to force a crit-
ter to do something that is otherwise
against his wishes. The command is contained in a number of ‘words’ equal
to the level of Bark, so at level 1 it
might be ‘sit’ or ‘silence’ whereas at
level 6 it could be ‘attack the rattler in
the tunnel’. A critter cannot be com-
manded to die although it might be
commanded to jump off a cliff, which
might produce the same result!
Bark of Confusion (only Scouts, Sen-
tinels, Speakers and Wildlings)
Makes the Bark sound as if it is coming
from elsewhere as a distraction - it is
either specific i.e. “behind that rock”
or “from that burrow”, to more general
i.e. “all around” or “behind them”. Any critters this Bark is aimed at will be-
lieve the noises to be coming from the
place the dog suggests and at the very
least are likely to investigate or look in
that direction.
Bark of Courage (unique to Braves)
This is used to instil a sense of fear-
lessness into the Brave herself, plus a number of other friendly critters equal
to the level of the Bark. This results in
the dogs affected gaining +1 on all
their Tooth & Claw rolls until the end
of that particular combat.
Bark of Friendship (only Speakers
and Wildlings) This Bark makes critters believe the
Speaker is their very good friend. It
works on a number of critters equal to
the level of the Bark. It wears off
gradually over a period, usually com-
pletely by the next moon.
Bark of Life (unique to Healers) Using this most wondrous of Barks, a
Healer may bring a dog back to life. It
is said that the Bark recalls the de-
parting spirit. This Bark may be used
only once before the seventh moon, at
its fullest level. It will revive a dog
who has been reduced to negative
wounds equal to the level of ability. So, a dog with Bark of Life at level 1
can revive a dog (or other critter) who
has been reduced to –1 wounds.
Bark of Location (unique to Scouts)
This is used to get soundings from the
echoes of the Bark and enables a
Scout to pinpoint exactly where he is, where major obstacles are and so on.
It effectively gives the Scout a mental
picture or map of the surrounding
area. It is especially useful in tunnel
complexes.
Bark of Mimicry (only Scouts, Senti-
nels, Speakers and Wildlings) A rare and special Bark available only
to certain prairie dogs and even those
require Critter Lore at level 4 or higher
and their own Bark or their Tribal Bark
also at 4 or more. This Bark allows the
dog to mimic the sounds made by oth-
er critters, so that they could
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impersonate a rattlesnake to scare off
intruders and so on. They don’t look
like the critter in question though, so if seen, it blows their trick.
Bark of Strength (only available to
Braves, Speakers and Healers)
This Bark increases the damage level
in Tooth & Claw, so that the dog caus-
es damage of the next damage dice
(see Tooth & Claw), for the duration of the fight. Can be used on one dog on-
ly, per level in the Bark.
Bark of Stunning (only available to
Healers, Sentinels and Speakers)
This Bark causes critters to stumble
and become dazed and for several
flurries or more. Small critters might be knocked senseless and larger crit-
ters might simply have to shake their
heads a little to clear the effects be-
fore carrying on.
Bark of Warning (unique to Senti-
nels)
Used to alert all the dogs of the Tribe (or nearby) of approaching danger and
the nature of the danger. It imme-
diately awakens sleeping dogs (‘let
sleeping dogs lie’ is not a maxim of
Sentinels) and causes intruders to
baulk slightly, buying even more time
for the tribes Braves to get alert and
ready. Some intruders are actually put off completely by a Bark of Warning.
Bark of Weakness (only available to
Healers and Speakers)
Any one critter this Bark is directed at
will become weaker, causing one level
of damage less in Tooth & Claw per
level of Bark, for the whole battle.
Bark of The Wild (unique - Wildlings
only)
This Bark attracts or summons a crit-
ter to the aid of the Wildling. The
critter called can be more or less any
that are nearby, but the rarer the crit-
ter called, the longer he might need to
get there. Those more likely to come
quickly are those that are friendlier to prairie dogs, but even so sometimes a
Wildling can call an Eagle to his aid.
The summoned critter will not neces-
sarily do exactly what the Wildling
wants, but sometimes just the mere
fact that a critter turns up at all will
suit the dog’s purpose.
Tribal Bark (unique to Tribe mem-
bers)
Each tribe has its own Bark. A lot of
information is passed by the Bark,
such as the name of the tribe, its sta-
tus, the Chiefs name, the location of
the tribe and so on. It is used to tell
other dogs who you are and where you are from. It even tells of your own sta-
tus if you want it to. The Bark can also
be used when approached by a critter
of the type the tribe is named after -
the Tribal Totem. The critter will very
likely recall his association with the
Tribe (the GM can make a Wisdom roll,
if required to help gauge the possible reaction) and depending on the nature
of the critter might help the dog or
stop and talk, or might simply not eat
him if he was going to or might just
turn away and ignore him.
Improving Barks with Legend Points
Legend points can be used to increase
levels in a Bark, on a point for point
basis up to level 3.
Beyond level 3 up to level 6, Barks
cost 2 points to increase by one level.
Barks cannot be increased beyond lev-
el 6.
New Barks can be bought using LP, if
the Bark is of a type available to the
dog’s Role.
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TOOTH & CLAW ________________________________________________
Overview
Fighting occurs amongst critters for
many reasons - predators hunting
prey (not often much of a fight, admit-
tedly), territorial, females protecting their cubs and so on. In It’s a Dog’s
Life there are other reasons too, be-
cause the characters are adventurous
and will become involved in quests and
missions and so on that takes them far
away from Great Home and to places
full of danger. Although it is usually
best to avoid combat, sometimes it is inevitable. When it does occur, it is
called Tooth & Claw.
Combat between critters is essentially
a very simple affair. Often they size
each other up first (Stancing) and then
when they get to grips, it is a simple
melee of mad activity, snarls, yelps, bites, failed bites, barks, flying fur and
slashing claws. Amongst all of this
there may be a few telling bites and
possibly lots or a little blood. Some-
times there is a killing blow.
There is no art to it, no great tactics or
anything. It is just a tangle of fur, teeth and claws.
Flurries The combat is broken down into sev-
eral ‘flurries’ of a few heartbeats or so.
During each flurry, each critter in-
volved makes a Tooth & Claw ability
roll. This is at Moderate, on the task
modifier table, unless there are any
modifiers the GM thinks are appropri-ate.
Any combatant who succeeds has ma-
naged to hurt the other during the
Example of how Barks are used The Wildling, Tangle-Fur, is scampering
around a rock, when suddenly a Ferret launches himself out at him. There is
nowhere to hide so Tangle-Fur lets out a Bark of the Wild, which he has at level
3. He decides the situation is pretty dire so uses the Bark to its fullest.
The GM reasons that a level 3 Bark is pretty powerful and so describes an
Eagle that was swooping overhead that seems to have been alerted. It won’t be
there immediately, but it gives the dog hope, so he turns and faces the ferret.
The ferret hasn’t spotted the Eagle yet
(the GM makes an Alertness roll for the ferret) and leaps at the Wildling, who backs away. Too late, the ferret is upon
him and a flurry of Tooth & Claw en-sues.
As the two separate, the ferret is un-
harmed (the Wildling has Tooth & Claw 2 plus Agility 4, requiring 6, but rolled
16) and the Wildling is badly bitten (the ferret has Tooth & Claw 8 and Agility 6, requiring 14 and rolled 11) and has
suffered 5 wound points.
However, as the two circle each other readying themselves for another flurry
of Tooth & Claw, the ferret notices the shadow of the Eagle as it passes over-
head. The GM decides that that is enough for the ferret and that he will make a bolt for cover.
The Eagle swoops past and then contin-
ues on her way. She wasn’t even hungry and isn’t actually sure why she
swooped down so low and it’s soon for-gotten as she continues her way to her
nest in the distant mountains. Tangle-Fur breathes a sigh of relief and
legs it before the ferret plucks up the courage to come back out into the open again.
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flurry. Roll damage according to the
size of the critter on the Tooth & Claw
Damage Table (below). It might be a single bite or an accumulation of
scratches and nicks, but the end result
is that when the flurry is over, the crit-
ters part and one or both of them have
been hurt.
Tooth & Claw damage table
Critter Size Wounds
Caused
1 d2
2-3 d3 4-5 d6-1
6-7 d6
8-10 d6+1
11-13 d6+2
14-16 d6+3
17-20 d6+4
21-24 d6+5
25-28 d6+6 29-32 d6+7
and so on +1 per 4 Size
If they both succeed, they both hurt
each other and if they both fail, then
neither hurt the other. If one succeeds
where the other fails, then one is the ‘winner’ of that flurry. They part facing
each other, snarling (or whimpering).
It is important to note that this all
happens at the same time. There is no
‘initiative’ or similar, where one critter
‘goes first’.
At this point they can decide again whether they want to have another go
at each other. The ‘loser’ of a flurry (if
there is one) often calls it a day at this
point and would tend to back off.
There could even be a brief Stancing
conflict (again). If this happens, the
‘winner’ gets a bonus of +1 to his
Stancing roll.
If both critters decide to continue the
fight, another flurry of melee ensues.
Other actions in Tooth & Claw During a flurry, dogs that are not in-
volved in fighting can take a number
of alternative actions. They can help
their friend in the fight and if they do, both dogs in the fight get to make
Tooth & Claw ability rolls against the
one roll of their opponent.
Dogs can Bark either during a flurry or
between flurries. Barking only takes a
heartbeat.
Dogs can also choose to flee but only
between flurries. Once a flurry of me-
lee is in progress, the dog will have to
wait for a pause before she can turn
tail.
Fleeing Sometimes the only sensible alterna-
tive to fighting is running away,
especially where you are likely to be on the menu if you lose the fight. If
you decide that your character will flee
the confrontation, this essentially boils
down to a mad chase across the land,
where the pursued is trying every en-
deavour to throw off her pursuer. She
will try every trick in the book - scam-
pering over and under rocks and boulders, through bushes and shrubs
and making sudden sharp turns at in-
tervals, all the time looking for the
safety of a hole or somewhere to take
cover.
The rules for fleeing are really as
straightforward as the rules for Tooth & Claw. The pursued makes a Fleeing
Ability roll (using Agility only, if the
character does not have fleeing) and
the pursuer makes a Hunting Ability
roll. Depending on the nature of the
terrain, the pursued may need to
make a hard, moderate or a
straightforward roll. A hard modifier would be appropriate where there is
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very little natural cover and
straightforward would mean that there
are plenty of things to get in the way of pursuit.
Tooth & Claw Outcome There will be four possible results. The
character will succeed and the pursuer
will fail. In this case, the prairie dog
escapes and manages to get down a
hole or simply gets clean away. The
pursuer probably gives up and finds
easier prey. Alternatively, if the story-line demands it, the pursuer might
hang around the area trying to pick up
the trail (Hunting + Alertness) or lie in
wait somewhere.
The next result will be that the charac-
ter fails and the pursuer succeeds. In
this case, the character is caught and despite her best efforts is now forced
to take part in a flurry of Tooth &
Claw. After that flurry is over, she
could turn tail and run again, or con-
tinue to fight.
The final two results are that they both
fail or both succeed. In these cases, the chase is on. Neither critter has
gained or lost ground over the other.
After a short narrative describing some
detail of the chase, both roll again as
above.
Example of Tooth & Claw
A prairie dog Brave is set upon by a ferret who was lying in wait in some bushes.
There is no chance of Stancing beforehand and the Brave failed to notice the ferret.
The Brave has Tooth & Claw 2 and Agility 4. The player rolls 1d20 and gets 5. Success!
The GM (for the ferret) rolls 12. The ferret has Agility 4 and Tooth & Claw 7 for a total
of 11. However, the GM determines that the ferret surprised the dog and so gets an abil-
ity modifier of +1 and so his total is 12, meaning he succeeded too.
The Brave has Size 5, so rolls d6-1, for 2 wounds on the ferret. The ferret has size 8
and rolls d6+1, for 4 wounds on the Brave. They fly apart snarling and barking.
Facing each other now, they circle and stare
at each other. The Brave is the most wounded as he took 4 wounds and has only 7 left. The ferret took 2 and so still has 12
left (the player doesn’t know this though).
At this point, it might be sensible for the prairie dog to turn and run, but even then
the ferret might still catch him. The player decides his Brave will try Stancing.
He makes a roll. The dice comes up ‘6’. The Brave succeeds as his ability of 2 means he
needed 7 or less, with a Size of 5. The GM rolls for the ferret, who has Stancing 5. He
needs 13 or less, but rolls a 20 - a failure! (20 always fails).
The GM decides that the ferret has had
enough – he wants easier prey and was surprised at the toughness of this prairie dog. He says to the dog “You were lucky
this time, I’d watch your back in future if I were you” and turns and slopes off.
The player could say he wants his dog to
give chase, but he was lucky and he has survived a fight with a ferret. If there was a
Speaker here, he might have a Prairie Tale told about the encounter. As it is, he’ll just have to see the Healer about his bloody
wound.
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GAMEMASTERING
________________________________________________
The art of being a GM
The GM has a big job on his hands. He
has to know the rules pretty well, has
to design the scenarios and has to be ready to react to the actions of the
players and apply common sense
when the rules don’t provide an an-
swer. It isn’t just his job to make a fun
game; both the GM and the players
share that responsibility.
If you’ve run games before, then you probably know many of the tricks that
you can use to keep a game going and
to keep the players interested. How-
ever, if you are new to running a game
session, then the following paragraphs
will help you. Even if you have been a
game master in other games, you
might find something helpful for your It’s a Dog’s Life campaign.
Applying the rules It’s a Dog’s Life is not primarily about
rules. It is primarily about drama, ac-
tion and telling a good story. The rules
are there to provide a structure to
your game sessions and to provide
some of the answers to what will hap-
pen when characters do things. The rules cannot possibly contain all of the
answers though.
The idea is to get into the habit of
choosing the times when to apply the
rules strictly and when to ignore the
rules, for the benefit of the story. The
dice for example, are good to build an element of surprise into the actions of
the players, but sometimes, when
your scenario demands that the cha-
racters succeed, asking the players to
roll dice can be a disaster if they fail.
A good rule of thumb is often not to let the roll of a dice determine whether a
character succeeds or fails in a task,
but to determine the level of success
or failure. So, say a character is seek-
ing information vital to the next part of
the scenario but fails the roll, you
could decide that he picks up a few
hints or finds out that some other crit-ter can help him, but he doesn’t
discover everything he wanted to
know. Thus the game doesn’t stumble
to a complete halt, the players still
have some leads and openings to con-
tinue the adventure.
GM characters There is sometimes the temptation to
create a NPC to go along with the player characters. This is sometimes
necessary, especially if the players are
short of a player for some reason, es-
pecially if they are lacking a particular
Role between them. However, you
must always remember that the player
characters are the heroes. The scena-
rios should focus upon them and their exploits, not on the characters that
you create. Keep your characters in
the background, unless the players
bring them to the fore or ask about
them. Don’t spend long parts of the
game session describing what your
characters are doing.
Don’t railroad Players are clever and often come up with ideas that you hadn’t considered.
Their characters sometimes go off in
directions that you couldn’t possibly
have detailed in your scenario. The
thing not to do here is to try to force
them back on track by making it im-
possible for them to go any further
unless they do what you want them to do. In fact the whole point of role-
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playing is that it is a game about
choices. The players are free to go
beyond the boundaries that would otherwise be imposed by other types
of game.
You can use various tricks to get the
players back on track, if you need to.
They could meet some critter along
the way or they could find a clue that
puts them back on course. Better still, let the players go where they will and
do what they want. You can tweak
your scenario to suit. If the players
didn’t know what was in your scenario
in the first place, it can’t hurt to
change it. You can cut out the less
important parts of your scenario if you
need to, or bring them back in later on
A prairie dog’s perspective As a GM, you have the job of ‘making
it real’ for the players. Of course, Prai-
rie dogs can’t talk, don’t make maps,
don’t really have magic barks and so
on. However, for game purposes great
liberties have to be taken with these
things. For extra colour and to help
‘dehumanise’ your games a bit, try not to use directions
like north and
south etc. Use
terms like ‘to-
wards the moun-
tains’, ‘bison-
ward’ (for the di-
rection the herd goes) or ‘home-
wards’ and so on.
Time For periods of
time, Tooth &
Claw is broken
down into flurries.
You can use
‘heartbeats’ for very short mo-
ments of time and for longer periods,
you could use times like ‘when the
shadows are long’ or ‘as the sun is high in the sky’ and so on.
Distance There are no miles, yards, feet or
inches. Use expressions like ‘a paw
away’ (very close) a ‘dog’s length’ for
a foot or so, ‘a few dog’s lengths’ or a
‘snakes length’ for a yard or so and a
‘short dash’ or a ‘bison length’ for a
couple of yards.
For longer distances, bear in mind that
critters cannot see as far as we can
(except birds) so you can be far vagu-
er with your distances. Use terms like
‘a long way away’ or ‘half a day away’.
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Glossary Bark: A ‘call’ that has spiritual or mys-
tical power
Berry: Elder of the Dawn Eagle Tribe,
mate of Chief Strong-Heart Blue Grama: Lush prairie grass, one
of our favourites for eating
Brave: The defenders of our burrows,
a Role
Broken-Paw: Flies-With-Eagles’ origi-
nal name
Council: Meeting of the Tribal Elders
Council, Great: Meeting of all the Tri-bes of Great Home
Dark Death: A deadly dis-
ease that kills within
moons
Daubing: Marking
the coat with a
paste of mud and
plant juices in de-signs often copied
from markings on
other critters
Dawn Eagle
Tribe: The name of
our Tribe
Dreamcatcher: Fetish
made from grass and feathers to ward off preda-
tors
Elder: High status Tribe member, with
at least two feathers
Feathering: The ceremony that
young pups undergo when they have
been given a Role in the Tribe
Feather Tradition: The use of feath-ers to denote bravery and status.
Some Tribes use things other than
feathers, like porcupine quills and
thorns
Flies-With-Eagles: Legendary female
prairie dog
Great Home: Our town. A collection
of many Tribes Great Quest: The Dream of every dog
to some day find Thundertown Many
dogs never actually begin the Great
Quest, but they still talk about it
Healer: A Role. A dog who heals the
sick and tends the food plots
High Chief: The Chief of a whole Town. Great Home’s High Chief is
Strong-Heart
High Speaker: The High Chief’s
Speaker
Kynos: The Lord of Prairie Dogs; a
figure of legend
Leaf Paw: An Elder Healer of the
Dawn Eagle Tribe. Lodge, The: Meeting place for the
Tribal Councils
Moon: A period of time (a day)
Prairie Tales: Legends, stories
and Tribal Traditions
handed down by Speak-
ers
Role: A special posi-tion granted to a
worthy dog
Sand Dropseed:
One of the prairie
dogs favourite
foods
Scout: A Role. A
dog that finds things out on the plains
Sentinel: A Role.
Guards our pups, our
food and our homes
Speaker: A Role. A teacher and
storyteller
Stands-Tall: A Sentinel from the le-
gends Strong-Heart: The High Chief. A
Brave
Swift-Paw: A Scout from the legends
Talks-With-Birds: Great Home’s High
Speaker
Thunderhoof: Legendary Lord of Bi-
son
Thundertown: Mythical lost town across the prairie
Tribal Totem: A critter after which
the Tribe gets its name
Tribe: A family of prairie dogs under
one chief
Wildling: A feral prairie dog without a
Role
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CRITTERS
________________________________________________
Armadillos Size d6+6 Agility d3
Alertness d6-1 Wisdom d3
Abilities: Bony plates; Armadil-
los can ignore d6 wounds every time they are hit in Tooth & Claw.
These are weird critters indeed. You
don’t see then too often. I saw one
once, I think, many moons ago but it
was dark and I can’t be too sure. He
was kind of lumbering and snuffling
around, nose to the ground. Not much for talk, so I’ve heard. They have this
tough skin that stops most of their
predators like Coyotes. Still, they are a
bit dim, so Coyotes can often trick
them with their wily ways.
Bats Size d2 Agility d6+1,
Alertness d6+1 Wisdom d6-1
Abilities: Flight 6, Sonar 6 (as Bark of Location)
Bats are like little flying mice. You
don’t see them that often, because
they flit around in the dark of night
catching moths then disappear off to
Kynos-knows-where in the daytime.
The bats I have spoken to tell me they don’t fly as gracefully as birds because
they have different wings. They do
however have this unique ability to get
around in the darkness though a bit
like our Scouts, I think. They generally
seem to be nice little critters but diffi-
cult to talk to for any length of time.
Badgers Size d6+6 Agility d6 Alertness d6 Wisdom d6
Abilities: Stancing 3, Hunting 3,
Tooth & Claw 5
These critters are bad-tempered, po-
werful fighters: they don’t have too
many enemies, because they can take
good care of themselves. They like to
burrow, have white stripes on their
faces and nasty long claws. They like a
good story though, so you might be in
luck if you have one to tell.
Bears Size d6+30 Agility d6-1
Alertness d6-1 Wisdom d6
Abilities: Hunting 3, Fishing 6,
Tooth & Claw 9
Bears are massive great critters. They
have dark fur all over and great slob-
bering muzzles full of wicked teeth. If that isn’t enough, they can use their
massive paws quite deftly to pick us
up and shove us into their foul smel-
ling maws. Sends shivers down my
spine. Still, you aren’t likely to find
them near Great Home and if you are
questing, your Sentinel will see them
long before they become a danger to you.
Apparently, they have cousins called
Grizzlies or some such who are even
bigger and have worse tempers. Le-
gend has it that you need to pass a
cave full of these monsters to get to
Thundertown, so may Kynos be with you.
Bison Size d6+50 Agility d3+1
Alertness d3 Wisdom d6+1
Abilities: none of note
Bison are amongst our greatest
friends, ever since the time of Lord
Kynos and Thunderhoof. Bison are huge, so huge in fact that they some-
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IT’S A DOG’S LIFE
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times don’t even notice us and that
represents our biggest danger from
them. They have great shaggy heads with horns sticking out on top. Bison
roam the plains in great herds and eat
grass most of the day. They are par-
ticularly fond of the grasses that our
Healers cultivate for them.
Bison like to wallow on the mounds
that surround Great Home. This can be very destructive, but our Healers know
that this helps to create hollows where
rainwater can collect and so help in
the growing of crops. Of course, the
Bison also leave plenty of dung be-
hind, which helps fertilize the area,
although you sometimes have to be
quick to avoid being covered. Being ‘splatted’ the young pups call it.
Bobcats Size d6+6 Agility d6+3
Alertness d6+2 Wisdom d6
Abilities: Stancing 5, Hunting 7, Tooth
& Claw 6
Now these critters are terrible and fe-
rocious. If you see one run; that’s my advice to you. They seem to know no
fear. I’ve heard that they will attack
animals many times their own size,
which is considerably bigger than us
prairie dogs. They’ll eat you as soon as
look at you, as well as mice, rabbits,
birds, gophers - you name it we’re all
on the menu.
Burrowing Owls Size d6 Agility d6+1
Alertness d6+2 Wisdom d6+2
Abilities: Flight 10, Hunting 7, Tooth &
Claw 4
These birds are about the same size as
we are - so they really only represent
a danger to some of our smaller cou-sins and perhaps our pups. However,
Legend has it that it was a Burrowing
Owl called Who-Who, that befriended
Lord Kynos after he led his tribe onto the prairie and became his first
Speaker. It was Who-Who that showed
Kynos’ tribe how to dig into the ground
to build their homes and also taught
them about all of the other critters on
the plains. He taught them that Wis-
dom is just as important as bravery
and this friendship has extended through to this very day. Burrowing
owls can often be found living near or
in the outer fringes of Great Home and
other dog towns.
Chipmunks Size d6-1 Agility d6
Alertness d6 Wisdom d6-1
Abilities: none of note
These are friendly little critters. There
are lots of different tribes, but I can’t
really tell the difference. They some-
times get a bit uppity if you tell them
this though. Like we’re supposed to
know? Anyhow, they have stripes ex-
tending down to the base of their
tales, which are a lot longer than ours. Their colour varies from dull yellow to
grey-brown. They eat nuts, seeds and
fruit.
Cottontails Size d6 Agility d6+1
Alertness d6+1 Wisdom d3
Abilities: none of note
These critters are about our size. They are a bit wary (even of us) but can be
quite friendly. I reckon they are a bit
lazy too, because they like to take
over our old burrows on the edge of
Great Home, rather than dig their
own. Sometimes they just make their
shelters in brush heaps. They are a bit
simple; so don’t expect to get too much sense out of them.
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Coyotes Size d6+9 Agility d6
Alertness d6 Wisdom d6+1
Abilities: Hunting 3, Tooth & Claw 5, Silvertongue 4 (treat as a
Bark of Command, but let characters
make Prairie Tales/Wisdom rolls to get
away)
Never trust a Coyote. That’s my best
advice to you. If he says something to
you he is only trying to win your trust, so he can get close just to eat you.
Remember the old Prairie Tale? Don’t
listen to his devious words. He eats
nearly anything, so like I said keep out
of his way. You can tell him from his
cousin the fox by his greyish coat.
Eagles Size d6+10 Agility d6
Alertness d6+1 Wisdom d6+2 Abilities: Flight 10, Hunting 9, Tooth &
Claw 6
Much as I feel an affinity with Eagles
being our Tribal Totem and all, I don’t
really feel an urge to put my Tribal
Bark to the test. Eagles are so big; I
wonder whether they would even hear it. I doubt I could get my Bark out
even if am Eagle was coming for me
anyway! As I said, they are huge
(even when seen from a distance,
which quite frankly, is close enough)
and swift and deadly. They will eat
many types of small critters, although
with the vigilance of our Sentinels and the protection of our burrows, we prai-
rie dogs are safer than many.
Ferrets Size d6+3 Agility d6+1
Alertness d6+1 Wisdom d6
Abilities: Stancing 6, Hunting 7,
Tooth & Claw 8
Now this beast is a fearsome proposi-
tion, I can assure you. For a start, it is bigger than us but not so big that it
cannot come down into our burrows to
seek us out. Ferrets are light brown in
colour except for their feet and evil
killer eyes which are dark as the night.
They feed mainly upon us prairie dogs
and our cousins the ground squirrels. Why us? Kynos only knows, but they
seem to derive enormous satisfaction
from it. I have heard of whole tribes
being wiped out by just one or two of
these berserk killers.
Foxes Size d6+8 Agility d6
Alertness d6 Wisdom d6+1
Abilities: Hunting 4, Tooth & Claw 5, Silvertongue 3
I must admit that I can’t really tell
much of a difference between foxes
and coyotes, but then I don’t normally
hang about when they are around.
There are even different types of fox-
es, according to one Speaker I met. These critters are quick and deadly
and, like Coyote, very wily. They are
quite happy to eat us as well as others
of our friends, so be warned.
Gophers Size d6-1 Agility d6
Alertness d6 Wisdom d6-1
Abilities: none of note
This is another friendly critter, the Go-
pher. They like to burrow and, unlike
us, prefer to stay in their tunnels all of
the time. So you might find them a
bit, well, sort of ‘earthy’. They also like
to store their food in their cheeks,
which seems odd to me. Doesn’t it get
all soggy in there?
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Ground Squirrels Size d6 Agility d6
Alertness d6 Wisdom d6-1
Abilities: none of note
Now these critters are our cousins and
although they are loners, they have
the attitude of one or two Scouts I
know. There are loads of different
types, some have stripes, and some
have spots (they don’t daub them on
like we do). They like to burrow and
are about our size too. They don’t bark though. You can usually rely on help
from these guys, if you need it.
Hawks Size d6+6 Agility d6
Alertness d6+1 Wisdom d6
Abilities: Flight 10, Hunting 9, Tooth &
Claw 5
Always keep one eye on the sky. If it’s not an eagle up there, you can bet it’ll
be a hawk. Not as big as an eagle, but
that isn’t much comfort to the likes of
us. Just get down your burrow as
quick as you can. These flying critters
can see the whole prairie from up
there and can spot movement almost
anywhere. If you can find a hawk feather, you’ll be lucky, so they say.
Get it to your Speaker sharpish.
Jackrabbits Size d6+3 Agility d6+2
Alertness d6+1 Wisdom d6-1
Abilities: Jumping 12
This critter is too up himself, if you ask
me. He looked down his nose at me, like he just trod in something. Still, my
Bark is worse than my bite, I like to
say, so after he had been taught a
little lesson, he was more willing to
treat me with a bit of respect. Jack-
rabbits have long ears, long legs and
seem very quick on their feet, if not in
their heads. They seem to eat almost
any kind of vegetation (no taste!) and, like us, can make do with little or no
water. The most remarkable thing
though, is how far they can jump. If
you put 20 Braves nose to tail, I am
sure a Jackrabbit could clear them in
one bound.
Kangaroo Rats Size d3 Agility d6+2
Alertness d6 Wisdom d6 Abilities: Jumping 8
Jumpy critters these and I don’t just
mean they can jump a long way. I
mean they seem edgy and nervous all
the time. Highly strung. Still, I’m not
surprised; they have more predators
than we do. There are apparently lots of different families of kangaroo rats
but, quite frankly, who cares? Still, get
one to stay still long enough and you
will find them to be friendly enough.
Lions Size d6+25 Agility d6+1
Alertness d6+1 Wisdom d6
Abilities: Hunting 8, Tooth & Claw 9
You think bobcats are scary? Well, you
run into one of these terrors – makes
a bobcat look like a rabbit. Lions are
rare and I have only second paw ac-
counts. Perhaps they exist only in
Prairie Tales? Just as well really.
Lizards Size d6 Agility d6+2
Alertness d6 Wisdom d3 Abilities: Hunting 2, Tooth & Claw 2
There is an old Legend that says that if
a lizard bites you, it will hold on till it
thunders. There is another that says if
a critter catches hold of a lizard’s tail
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the tail will drop off. Then, later on the
lizard will come back for his tail and
join it back on again. Those two Prairie Tales just show how weird a critter a
lizard is. You’ll find them basking in
the sun by day or under a rock (or
even in our old burrows) at night.
Mice Size d2 Agility d6+2
Alertness d6 Wisdom d6
Abilities: none of note
There are many types
of mouse, most of
which are a brown-
grey colour with
white bellies and
long tails. They
are nimble little
critters that eat seeds, plants and
some insects.
They build their
nests under rocks
and such. Members
of the Little Mouse Tribe
even live side-by-side with
these little guys. There are some mice, called Grasshopper Mice (who
are quite common on the plains) that
feed almost exclusively on insects.
Yum!
Pikas Size d6-1 Agility d6
Alertness d6 Wisdom d6-1
Abilities: Whistle (several types, simi-
lar to Barks though fewer)
These critters are a bit like us and a
bit like rabbits. They tend to like the
mountains, so you don’t get them
around Great Home very much. They
Whistle, so that’s how you know them.
Some of our Scouts reckon their whis-
tles are a bit like our Barks, but I’m not so sure. If they are though, per-
haps they have Roles in their society
too?
Prairie Dogs Size d6 Agility d6
Alertness d6 Wisdom d6 Abilities: Tribal Bark 1, otherwise none
of note, unless the dog has a Role*
If you haven’t been paying attention,
these are the critters that this game is
all about.
Raccoons Size d6+6 Agility d6
Alertness d6 Wisdom d6
Abilities: Tooth &
Claw 3, Hunting
2
These critters get
everywhere. They
are very nosey and love to learn
new things and have
loads of tales to tell
themselves, if you can get
then to talk to you, rather than
have you for a tasty snack. Truth be
told, they go for smaller critters than
us, as a rule. Anyhow, you can tell a raccoon by his markings - a ringed tail
and black round the eyes. These are
great designs to copy, when you are
being daubed.
Rattlesnakes Size d6+4 Agility d6-1
Alertness d6 Wisdom d6
Abilities: Death Rattle (as Stancing) 8,
Tooth & Claw 3, Hunting 4, Poison bite (victim has to make a Moderate ability
roll using Size to avoid being paralysed
and loses one hit point per flurry the-
reafter whether he succeeded or failed
the first roll, unless he makes a further
Moderate ability roll)
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If you hear an eerie rattling sound, get
the hell out of there. It means rattler
is near and about to strike. In actual fact, if you hear it, you can assume
you are dead already. They strike
quickly and their poison is deadly. Not
much a Healer can do. So don’t get
bitten.
Shrews Size d2 Agility d6+1
Alertness d6 Wisdom d6-1
Abilities: Stancing 2, Tooth & Claw 1
Shrews are quite aggressive for such a
little critter. They can catch you by
surprise too, because they look a bit
like mice. They prefer watery areas
though and aren’t often seen in the
daytime. They eat loads of insects and
grubs and things. Must need it with all that aggression.
Skink Size d6-1 Agility d6+1
Alertness d6+1 Wisdom d3
Abilities: Hunting 2, Tooth & Claw 2
Skinny little guys these things. No fur
either, so no wonder they like to bake
themselves in the sun and hide away at night when it goes cold. They look a
bit like snakes except they got legs too
- pretty fast runners when they want
as well. Never seen a lizard bothering
any of us. They talk kinda funny so it’s
hard to understand them. They’re ok
though.
Skunks Size d6+6 Agility d6
Alertness d6 Wisdom d6 Abilities: Odour (as Stancing) 6, Hunt-
ing 2, Tooth & Claw 2
Smelly critters, these; only when you
catch them by surprise though. Oth-
erwise they are a bit temperamental.
They might even have a go at you.
Smaller critters like mice are definitely
on the menu. Black with white stripes and bushy tales; that’s how you’ll rec-
ognise them if you don’t smell them
first. Mind you, the smell is enough to
knock you out completely. Luckily, it’s
only a defensive thing - it is intended
to ward off predators like Coyotes and
other bigger critters.
Wolves Size d6+15 Agility d6 Alertness d6 Wisdom d6
Abilities: Stancing 3, Tooth & Claw 8,
Hunting 5
Now these critters are pure legend, I
am certain. They are like big coyotes
or foxes, so the tales would have it.
More vicious though and they don’t need the trickery of those critters ei-
ther. Not as vicious of the next critter
though.
Wolverines Size d6+8 Agility d6
Alertness d6 Wisdom d6
Abilities: Stancing 5, Tooth & Claw 9,
Hunting 7
Luckily, we don’t see these around
very much. They are large, shaggy,
brown-furred monsters. They are also
exceptionally ill-tempered. You don’t
stand a chance if one catches you
whilst he is hungry. If he is not hun-
gry, he will probably just kill you
anyway. Some even kill deer and elk. And deer and elk are real big. Probably
couldn’t kill a Bison though, but I bet
they would have a good go.
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ADVENTURING
________________________________________________
Overview
It’s a Dog’s Life is a game all about
adventures and quests. Adventures
can be one-off scenarios that begin
and end after an evenings play. They can be designed like short stories,
each of which starring the same cast
of characters (maybe with a slightly
changed cast, if players can’t make it,
or new players come along). Best of all
though, is when adventures are linked
in some way and so that what went in
the last adventure has a bearing on the next one. These are called cam-
paigns.
Designing adventures can be a bit
daunting. The thing is you shouldn’t
bust a gut over it. The more it is
planned out, the less easy it will be to
play. There are some sample adven-tures near the end of this book, to
give you a feel for the type of thing
that makes a good It’s a Dog’s Life
adventure.
The beginning adventures can be sim-
ple tasks given by Chief Strong-Heart,
like the adventure called Ferret Trouble. However, after a while this
approach will get a bit stale, so you
may need to vary it. There are many
ways to do this.
If a one of the players is a Speaker,
you can say that she has some sort of
vision after eating a certain plant. This vision could be in the form of a riddle
or a visit from Lord Kynos or just a
faraway place or event. A Scout could
come across something out on the
prairie - strange tracks, an unknown
critter or a dead body. A Speaker from
some distant town could come to
Great Home with a Prairie Tale that
could lead to a new adventure. Be cre-
ative. Once you begin differing the way to introduce scenarios to the
players, you will start to develop a
campaign structure to your games.
Campaigns Campaigns are a series of adventures
that usually have a common thread or
greater goal that strings the adven-
tures together. Campaigns tend to
have common elements throughout the adventures. These elements may
be that there is an ultimate aim for the
players - maybe they are trying to
track down one very powerful foe and
each adventure brings them clues that
bring them closer to their enemy. The
Great Quest is an example of a cam-
paign that will be played over several or more sessions leading to a fabulous
climax - the dream of many prairie
dogs, Thundertown itself.
Maybe the characters have their own
personal agendas - a Speaker might
want to become the Chief Speaker of
Great Home. A Healer might want to find a cure for The Dark Death. A
Scout might want to find Thunder-
town. A Brave might want to be Chief.
A Sentinel might simply want to find a
mate. These are the characters
dreams and so they should be working
towards these goals anyway. They
make a fantastic way for GMs to come up with adventures that the players
might be really keen to play.
Players might have other ideas for
their characters and often these are a
great source of material for GMs
struggling to come up with adventures
of their own. Don’t be afraid to plunder the players ideas for campaigns and
adventures. It means they have a lot
more personal stake in your game.
Campaigns work best when the player
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characters have lives of their own too
and where you play out sessions that
have a real meaning for their charac-ters.
Earning Legend Points Adventures are where characters earn
status within their tribes and even gain
reputations beyond their own tribes,
perhaps throughout Great Home and
even in other dog towns. After each
adventure, the GM will award Legend
points. The number of points varies from about 1 to 3, depending upon the
nature of the adventure, the difficul-
ties faced and the way the players
played their characters to the spirit of
It’s a Dog’s Life.
If the group has a Speaker with them,
and that Speaker can succeed in tell-ing the Prairie Tale of their adventures
before the chief, or the chief or
Speaker of another tribe, then another
point can be awarded to each charac-
ter, as they bask in the glory of their
adventures.
These Legend points can be used to increase attributes, abilities or Barks
or learn new ones. Alternatively, a
character can learn a second Role, if
she has sufficient Legend points.
Attributes: 2 points per point up to 6.
Then 3 points per point up to 8, which
is the maximum Abilities: 1 point per point up to 6.
Then 2 points per point up to a maxi-
mum of 12
Barks: 1 point per point up to 3. Then
2 points per point up to a maximum of
6
New Role: 6 Legend points. The prai-
rie dog gets the Unique Ability, Bark and Secondary Ability of the new Role
all at level 1. He is also awarded a
second (or additional) Feather. It is
extremely rare for any dog to have
more than two Roles
Feather: An extra feather for the first
point spent (this is extra to the Feath-er the dog has already got from her
Role). Then 2 points for the next
(third) feather. Then 3 points for the
next and so on.
Adventure seeds Some of these are just short ideas to
throw into an ongoing campaign or
game session. Others could be fully
fleshed out into whole adventures or even longer quests and campaigns.
• A strange lost critter comes to
Great Home, from far across
the prairie
• Crops are being eaten or de-
stroyed by an unknown thief
or unknown thieves and the Healer wants to know who or
what it is
• A quest to accompany a Healer
or Speaker collect feathers and
other materials with which to
make a Dreamcatcher, to re-
place one in the Lodge that no
longer has power • Looking for lost pups or scouts
that wandered off across the
prairie
• A Speaker character trying to
learn new tales from other
towns
• Accompanying a Healer who is
looking for rare plants to com-bat the Dark Death
• Exploration; searching for new
place to establish a colony
• Tribal disputes, wars and poli-
tics
• A lost critter with strange
markings or daubings on his
fur, that could be a ‘map’ to the location of Thundertown
• The Bison haven’t been seen
for many moons. Where are
they? High Chief Strong-Heart
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wants some brave dogs to go
along the Bison-Way to see if
they can find out where they are or why they don’t pass by
Great Home anymore
• The Great Quest (there are
some ideas for incorporating
The Great Quest into your
campaign later on in this
book).
LONGER ADVENTURES
________________________________________________
Killer Ferret Some prairie dogs
have been going miss-
ing from the outer
fringes of Great
Home. Some of the
tribes that live out
that way have got to-gether to petition
Strong-Heart for a
gathering of the tribes
to get something done
about it.
The result of the Great
Council is that the player characters are
summoned before chief Strong-Heart,
who tells them that he wishes them to
go out to the area where the disap-
pearances have occurred and see what
they can find out. Their job is to see
what the cause is and try to reach a
solution if possible or if not, report back with their findings. He suggests
they talk to the Elders of the Running
Gopher Tribe who have lost more of
their number than any of the others
out that way.
Any Scouts in the party will know that
they need to travel mountain-ward
from the time the sun rises, till it is high in the sky. If there is no Scout,
then the characters will have to ask
around and the journey will be twice
as long. Out here, there are many de-
serted burrows; several lived in by
other critters such as mice and bur-
rowing owls. The grasses are poor and
sparse.
The characters will be treated with a
little suspicion, unless they have a
Speaker in the group or until they tell
the Tribe why they are here. They will
learn that their have been several dis-
appearances, the most recent of which
was only at sunrise. It was Grass-Fur the Tribes only Healer, who had wan-
dered too far look-
ing for a plot of
decent soil. The
Tribes only Senti-
nel couldn’t be
everywhere at
once and despite his warnings, she
wandered out of
his sight. The
group is shown by
Boulder, the Sen-
tinel, the last
place he saw her.
The group will probably want to
head in that direc-
tion, as it is about the only lead they
have and the Healer might still be
alive.
If they have a Scout, the group can
follow her trail. Otherwise they will have to just head that way and hope
for the best (perhaps having an en-
counter with a critter of some sort as
they get off track a little). They will
eventually find the remains of a critter
in a patch of longer grass. There is
blood everywhere. The body is the
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Healer, but there is not much left of
her. (A Critter Lore roll will show this
to be the work of a ferret). A short distance from the body (Watching roll
for Sentinels in the party) will reveal a
strange ring of woven grasses, with
feathers attached. It is a Dreamcatch-
er. A successful Plant Lore or Critter
Lore roll will reveal that it is unfi-
nished, but only needs a little more
work. It is designed to ward off a fer-ret.
A scout will be able to find the tracks
of the killer ferret leading towards
some disused tunnel entrances at the
very outer edges of Great Home. The
ferret is in the burrow asleep, sated
after his dawn feast. However, it is not long till the sun goes down and he will
be back out for another night of hunt-
ing and killing.
The ferret needs at the very least to
be chased away from Great Home. It
would help if the characters could get
the Dreamcatcher completed. They are unlikely to be able to do it themselves
(they won’t have the necessary ability
levels), but they could find someone to
help from among the nearby tribes.
Alternatively, if the group is strong in
Braves, then they might be able to
out-Stance or out-fight him.
Dog Trouble Some prairie dogs from a dog-town
some way across the plain towards the
mountains are looking for a new home
as the soil around there own has be-
come poor and the bison don’t come
by as often as they used to.
There are a dozen of these dogs - har-
dened Braves and a couple of Scouts
and Sentinels, all under the Chief
called Rock-Claw. These dogs have
matted and ‘spiked’ fur, with bits of
bone and twigs thrust through it, and
‘war-paint’ daubed on their faces. Some even have a porcupine spine or
thorn thrust through an ear. (Think
‘punk’ or Mad Max in style here). They
are members of the Bloody Porcupine
Tribe - a cruel and heartless tribe of
thugs and murderers.
Rock-Claw is following reports from one of his scouts of a town rich in food
and comfortable burrows just ripe for
the picking - Great Home. However,
he is aware that the Chief is strong
and will not just give up his position
that easily and Rock-Claw does not
intend to risk losing his life in a chal-
lenge.
Their plan is to attack a weaker tribe
on the outskirts of Great Home and kill
the chief, Braves and any others who
put up a fight, enslaving the rest. Then
they intend to work their way around
the other tribes nearby, building their
power and strength, moving in to-wards the centre as they go taking the
females and putting down any resis-
tance.
The eventual aim is to make a chal-
lenge upon Strong-Heart for
leadership. However, even then they
don’t plan a fair challenge. Oh no.
Rock-Claws’ own Speaker, Snake-
Tongue is planning to ingratiate him-
self with the tribes of Great Home, so
that he can get close to Strong-Heart.
At the appointed time, Rock-Claw will
challenge Strong-Heart. Snake-Tongue
Black-Foot The ferret is a fairly typical one, called
Black-Foot, with stats as follows: Size 7, Agility 5, Alertness 4, Wisdom 3
Abilities: Stancing 6 (13), Hunting 7 (11), Tooth & Claw 8 (13)
Wound points: 13 Note: The figure in brackets is the total d20 roll needed, not including any mod-ifiers.
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will then poison Strong-Heart (using a
particular plant he knows) - not to kill
him, but to make him weak and nau-seous and easy for Rock-Claw to best
in Tooth & Claw. Then Great Home will
be theirs.
This isn’t really an adventure as such,
it is really a whole ongoing story that
you can play through either as part of
an ongoing plot-line with the charac-ters perhaps coming across bits and
pieces of the plot as they go about
there other adventures. Maybe they
find some of Rock-Claws Braves ha-
rassing some prairie dogs of another
tribe, or perhaps they find some of his
Scouts stealing some of the best crops
from around the centre of Great Home. They could run into a ‘work-
party’ of dogs being forced to dig tun-
nels by some Braves and Sentinels of
Rock-Claws tribe, or even run into an
old friend who has been beaten up and
badly disfigured, for standing up
against them.
Alternatively, they could come back
from a long adventure to find Great
Home almost overrun by the Bloody
Porcupines. Perhaps there has been a
huge civil war and members of Strong-
Hearts Tribe are now fighting a guerril-
la war from hidden tunnels in some abandoned area of town. Use this in a
way you find interesting.
Plague Town A small dog colony a few days away
from Great Home has been hit by The
Dark Death. You could allow the group
to come across this town whist they
are travelling the plain on some other
quest or mission or simply have a Scout from that town come to Great
Home for help from the Healers (in the
latter case, the Scout could actually
have brought the Dark Death with
him, meaning that Great Home itself is
at risk, bringing the whole problem
’closer to home’, especially if one of
the player characters is unfortunate enough to have come into contact with
the Scout).
Anyway, the characters will find the
colony in a rather pathetic state—
untended plots, poorly maintained
guard posts and burrows, hardly any
dog around and a smell of rot and de-cay from within and around the
vicinity. Luckily, this smell keeps most
predators at bay too.
The characters will need to come up
with a cunning plan. If they have a
Healer or Speaker, then a Plant Lore
roll will tell them that there is a very rare herb that grows near the moun-
tains (a long way away!) that is
supposed to be able to cure the Dark
Death. A successful Prairie Tales roll
will mean that the Speaker recalls the
tale of an ancient and venerable Her-
mit who lives near the foot of the
mountains, who is believed to be the sole survivor of a great plague in his
own town many dog-generations ago.
(If rolls are failed, the characters can
Rock-Claw Role: Brave (Chief)
Size 6, Agility 6, Alertness 4, Wisdom 2 Abilities: Stancing 5(11), Tooth & Claw
4(10), Bark of Courage 3, Tribal Bark 2 Wound points: 12
Snake-Tongue
Role: Speaker Size, Agility 3, Alertness 5, Wisdom 6 Abilities: Prairie Tales 3(9), Plant Lore
3(9), Critter Lore 1 (7) Bark of Com-mand 3, Bark of Weakness 1, Bark of
Confusion 1, Tribal Bark 3 Wound points: 8
(Note: The figure in brackets is the total d20 roll needed, not including any mod-ifiers).
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~ 141 ~
always go and see their own Head-
Speaker or even the wise burrowing
owl that they know about, either of whom can tell them bout the above).
These stories will probably lead the
characters on the long journey to the
mountains. They will definitely need a
Scout with them, for the path is hard
and dangerous. Sentinels are a must
too. If the characters do not have cha-racters of these types in their number,
you could allow an NPC to join them.
Alternatively, you could allow them to
become lost several times (if they
don’t have a Scout) perhaps leading
them to other adventures along the
way whilst all the time dogs back
home are falling to the Dark Death, or they could be attacked by more preda-
tors along the way (without a
Sentinel).
Eventually, their path will lead to the
Hermit. He is the whitest, oldest and
frailest-looking prairie dog they will
have ever seen. He is both a Speaker and a Healer. His name (though it is
long since he heard it spoken, is Star-
Born, because his mother gave birth to
him under the brightest star there has
ever been. This was in a time, so he
says, when Great Home was but a
small colony of his old town of Bison-
Way, which fell to the Dark Death all those moons ago.
Star-Born is a bit strange, and talks in
an odd way because he is unused to
company. His home is full of little side
tunnels full of bits of bone, old dried
plants, feathers, part finished and fi-
nished Dreamcatchers and so on. He is a font of Wisdom and old knowledge
and can help the characters with their
quest.
This is a chance to learn! This scenario
gives the GM opportunity to allow the
characters to learn new Prairie Tales
or other abilities from the Hermit. He
is happy to pass on his knowledge to
the group.
They can also learn a bit more about
the location of Thundertown—as the
old dog heard a Prairie Tale from a
Speaker when he was just a young
pup, who had met a very old Bison
who knew of a herd that passed that
way occasionally.
The Old Wolverine On one of their quests, the characters
will come across a very nasty critter
indeed - a wolverine! This could be
during or part of any adventure and
would work well as a part of the pre-
vious adventure, especially as the mountains are a more likely place to
find a wolverine.
The wolverine will step out in front of
the characters from behind a boulder
and block their path, ideally in a nar-
row mountain pass or somewhere
difficult to escape from the wolverine.
However, the wolverine (called Bite-of-
Death) is old, lost and has suffered a
badly mauled paw, which he got in a
fight with another wolverine. The paw
is causing him great pain and in fact
he isn’t that hungry, having eaten
quite recently.
If a character Healer is available, he
Star-Born
Speaker & Healer (Hermit) Size 1, Agility 2, Alertness 4, Wisdom 9
Abilities: Prairie Tales 6 (15), Plant Lore 5(14), Critter Lore 4 (13), Bark of
Command 6, Bark of Life 6, Bark of Mimicry 3. Wound points: 7
(Note: The figure in brackets is the total
d20 roll needed, not including any mod-ifiers).
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KIDS & CRITTERS
~ 142 ~
can see that the wolverine is injured
and appears to be in pain. The Healer
may be able to help, with critter lore. Without a Healer, the characters will
have to talk to the wolverine before
they can find out about his injury. This
is possible, because the wolverine
doesn’t attack straight away as they
would perhaps expect from this beast
(if indeed they recognize it as such).
If they get talking, the wolverine tells
them his name is Bite-of-Death. He is
grateful for any help and will teach any
dog some of his best Tooth & Claw or
Stancing moves and tricks.
The Great Quest Locating Thundertown is the ultimate
dream of very many prairie dogs who
have the spirit of adventure within
them. Scouts constantly venture far and wide, seeking trails and following
paths that lead out across the plains.
Speakers swap Prairie Tales in the
hope that there will be clues in some
of the new stories they learn. Senti-
nels at watch will sometimes look to
the skies for a glimpse of the top of a
faraway mountain that might just pos-sibly be the location of that mythical
place. Many dogs give up on the idea
and settle down to a life in Great
Home. Content as they seem, there is
still an occasional ache in the hearts of
most dogs that they didn’t pursue
their Dream.
For other dogs, the yearning is too
strong. These dogs are called to The
Great Quest; that is forever following
the slightest of hints, the merest of
suggestions and the oldest of trails
with the slimmest of hopes that they
might eventually discover a route that
leads to the First Town. None so far has found it, or if they have, they have
not returned to talk of it.
How do you get to Thundertown?
This is a question for you, as the GM
to decide. You don’t need to do it
straight away, but sometime during
the adventures you are going to have to provide some answers and so you
need to think about it now. It could be
at the end of a very long and very an-
cient Bison-Way, criss-crossed several
times by other Bison-Ways, sometimes
making it difficult to find the original
trail. It could be, as one of the legends
suggests, up through a pass in the distant mountains. Some legends even
suggest that you need to pass through
a cave full of grizzlies to get to Thun-
dertown. Perhaps Thundertown is
Bite-of-Death Wolverine
Size 10, Agility 3, Alertness 2, Wisdom 5 Abilities: Tooth & Claw 8(11), Stancing 5(15), Hunting 5(7)
Wound points: 16
(Note: The figure in brackets is the total d20 roll needed, not including any modifi-
ers).
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IT’S A DOG’S LIFE
~ 143 ~
across a raging river or huge canyon.
Maybe the path to Thundertown leads
through a dark forest. It could be that all of these things are true or none of
them. But, during the course of their
adventures, you should allow the cha-
racters to pick up snippets of
information or find clues that will keep
them getting nearer to their Dream.
One Prairie Tale speaks of a critter, just known as ‘The Puzzle’, whose pelt
markings are some sort of secret mes-
sage that if worked out, will give
directions to the location of the First
Town.
What will the characters find
there? One option is that Thundertown is the
largest Prairie Dog town that there has
ever been. An ancient, yet vibrant and
beautiful town set against the back-
drop of a mighty mountain rising up
out of the land and reaching up into
the clouds. The place is dotted with
pleasant little plots, pools of sparkling water, colourful herbs and plants and
well cared for burrows. The Tribes are
all well fed and want for very little. It
is idyllic and alluring and everything
anydog ever dreamed of. The High
Chief is a direct descendent of the
Great Kynos himself and will make
anydog welcome for there is room for everyone and food is plentiful. Every-
dog is happy and their lives are
blissful.
Another option is perhaps exactly the
opposite. Perhaps the ancient town is
a run-down dilapidated dump, full of
malnourishment and disease. Maybe the High Chief is a tyrant and has a
personal army of thuggish Braves who
enforce his strict rules and keep the
populace down, cowed beneath his
spiteful paw. Maybe his Chief Speaker
has set up a weird cult of worshippers
of The Mountain - in the shadow of
which Thundertown sits in its wasted
and lifeless misery.
Perhaps the browbeaten populace is
looking for a new leader from afar
away across the prairie, spoken of in
their ancient prophecies; a hero who
will show them how to rise up and
throw off the chains of their despotic
overlord.
Maybe Thundertown is just an empty,
lifeless shell; deserted perhaps, many
moons ago and now just a place of
empty memories and weed-choked
plant beds. Maybe in the tunnels and
chambers of the town, there are some
secrets to be found; mystical powers
that were known in Lord Kynos’ day but lost in the passing of time.
The characters could explore these
echoing halls and quiet chambers un-
covering the mysteries held within.
Perhaps the chambers are now home
to some other deadly critters - a fami-
ly of ferrets or chamber of rattlers. Maybe, because the passages are old
and uncared for, there will be rock-
falls and cave-ins. It could be a bit like
a ‘dungeon adventure’. Perhaps there
are even spirits of the dead drifting
around, whispering to the characters
for good or ill.
Another option is that Thundertown is
not real. It never existed, except in
Prairie Tales. The Great Quest is just
enlightenment and Thundertown, a
Nirvana.
Take an idea from above, change it to
suit you and your players. Or make up your own version of Thundertown. You
know your players best and you know
what they will be happiest with. Go
with it. Happy adventuring!
mark sabtato (order #6866731) 79.44.243.213
KIDS & CRITTERS
~ 144 ~
REAL PRAIRE DOGS ________________________________________________
Prairie dogs are truly social animals
and live on the central plains of North
America, in Wyoming, Colorado, and South Dakota and so on. They are
closely related to ground squirrels.
There are five species of prairie dog;
Black-tailed (the most common),
White-tailed (slightly smaller and live
in the mountains), Gunnison's, Utah
and Mex-
ican. They all have
small ears,
short tails
and muscu-
lar little legs.
Their buff-
coloured fur
blends in with the
earth in
which they
dig their
burrows.
Size Prairie dogs
vary in size from 11 to 14 inches and
weigh from 1 to 3 pounds. They can live for up to 7 years but males tend
to live no longer than 5. The females
give birth to only 1 litter of 1 to 6 pups
and the breeding season begins late
winter to early spring.
Towns Prairie dogs live in areas known as
‘towns’, which are marked by low
mounds of bare dirt and sand where they have excavated it from their bur-
rows. Huge prairie dog towns, such as
one that covered 25,000 square miles
and supported a population of approx-
imately 400 million prairie dogs, once
were reported from Texas. Although
prairie dogs still locally are common, today less than one percent of the
prairie dog population and habitat re-
main.
Within the towns, dogs live in social
groups called coteries that work to-
gether to collect foodstuffs and nesting
materials and cooperate to fend off threats from intruders, which may be
predators or dogs from other coteries.
A typical coterie consists of between 4
to 6 adults
and their
young of up to
a year in age.
Beyond 1
year, the
young will
often relocate,
taking over
abandoned
holes, digging
new holes on the edge of
the town or
travel up to
several miles
away to start
new towns.
Many of the burrows in a town are in-terconnected, so escape routes are left
open if a predator chases a dog down
a burrow. Other critters also use little
used or abandoned burrows, including
mice, rabbits, some reptiles and
ground-nesting birds.
The towns are watched over by dogs that stand upright atop the earth
mounds and keep a sharp eye out for
signs of intruders. When they spot
danger they give a warning bark and
every dog bolts for the safety of its
burrows.
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IT’S A DOG’S LIFE
~ 145 ~
Communication These barks are the dog’s way of
communicating. They include warning
barks, territorial calls, defence barks,
fighting snarls fear screams and tooth chattering.
Prairie dogs are well adapted to avoid
predation. The eyes are located high
on the head and are able to focus on
overhead objects very well. Taller
view-blocking vegetation at the edges
of towns is cut down by the animals, who are then able to stand upright on
their mounds for an unobstructed view
of their surroundings.
Food In and around the town grow the
plants and grasses that form the diet
of prairie dogs. The volume of plant
material on the town itself is much
reduced, but because of the constant grazing, the annual production and
protein content of the plants is greater
than that growing on the surrounding
grasslands.
When most of the grasses are gone,
prairie dogs must feed on the other
plants that have become established. Some of these are preferred foodstuffs
and some are not. Accordingly prairie
dogs will begin to feed on a wider va-
riety of foods when the preferred types
are decreased.
Predators There are a number of predators that
hunt prairie dogs, such as coyotes,
bobcats, foxes, badgers, eagles, hawks, rattlesnakes and most of all,
the feared Black-footed ferret, whose
diet consists primarily of prairie dogs.
ABOUT IT’S A DOG’S LIFE
I’ve always liked reading animal books
and it was after reading Duncton Wood (and several of the follow up novels)
that I started to write a Duncton Wood
role playing game.
During the course of writing the game,
I was on a visit to the USA and my trip
took me to the Devil’s Tower in Wyom-
ing. There is a large prairie dog town at the site and seeing those cute little
critters got me thinking.
I bought a little booklet all about prai-
rie dogs and, whilst I was on my
holiday, I started to write It’s A Dog’s
Life, using the basics of the system I
had been writing for the Duncton Wood rpg.
In around 2002 I put a basic version of
the game on the web for free down-
load. All the while, I was still working
on the game and, following a number
of highly successful playtest adven-
tures, I started to add to what was already there, until it became a fully-
fledged game and more-or-less what it
is today.
I realized that a game about prairie
dogs was always going to be a niche
product. However, I have some hopes
that a small number of jaded gamers, fed up of the traditional dwarves, wi-
zards, space pirates and vampires
might just find something a bit differ-
ent in this game and give it a go.
It’s a Dog’s Life is one of my wife’s
favourite role playing games and it
certainly holds a very special place in my heart. In fact, I’m planning a new
campaign right now…
Simon W
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TALES FROM THE WOODTALES FROM THE WOODTALES FROM THE WOODTALES FROM THE WOOD Player Creature Sheet
NAMENAMENAMENAME CREATURE TYPECREATURE TYPECREATURE TYPECREATURE TYPE
THE WAYTHE WAYTHE WAYTHE WAY ABILITIES, LORESABILITIES, LORESABILITIES, LORESABILITIES, LORES
((((& GNOME SKILLS& GNOME SKILLS& GNOME SKILLS& GNOME SKILLS))))
TRTRTRTRAITSAITSAITSAITS
ALERTNESS (AL) CRAFTINESS (CR) FIERCENESS (FI) NIMBLENESS (NI) STURDINESS (ST) TOUGHNESS (TO)
INJURIESINJURIESINJURIESINJURIES SYSTEM BASICSSYSTEM BASICSSYSTEM BASICSSYSTEM BASICS
• If you have the required Ability, Lore or Gnome Skill, pick up a d10
• If you do not have the required Ability, Lore or Gnome Skill pick up a d6
• Roll the die
NOTESNOTESNOTESNOTES • Add the appropriate Trait
• If the result is higher than the difficulty, you succeed
Using The Way:Using The Way:Using The Way:Using The Way: • You may add +2 if you use a
point of The Way before you roll
• You may add +1 if you use a point of The Way after you roll
• You may roll again if you use a point of The Way. However, you must take the second result
• Use a point to “edit” things
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LASHINGS OF GINGER BEER GENERAL INFORMATIONGENERAL INFORMATIONGENERAL INFORMATIONGENERAL INFORMATION
NAME: KID TYPE: AGE:
ATTRIBUTESATTRIBUTESATTRIBUTESATTRIBUTES
1) TOUGH:
2) DEFT:
3) CLEVER:
4) CHARM:
THINGS I AM GOOD ATTHINGS I AM GOOD ATTHINGS I AM GOOD ATTHINGS I AM GOOD AT MY BELONGINGSMY BELONGINGSMY BELONGINGSMY BELONGINGS
1) 1)
2) 2)
3) 3) 4) 4)
5) 5)
6) 7)
8)
OTHER STUFFOTHER STUFFOTHER STUFFOTHER STUFF
mark sabtato (order #6866731) 79.44.243.213
NAME TRIBE
ROLE FEATHERS
SIZE AGILITY WISDOM SPIRIT
ABILITIES BARKS
WOUNDS CHARACTERISTICS
LEGEND POINTS
IT’S A DOG’S LIFE
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KIDS & CRITTERS OLD SCHOOL RPG TRILOGY
Tales from The Wood
Lashings of Ginger Beer
It’s a Dog’s Life
HISTORICAL ADVENTURES OLD SCHOOL RPG TRILOGY
Go Fer Yer Gun!
Medieval Mysteries
1940 – England Invaded!
COMING IN 2011
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BoL setting book for the world of Erisa, by Evil DM Productions and
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BoL setting book for post apocalyptic role playing, by Jabberwocky Pro-
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