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@ -4,8 +4,5 @@ title: You Can Drive Out Nature With A Pitchfork But It Always Comes Roaring Bac
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## Introduction
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This is a game about exploring an enchanted forest that is struggling to wake from a shared dream.
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This is a game about exploring an enchanted forest that is waking from a shared dream.
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It is written to be played solo, but you can probably run it with a group if you want.
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It does not include a game system. You'll need to provide your own way to resolve conflict and stuff.
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@ -11,7 +11,8 @@ But the forest has been sullen lately. Withdrawn. There just hasn't been any new
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And now it is late summer. The grass is long and golden, and the leaves are crimson. Before long, you'll have to think about cutting into some of the old growth so you have enough firewood to last the winter.
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In the meantime, your uncle has given you some blankets to deliver to __witch deep in the tenebrous wood to keep her warm when winter comes.
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In the meantime, your uncle has given you some blankets to deliver to __witch deep in the tenebrous wood.
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Off you go now.
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## Objective
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Deliver a basket of blankets to __witch. Her hut is somewhere in the coniferous forest.
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@ -1,6 +1,6 @@
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## Map
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Start your adventure in any of the bottom three hexes.
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Start your adventure in the bottom center hex.
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![Map of the forest](./static/img/map.png)
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@ -4,5 +4,3 @@
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Each location below contains a description, and a list of encounters. Each time you enter a location, roll 1d6. Count that many items down the list (skipping any crossed out items) and resolve that encounter. Then cross it off the list. Each individual location on the map can have a different encounter every time you return to it. For extra items / additional encounters, see the [Encounters] section.
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Permenant features: When you encounter a *permenant feature*, add that feature to the map with a marking of your choice, and then check it off the list of encounters. The feature will always be there when you return to that location on the map. Each location can only have one permenant feature.
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You don't need to read any further to begin playing. Start exploring the forest, and rolling on location tables as you go.
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@ -1,6 +1,4 @@
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## Bestiary
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Lots of fantastic creatures inhabit the forest.
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Roll 1d6 on a creature's mien table to determine its disposition.
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@ -3,6 +3,4 @@
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__witch thanks you for the blankets and calls you a sweet child. She gives you a sturdy cloak the color of oak leaves and shadows. Its clasp is what looks like a small twig that you wind a thin vine around to keep it closed. It has a hood that hides your face when you pull it up, and it is long enough to reach down to your calves in the back.
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> I used to wrap myself up in this cloak and sit under __tree for hours when I was your age. Go visit the old tree. Tell her __witch says hello.
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Add *Woodland Cloak* to your inventory.
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@ -1,6 +1,6 @@
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### Protocol J
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The secret is this: the bush brats, the sylph, and the mossmen are all distinct life stages of the same creature. When it is time, the bush brat spins a cocoon around itself and later hatches into a sylph. The sylph eventually become more and more plantlike until it becomes a mossman. And the mossman eventually becomes more and more sedentary until it takes root and grows special tuber-like structures which hatch into bush brats, completing the cycle.
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The secret is this: the bush brats, the sylph, and the mossmen are all distinct life stages of the same creature. When it is time, the bush brats spin a cocoon and later hatch into sylph. The sylph eventually become more and more plantlike until they become mossmen. And the mossmen eventually become more and more sedentary until they take root and grow special tuber-like structures that hatch into bush brats, completing the cycle.
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You have completed the *Secret of the Forest Children* quest.
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