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SCRAWL - 2. Deathswamp (No Rules)
SCRAWL - 2. Deathswamp (No Rules)
SCRAWL - 2. Deathswamp (No Rules)
Small SCRAWL 2
Welcome to Deathswamp! In this adventure you explore a swamp full of decay and evil magic to get
to the bottom of the malevolent creature that lives in it.
Location: This adventure can take place on a swamp hex or a forest hex.
This adventure requires you to move around a hex map and turn to the relevant section. You start in
the hex with the village in it and you may only move to adjacent hexes. If you need to move through
the river (the grey line) and you are not on the village hex (which has a bridge), you will have to swim
across the river. For example, if you entered a hex with the river from the south and you want to
move to the hex to the north, you will have to swim.
If you must swim across the river, make a note of the section you are on and turn to 37
You must record your time in days as normal, but in this adventure, you also need to record the time
in hours. Whenever you record your time, as soon as it reaches 12 hours or more, then night has
fallen and you must rest. This involves turning to the section indicated below – you must do this
before you read the normal section for that hex. If you are on a raft, turn to the section for the land
terrain you are on as you have moored your raft on the shore.
Once you have rested, reduce your hours to 0, add 1 to your days and you may then read the section
for that hex.
Your travel time depends on which hex you are travelling towards.
It takes 1 hour to travel along a river on a raft from one hex to another
If you move onto a hex, unless you have been given a section number in the text to turn to (in this
case if you are using a raft to travel along the river), turn to the section number in the hex.
If you are on a hex on the edge of the map and you wish to leave the map and leave the adventure,
turn to section 64.
The map
6 94 43
42 79
49 31
23
100 66
87 96 73
78 76
52 39 1
83 86
Map key
Swamp
River
Forest Village
Codewords to tick off
The village of Oakbridge was bad news. You knew that when you saw the pale, sore
covered, ragged peasant cough up blood as he lay on the ground, propped up against a hut.
The farm workers looking quite thin and pale aroused a slight suspicion in you, but this
confirmed it. Was it too late? Have you caught the plague?
‘Welcome, traveller!’ bellows an old man with an impressive beard from across the street
‘There is no plague here – Gunrick there has a condition that does not spread. He is cursed.’
You are not sure if that was meant to comfort you. In normal circumstances, you would have
walked on through the village, but you are exhausted after a long travail already. You decide
to stay for just a few hours.
The old man whose name is Tennick, takes your arm and leads you to the village inn. As
you both walk through the door, he announces you loudly and calls for a tankard of ale.
Soon, you are sitting with some pale, quiet villagers, sipping your drink. They seem keen to
tell you their story.
‘Was one time the village of Oakbridge was surrounded by a mighty forest.’ Said Gunrick.
‘I remember that.’ Said another old man ‘I also remember when the blight started.’
It seems that over the last thirty or so years, a swamp has appeared on the edge of the
forest and started to grow. No one knows why it came about, but every year, a bit more of
the lush green forest turned into decaying muck. About five years ago, the tributes started.
‘One morning, a box made of black wood appeared on the edge of our field. We are
destroying it, thinking it was cursed. A week later, sickness spread across the village. The
crops wilted and Jinna’s boy died. The day after the boy died, another black box appeared.
We put as much gold as we could spare into it – about 20 gold. The next day, the box had
disappeared and the plague had abated. Now it appears once a year, just before harvest
time. We daren’t refuse it. Every year, we gather our 20 gold pieces and watch it disappear.’
‘Where does it go?’
‘No one knows, but I’ll wager that it goes into that accursed swamp. People have gone in
there, but only a few come back. And those don’t talk of what they’ve seen. They name it the
Deathswamp’
‘I reckon it’s the Miller. He’s always violating things.’ Says one man, who probably hasn’t
picked up on the mood.
‘I never violated anything natural!’ replies the miller.
There’s a nervous chuckle and the peasants change the subject.
When you are about to leave the inn, Gunrick approaches you’
‘Listen stranger – we have to make another tribute in a month. If you can stop whatever is
punishing us, we could give the tribute to you instead. As well as our undying gratitude.
There is a druid who lives to the north of here. She will know how you can stop this. Visit her
and then do what she says to save us all. What say you?’
You can’t really refuse in front of the village, so you say that you will do what you can. That
seems to be enough. You begin your quest in the village.
Turn to 1.
1
Oakbridge is a large village that has clearly seen better days. Many of its huts are now unoccupied and those
that are falling into disrepair. Its inhabitants are pale, quiet and sickly. The crops seem the same, as if a general
malaise has descended on all the living things here.
If you wish to leave the village and explore elsewhere, look at the map and choose which hex to move to.
2
You continue up the river on your raft. You are very close to the lake now.
3
You get on your raft and head off to another part of the swamp.
4
You start to work on the wood and lash it together to hold the logs together. You hope it will hold for the lake.
If you succeed, you make a raft. Make a note that there is a raft on this hex.
If you give up, you don't waste any materials and you can try again, but the will of the battle will be restored to
3.
5
You avoid the pools of brown slime and decide to move on as quickly as possible. Look at the map and decide
which hex to move to.
6 □
The smell of decay here is overpowering. Occasionally, you see a bubble break the surface of the thick, oily
swamp water and add to the stench that infects this place. You can't hear any animals - no frogs croaking, no
birds calling, nothing. It is eerie. You are standing at the edge of a lake. It is like no lake you have ever seen.
The water is think and gloopy and is completely still. Black patches float on top of it. You investigate it but see
no living thing at all. In the centre of the lake, you can see an island with a ruined tower on it.
If the box above is unticked, you may search for any usable wood. If you do, tick the box, add 1 hour to your
time and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood. If it is ticked,
you may not search for any more wood.
You may leave any items you want to here. If you do, not them in the box below.
You could also leave some wood here in preparation for building a raft later. If you do, make a note of it in the
box below.
If you wish to leave, look at the map and decide which hex to travel to next.
7
You wake up to a buzzing noise. A giant mosquito is hovering above you, ready to suck your blood! It dives and
you roll out of the way. You must fight it (it cannot be calmed)!
BLIGHTED MOSQUITO Type: Wildlife Difficulty: 3 Damage: 2. Vitality: 4. Special: Plague. Experience: 1
Once you have dealt with it, you stay awake for the rest of the night, keeping an eye out for more creatures.
Eventually, the dirty ink light of the sun can be seen on the horizon. Without hesitation, you continue your
journey. Look at the map and decide which hex to go to.
8
You start to work on the wood and lash it together to hold the logs together. You hope it will hold for the lake.
If you succeed, you make a raft. Make a note that there is a raft on this hex.
If you give up, you don't waste any materials and you can try again, but the will of the battle will be restored to
3.
9
Now that your quest is over and the land will recover, the druid offers to heal you and aid your recovery. She
also tells you many wonders of the natural world.
Restore all lost Vitality and Will points. Gain 1 experience point.
Eventually, you decide that you must leave. Look on the map and decide which hex to travel to next.
10
You wake up in the night, feeling terrible. You try to get up but feel there's something holding you back. You
look at your arm to see that vines have wrapped themselves around you. spiked vines are now creeping
towards you to take your blood. You will have to rip yourself free!
When you have finished, the rest of the night is uneasy. Eventually, you are relieved that morning is here. Look
at the map and decide which hex to move to.
11
The wise woman is young and full of energy. Her hut is in the best repair in the village. She seems cheerful
when she greets you and asks you what ails you.
The wise woman can restore 1 Vitality point for 5 gold pieces. You may do this any number of times.
The wise woman also has 1 herb that she can sell you for 5 gold pieces.
If you ask the wise woman what she thinks is causing the swamp and the aura of death, turn to 16
If you go elsewhere in the village, turn to 1
12
The carpenter works for an hour, lashing the wooden logs together. It is soon done and you, the carpenter and
two villagers carry the raft to the river.
Make a note that you have a raft in the village. You will find it if you go to the jetty.
If you have ticked off the box next to the codeword Recover, turn to 26
If you do not, turn to 30
14
You are near the shore of the dead river in the swamp.
You could build a raft and set it out onto the water. To build a raft, you need 10 wood.
You could also leave some wood here in preparation for building a raft later. If you do, make a note of it in the
box below.
When you have finished here, you may continue. Choose a hex and decide which hex you want to go to.
'Good day, stranger. I'm sorry about the ambush, but all kinds of horrible creatures wander these woods
thanks to that swamp.'
The man introduces himself as Gerron the ranger. He has been protecting these woods from the blighted
creatures from the swamp.
'They are dangerous and powerful, but their cursed nature gives them weaknesses. I once faced a zombie here
in these woods. I fled it for fear of being cornered and overwhelmed. eventually, I thought I had lost it and
took a magical potion of cure from my rucksack. Once I had recovered, I would face the zombie again.
However, the zombie caught me off guard and grabbed the potion from my hand. It crushed the bottle.
Wounded and ambushed, I thought I was a goner, until I saw what the potion had done to that zombie's hand.
It dissolved it away, like acid. I took advantage of the distraction, picked up my sword and cut the zombie's
head off. So there you are stranger. Healing magic damages these creatures more than any weapon can.'
You thank the ranger who leaves to patrol another part of the forest.
Make a note that if you ever face a creature with the word "blighted" in its name, then if you cast the cure
spell on it before combat, you will inflict 3 points of damage on it. Also, you could throw a cure potion at it. If
you do, make an ability test equal to the creature's difficulty (Ranged Combat). If you succeed, the potion hits
it and it loses 3 Vitality.
You leave this woodland to explore elsewhere. Look on the map and decide which hex to travel to next.
16
'Powerful death magic.' She says 'I have friends amongst the druids. There was a large grove of druids in our
forest, but as the swamp grew, some left. Some remain however to try to turn back its growth. I hear that they
are coming up with ways to counter the evil that lives in the swamp.
17
You are facing a treefolk, but this one has been blighted by the swamp! Its wood is white, its leaves are brown
and its face is contorted with pain and rage!
BLIGHTED TREEFOLK Type: Wildlife. Difficulty: 3 Damage: 2. Vitality: 8. Special: Plague Experience: 2
If you escape or slay the treefolk, look at the map and decide which hex to travel to.
18
'If we can find the means by which this creature came about, we can stop others being tempted. If you find the
tablet, please return it to me.'
20
You are on the shore of the island. It is cold here. The smell of death is at its strongest too. You guess that
whatever created the swamp must be here.
If you have ticked the box for the codeword Recover, turn to 50
If you haven’t ticked the box for the codeword Recover, turn to 101
21
The fish's corpse floats on the lake, oozing black blood into the polluted water. The smell of dead fish joins the
symphony of other smells of decay and marsh gas.
22
After some time punting, you get to the village of Oakbridge.
You punt under the bridge and moor your raft at a small jetty. Turn to 1
23 □
This place is lifeless. In fact it seems to actively suck the life out of anything it inhabits. There are no plants
here. Occasionally, you see the brittle husk of a tree lying in the black ooze. You carefully pick your way
through the marsh, searching for anything solid to put your feet onto.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
24
You reach towards the box, eager to see what treasures it contains.
If you succeed, you make a raft. Make a note that there is a raft on this hex.
If you give up, you don't waste any materials and you can try again, but the will of the battle will be restored to
3
26
'I have noticed a change in the area recently' Says the woman in a sing-song voice 'I feel that the land can
finally recover. Did you slay the beast that bought this blight upon us?'
You tell the lady of the dragon-like creature on the island in the swamp and she smiles.
'Then we can rejoice. The creature that tried to gain power at the cost of life around it is gone. The land can
recover. But tell me, did you find any record of the spells the creature used?'
If you have a stone tablet and wish to give it to the druid, turn to 89
If not, turn to 18
27
The lid is on the box. There does not appear to be a lock. Dare you open it?
28
You see a person nearby. They are wearing rags and have a leather bag on their back. They look in your
direction. As they do, you see that their skin is pale and white. As soon as the person sees you, it draws an axe
and charges towards you across the muck, screaming. As it charges, you see that its eyes are pure black and its
teeth are sharp.
If you persuade the scavenger to stop, or escape, look at the map and decide which hex to travel to.
If you succeed, you make a raft. Make a note that there is a raft on this hex.
If you give up, you don't waste any materials and you can try again, but the will of the battle will be restored to
3.
30
'The land is blighted and you can stop this. For years, I have protected this wood and used my proximity to the
blight to study it. I know what has caused this. The ancients came up with spells that could grant them great
power, but the cost came to the others around them. The more powerful they became, the more life they
drained from the land around them. The more powerful they became, the more life they drained. Some of the
land they destroyed became desert and some became swamp. However, it is not too late to reverse the effect.
You need to slay the creature that is using these spells and slay it. I also want you to find anything that these
spells are written on and bring them to me. I don't want them to fall in the wrong hands again. I can help you
do this. I have come up with recipes for concoctions to protect you, but you must provide me with herbs to
help you.'
If you have no herbs, you tell the druid that you will return with some later. Look on the map and decide which
hex to travel to next.
If you have any herbs and want the druid to use them to help you, turn to 103
31 □
The mud and oil here has a dark brown colour. The dead wood here is black and rotten.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
If you roll a 1-2, something slimy lurches up from the mud. Turn to 48
If you roll a 3-6, nothing happens. Turn to 5
32
The villagers are sad about losing their offerings, but they are still happy that the land around them is no
longer blighted. They all thank you for your work and offer you free shelter with them until you have
recovered.
Eventually, you decide to leave and go on more adventures. Where will the road take you...?
33
You see a ball of light flying towards you. It is a Will-o-Wisp. It launches itself at you.
WILL-O-WISP Type: Monster. Difficulty: 4 Damage: 1. Vitality: 3 Special: Magical Attack. Experience: 1
When you have dealt with it, look on the map and decide which hex you want to move to.
34
The fog descends around you. It is thick and cold, hampering your sight and sucking the warmth from you.
Make an ability test with a difficulty of 4 (Hardiness). If you fail, lose 1 Vitality point.
After a few minutes, the fog leaves you. You see the cloud creep across the surface of the swamp. Turn to 111
35
You are very close to the village now and not very far into the swamp. The smell of decay is starting to get
stronger. This part of the swamp seems to have been most recently forest as there are many leafless, petrified
trees sticking out from the muck.
36
You manage to piece together the message of the tablet. It tells of a series of spells of rituals to gain power
and immortality by leeching the life from the surroundings. You guess that this swamp is the result of such a
use of the magic.
The tablet gives you great insight into the workings of magic, but it also greatly disturbs you. Gain 1 Experience
point and lose 1 Will point.
You may decide to take the tablet or leave it. If you take it, it has an encumbrance of 2.
There is nothing left here, so you leave the island, turn to 102
37
You decide to swim across the river. The water flows very slowly, making it easy y to swim across, but it is
unnaturally cold. It leeches the life from you whilst you are in it. You need to get out fast.
Make an ability test with a difficulty of 4 (Swimming, Hardiness). If you fail, you lose 1 Vitality point due to the
life draining qualities of the water.
When you have done the ability test, if you are still alive, return to the section you came from.
38
The box is open. If you left anything here, it is still here for the taking.
Once you have finished here, you decide to move on. Turn to 102
39 □
You push your way through the spiky undergrowth of the wood. The ground here is muddy and oily. The
swamp is spreading here.
If you wish to collect some wood, add 1 hour to your time and make an ability test with a difficulty of 3
(Survival, axe). If you succeed, you get 1 wood.
If the box above is unticked, you may search for any herbs. If you do, tick the box, add 1 hour to your time and
make an ability test with a difficulty of 5 (Survival, Herbalism). If you succeed, you get 1 herb. If it is ticked, you
may not search for any more herbs.
If you don't wish to search this area, you can move on. Look at the map and choose which hex to move to.
40
You continue your journey on your raft.
If you punt your raft to the shore, make a note that your raft is on this hex and, turn to 14
If you head up the river, towards the lake, turn to 92
If you head down the river, towards the village, turn to 35
41
Once again, you must enter the life draining water to get to the shore.
If you succeed, lose 1 Vitality point as the lake drains your life from you.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
When you have finished here, make an ability test with a difficulty of 4 (Hardiness). If you fail, the stench
makes your stomach turn. Lose 1 Will point.
You could build a raft and set it out onto the water. To build a raft, you need 10 wood.
You could also leave some wood here in preparation for building a raft later. If you do, make a note of it in the
box below.
43 □
You don't know how, but the swamp gives way to some vibrant woodland. The surprising sound of birdsong
relaxes you as you walk along the well-tended trail. As you go deeper into the wood, the stench weakens. You
could almost think that you weren't surrounded by a swamp.
If you wish to collect some wood, add 1 hour to your time and make an ability test with a difficulty of 3
(Survival, axe). If you succeed, you get 1 wood.
If the box above is unticked, you may search for any herbs. If you do, tick the box, add 1 hour to your time and
make an ability test with a difficulty of 5 (Survival, Herbalism). If you succeed, you get 1 herb. If it is ticked, you
may not search for any more herbs.
When you are finished here, you walk through the wood until you come across a figure. Turn to 13
44
You look up to see a thin and angry vulture hovering above you. With no carrion to pick at, the bird looks
starved. And starved animals get desperate. Sometimes desperate enough to attack living prey. The creature
dives, eager for flesh.
As you are on a raft, you cannot escape the vulture, but you may try to calm it.
45
You are on the dead, oily lake. In the centre of the lake, you can see a small island with a ruined tower on it.
There is also the mouth of the river nearby.
46
The water stinks. The land stinks. The silence is deafening. There are no birds here, no insects, no plants. It is
eerie.
If you decide to put your raft to the shore of the river, turn to 111
If you continue up the river towards the lake, turn to 2
If you continue down the river towards the village, turn to 59
47
Horrible gas bubbles its way up from the muck, making you wretch and heave.
Make an ability test with a difficulty of 4 (Hardiness). If you fail, lose 2 Will points.
48
A brown patch of mud suddenly rises from the ground. It is some form of brown translucent jelly that oozes
towards you, ready to engulf you and digest you.
ROT JELLY Type: Wildlife. Difficulty: 3 Damage: 2. Vitality: 6. Special: Plague. Experience: 2
Once you have dealt with the rot jelly, if it dealt any damage to you, make a Fate roll. If you roll 1-3, one of
your provisions or one of your skins of water has been spoilt.
Once you have finished here, you move on. Look at the map and decide which hex to move to.
49 □
This area of the swamp is the same as the others. Lifeless, flat and oily. occasionally you see a rotting branch
from a dead tree in the soil.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
50
You head towards the tower. Its top has fallen off and lies horizontally on the thick, oily swamp. However, the
ground floor is still there and you walk through the archway into the room. In the gloom, you see a black
wooden box.
If you have ticked the box for the codeword Offering, turn to 38
If you haven’t, turn to 27
51
Then you hear a splashing sound. You turn around to see a humanoid corpse lurching towards you in the
water. It is bloated and covered in muck and slime. It reaches for your eager to drag you down to the polluted
water of the swamp.
BLIGHTED ZOMBIE Type: Undead. Difficulty: 3 Damage: 2. Vitality: 8. Special: Plague. Experience: 2
52 □
The forest here has well-kept trails and seems quite lush. The smell of decay is not so bad here.
If you wish to collect some wood, add 1 hour to your time and make an ability test with a difficulty of 3
(Survival, axe). If you succeed, you get 1 wood.
If the box above is unticked, you may search for any herbs. If you do, tick the box, add 1 hour to your time and
make an ability test with a difficulty of 5 (Survival, Herbalism). If you succeed, you get 1 herb. If it is ticked, you
may not search for any more herbs.
When you are finished here, if you have ticked the box for the codeword arrow, you find nothing of interest.
Look on the map and decide which hex to travel to next.
If you haven’t ticked the box for the codeword arrow, turn to 15
53
Horrible gas bubbles its way up from the muck, making you wretch and heave.
Make an ability test with a difficulty of 4 (Hardiness). If you fail, lose 2 Will points.
Make an ability test with a difficulty of 4 (Hardiness). If you fail, lose 1 Vitality point.
After a few minutes, the fog leaves you. You see the cloud creep across the surface of the swamp.
You are left on the river with no sign that the fog was there. Turn to 46
55
You get a close look at the scavenger's body. Is this the effect of staying in the swamp too long?
You may take the scavenger's axe if you want. The scavenger also has some treasure in the bag, presumably
taken from the swamp.
Tick off the box for the codeword Haul on your adventure sheet.
When you have finished, look at the map and decide which hex to travel to.
56
You cannot see anything else here that you would want to stay around for.
When you are ready to leave, look at the map and decide which hex to travel to next.
57
You dive into the lake and start swimming for the island. The water is cold and seems to leech the life from
you. You must keep going.
If you succeed, lose 1 Vitality point as the lake drains your life from you.
58
The box is full of gold coins - the offerings that the villagers made to the creature. You count 121 gold pieces
here.
As you take the coins out of the box, you see at the bottom that there is a stone tablet, etched with runes. You
may take it with you. It has an encumbrance of 2.
60
You are not far from the village. The swamp spreads outwards beyond you. It is hard going, punting your raft
as the gloopy, oily water flows quite slowly.
61
The general store in Oakbridge is a larger building than most of the huts and cottages in the village. You enter
to find a large room with items neatly placed on shelves. A young woman stands behind a desk. She asks you
what you want. You ask to see her wares and she simply waves her hand around the room. You walk around
looking at the items on the shelves.
Make an ability test with a difficulty of 4 (Dodging, Running). If you fail, lose 1 Vitality point.
Eventually, the creature lies dead at your feet. You take a closer look at it. It looks like a cross between a
dragon and a human. What happened to it?
You have slain the creature that caused the swamp to grow. It will take many years to recover, but one day,
the land will become the lush forest it once was.
You take a trophy from the creature as proof of your victory. You pull one of its claws from its hand and put it
in your pocket.
63
There is a lake to the west and a wood to the east. You wonder how the wood could have survived the blighted
land.
Look at the map and decide which hex you want to travel to.
64
You leave the area, eager to escape Deathswamp. Maybe you will return here one day to face the swamp
again. Maybe you have completed your quest and you can rest easy knowing that the curse of the
Deathswamp has been lifted.
65
The inn is a gloomy place, filled with woodcutters and farm workers. Apart from talking about the
Deathswamp, none seem particularly keen to talk to you, but you may purchase food, drink and a room from
the inn.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
If you roll a 1-2, you hear a screech from overhead, turn to 107
If you roll a 3-6, you encounter nothing. Turn to 14
67
You find an empty hut and pass a relatively comfortable night in the village. In the morning, you decide to
move on. Look at the map and decide which hex to move to next.
68
You find Gunrick and present him with the claw (remove it from your equipment list). When he asks you what
it is, you explain. His face lights up. The old man snatches the branch from you, and, with uncharacteristic
energy, runs through the village shouting.
'It's over, it's over!' The villagers come out, confused at first, but they eventually start smiling and cheering.
Then, in front of the crowd, Gunrick asks 'Did you find our offerings?'
You see the thin faces of the crowd looks at you expectantly.
69
As you punt, you see some water moving, lazily, like oil. Then you see something coming up from the water. It
is a giant white fish with sharp, knife-like teeth and one single black eye in the centre of its head. It swims
quickly towards you, eager to devour your warm flesh.
BLIGHTED FISH Type: Undead. Difficulty: 3 Damage: 2. Vitality: 4. Special: Plague. Experience: 1
If you escape, you will have to jump into the water and swim to the shore. Turn to 113
If you win, turn to 21
70
You fling open the lid and immediately jump backwards. A cloud of green gas emanates from the box. You
avoid the worst of it, but you still breathe some of it in.
Make an ability test with a difficulty of 4 (Hardiness). If you succeed, you avoid the gas. If you fail, lose 1
Vitality point.
Make an ability test with a difficulty of 3 (Survival, Hardiness, tent, furs, Fire*). If you fail, lose 1 Will point.
If you survive, after an uncomfortable and fraught night, you get up and prepare to move on. Look at the map
and decide which hex to move to.
72
You prepare to sleep in the forest, hoping no insane creatures will attack you in the night.
73 □
This part of the swamp seems to have only recently been changed. Once mighty oaks still stand here, though
they are dead now and their poisoned wood has become brittle and useless. Massive tree trunks lie in the
muck, slowly sinking and decaying. You might be able to find some useful wood here.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
74
As you lift the lid, you hear some glass shatter. A cloud of green gas envelops you, causing you to cough and
wheeze.
Make an ability test with a difficulty of 4 (Hardiness). If you succeed, you lose 1 Vitality point. If you fail, lose 2
Vitality points.
75
You get on your raft, untie it from the jetty and start punting it up the river.
You float under the village's oak bridge and head out into the swamp. Turn to 35
76 □
You are travelling in a wood, but the influence of the swamp can still be felt. Some of the leaves on the trees
are brown. There is very little birdsong and the undergrowth seems to have fewer leaves and more spiky
branches and thorns.
If you wish to collect some wood, add 1 hour to your time and make an ability test with a difficulty of 3
(Survival, axe). If you succeed, you get 1 wood.
If the box above is unticked, you may search for any herbs. If you do, tick the box, add 1 hour to your time and
make an ability test with a difficulty of 5 (Survival, Herbalism). If you succeed, you get 1 herb. If it is ticked, you
may not search for any more herbs.
When you are finished here, look at the map and decide which hex to travel to.
77
There is nothing for you here, though a small but healthy looking woodland nearby piques your curiosity. How
is it still here?
78 □
This area is a lot wetter than usual. There are several pools of water here. There might be some pools hidden
under a layer of mud. You will need to be careful here.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
When you have finished searching for wood, make an ability test with a difficulty of 4 (Perception, Survival,
Nimbleness). If you fail, you fall into a pool of water. It feels icy cold as if the swamp itself is trying to leach the
warmth and life from your body. Lose 1 Vitality point.
When you have made the ability test, you move on. Look at the map and decide which hex to travel to.
79 □
You traipse through the mucky swamp, occasionally getting some rest on a rotting log.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
When you have finished searching for wood, if you have the codeword Haul ticked off, turn to 77.
Make an ability test with a difficulty of 4 (Disarming). If you succeed, you disarm the trap and render it
harmless.
If you fail, you set the trap off. A cloud of green gas envelops you. Make an ability test with a difficulty of 4
(Hardiness). If you succeed, you lose 1 Vitality point. If you fail, you lose 2 Vitality points.
81
You are standing on the most solid patch of ground you can find. The swamp smells putrid. All around you,
there is nothing but death and decay. The air smells of death. You can't hear any animals. The whole place
feels like death. The polluted river flows nearby.
You could build a raft and set it out onto the water. To build a raft, you need 10 wood.
If you wish, you could leave some wood here in preparation for building a raft later. You can make a note of it
in the box below
When you want to move on, look at the map and decide which hex you want to travel to.
82
The land is now able to recover and the druid helps you recuperate here.
Eventually, you decide that you must leave. Look on the map and decide which hex to travel to next.
83 □
The forest here is starting to feel the effects of the swamp. The trees have some brown leaves and brambles
and weeds are the prevalent undergrowth.
If you wish to collect some wood, add 1 hour to your time and make an ability test with a difficulty of 3
(Survival, axe). If you succeed, you get 1 wood.
If the box above is unticked, you may search for any herbs. If you do, tick the box, add 1 hour to your time and
make an ability test with a difficulty of 5 (Survival, Herbalism). If you succeed, you get 1 herb. If it is ticked, you
may not search for any more herbs.
If you roll a 1-2, one of the trees comes to life and attacks you! Turn to 17
If you roll 3-6, you encounter nothing. Turn to 95
84
You search through the wood, looking for anything that might be useful to you. You find a clearing. In the
centre is a pile of broken wood and stones. You look at the pieces to see some runes engraved on them. From
what you can make out, this was a shrine to a nature god or goddess.
If you wish, you can attempt to repair the shrine. If you do, engage in a battle of wills with the shrine.
If you succeed, you manage to put the shrine back together and a sense of calm descends on the area. Restore
all lost Will points.
If you fail, you are unable to put the shrine back together, but you may try the battle of wills again.
When you have finished here, you may move on. Look at the map and decide on a hex to go to.
85
You spend a day sitting, passing the time, chatting to the villagers and generally relaxing. You eventually feel
better and ready to face your next challenge.
If you wish to collect some wood, add 1 hour to your time and make an ability test with a difficulty of 3
(Survival, axe). If you succeed, you get 1 wood.
If a box above is unticked, you may search for any herbs. If you do, tick a box, add 1 hour to your time and
make an ability test with a difficulty of 5 (Survival, Herbalism). If you succeed, you get 1 herb. If all three boxes
are ticked, you may not search for any more herbs.
When you are finished here, look at the map and decide which hex to travel to.
87 □
This part of the swamp is covered in oily muck and rotting trees like the others, but there are also great
mounds of brown leaves, plants and brambles piled up in various places.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
If you want to leave this area, look on the map and decide which hex to travel to next.
If the box above is unticked, you may wish to investigate a pile of plants. If you do, tick the box above and, turn
to 104
88
You look at the ground and see a gold piece lying on the mud. You see another one nearby. A quick look
reveals even more gold pieces.
If you look around some more, you might be able to find more treasure. However, this will involve scraping
through the life-leeching oil and muck. If you do, you can do the following.
When you have finished, tick the box next to the codeword Grab.
When you have finished, look at the map and decide which hex to move to.
89
You hand over the tablet to the druid. She smiles, lays it on the floor and strikes it with her sickle, uttering a
word of power. The tablet shatters into a thousand pieces. The druid smiles.
'Many thanks. No one else shall be corrupted by that power again. Take this branch to the villagers and tell
them to plant it. It shall symbolise a new beginning for them.'
90
The carpenter is a large, gruff man who is sawing a large log when you see him. You ask him if he can make you
a raft to sail down the river.
'Sure, but it's your life you're throwin' away. You provide the wood and I'll make you the raft for 5 gold.'
You may leave any wood you have here. Make a note in the box what you leave here. You need 10 wood for
the carpenter to make a raft.
If you have 10 wood and you can pay the carpenter 5 gold pieces to make the raft, turn to 12
91
You decide where to go on your raft.
92
You punt yourself down the slow, gloopy water. As you look across the oil choked swamp, you see a green
place some distance to the north east. How is such a green place there? You think about your more immediate
area.
93
You wake up at one point and notice something odd. Although you had found somewhere dry, the oily water is
now closer to you. It’s as if it is following you. You don't know how long, but the cold water has been trying to
leech the warmth from you.
Make an ability test with a difficulty of 4 (Hardiness). If you fail, lose 1 Vitality point.
After a night of trying to stay warm, eventually, the dirty pink light of the sun starts to creep over the horizon.
Even the light here seems tainted. You decide to move on. Look at the map and decide which hex to move to.
94 □
You traipse across the muddy, oily swamp.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
95
You pick your way through the brambles and decide where to go next, eager to move on.
96 □
The ground here is as sticky as ever, but the oil seems different. It seems shiny and sometimes colourful.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
If you have ticked the box for the codeword Grab, turn to 105
If you have not ticked the box for the codeword, turn to 88
97
As you present them with the money, the crowd cheers, lifts you up and carries you around the village, singing
your praises.
When they finally let you down, they all thank you. Now they can use the money to rebuild their village and
restore it to what it used to be. They will be forever grateful to you.
Gain 1 Fate point. The villagers give you what little they have and the wise man tends to your wounds.
Restore your Vitality and Will to their maximums. Gain 1 experience point. You may take any number of
provisions.
Eventually, you decide to leave and go on more adventures. Where will the road take you...?
98
The villagers are sad that they have not received all their money, but they are happy at what they do have.
Now they will be able to restore some of their damaged village. The villagers let you stay with them and the
wise man attends to your wounds.
Eventually, you decide to leave and go on more adventures. Where will the road take you...?
99
You notice a trigger on the back of the box. Opening it will cause a trap to go off.
100 □
The ground here is as wet and soggy as ever. Occasionally, you see a dead log.
If the box above is unticked, you may search for wood. If you wish to collect some wood, add 1 hour to your
time, tick the box and make an ability test with a difficulty of 5 (Survival, axe). If you succeed, you get 1 wood.
If you fail, you get nothing and you may not search again.
Then you see a stone white monolith. You head towards it and see that the land around it is dry and green. As
you approach the monolith, a sense of calm and peace comes over you.
If you spend some time here, add 1 hour to your time then make an ability test with a difficulty of 4 (Magic
Lore). If you succeed, gain 1 Will point.
When you have finished here, look at the map and decide which hex to travel to next.
101
You head across the marsh to the ruined tower. Before you can take more than five steps, something rises out
from out the muck next to you. It towers above you. It looks humanoid, but it is 7 feet tall and has black scaly
skin and small leathery wings. The creature opens its mouth to reveal sharp teeth. It looks like a cross between
a dragon and a human. Its eyes are filled with rage and hate as it bears down upon you. It moves quickly,
making escape impossible.
BLIGHTED DRAGON Type: Monster. Difficulty: 4 Damage: 2. Vitality: 12. Special: Plague, Magical attack.
Experience: 6
102
You decide that there is nothing left for you here, so you decide to go back to the shore.
If you use up 1 herb, she can make one of the following potions:
If you use up 2 herbs, she can make one of the following potions:
A potion that protects you from the effects of the creatures' diseases. For the next 14 days, you may ignore the
Plague ability of any creature (but not the Poison ability)
A potion that protects you from hostile magic. For the next 14 days, you may ignore the Magical attack ability
of any creature.
If you use up 3 herbs, the druid can make a magical potion of Cure. If you drink it, it can restore 1 Vitality point.
When you are finished here, you thank the druid and leave. Look on the map and decide which hex to travel to
next.
104
You approach one of the piles of brown, decaying plants. As soon as you get close, it starts to lurch towards
you. Brambles lash out at you and mould covered leaves fly out at you. You must fight this shambling mound!
BLIGHTED SHAMBLING MOUND Type: Wildlife. Difficulty: 4 Damage: 2. Vitality: 6. Special: First Strike, Plague.
Experience: 3
Once you have dealt with it, look at the map and decide which hex to travel to.
105
There is no sign of any treasure here anymore, so you decide to move on.
106
You punt your raft over to the island. Despite the still water, its thickness makes punting a little harder than
usual.
However, you eventually manage to get across to the island without too much trouble. Turn to 20
107
You look up to see a thin and angry vulture hovering above you. With no carrion to pick at, the bird looks
starved. And starved animals get desperate. Sometimes desperate enough to attack living prey. The creature
dives, eager for flesh. If you wish, you may try to calm or flee the vulture.
108
You visit the hut where a lot of woodcutters bring their hauls and sell them. Obviously, they are selling wood
and there is plenty to buy.
You may buy 1 Wood here for 1 gold piece per wood. You may buy any amount of wood.
109
A wolf creeps up on you.
Make an ability test with a difficulty of 3 (Perception, Survival). If you fail, you cannot use a ranged weapon
against the wolf before combat.
If you win, you go back to your rest. In the morning you move on. Look at the map and decide which hex to
travel to next.
110
You look for a dry patch or a piece of dead wood that you can lie on. Once you have found a dry patch, you curl
up as best you can and try to sleep through the stench.
If you have 10 wood, you could attempt to make a raft and put it to the river. If you wish, you could leave
some wood here. Make a note of what you leave here.
112
You try to decipher the runes on the stone tablet.
If you fail, you do not understand the runes, but you may take the stone tablet with you. It has an
encumbrance of 2. You then leave the island. Turn to 102
113
You jump off the raft and land in the water. The fish furiously tries to destroy your raft. While it is distracted,
you swim for your life towards the shore.
The water is cold and leeches the life from you, but you keep going.
Make an ability test with a difficulty of 4 (Swimming, Hardiness). If you fail, you sped too long in the life
draining water and lose 1 Vitality point.
You look around you to see what kind of place you are in. Turn to 42
114
There are a few abandoned huts in the village, probably due to the misfortune it has endured over the last few
years. You have no trouble in making one your own. You may not down anything you keep in the hut here:
115
The jetty, like most wooden things in the village, is looking worn and slightly rotten. There are some boats tied
up here, but most of them have fallen into disrepair. With no more fish in the river, the villagers have stopped
using them so much,
If you have 10 wood in the village, you can attempt to build a raft.
If you wish, you could leave some wood here in preparation for building a raft later. You can make a note of it
in the box below
If you succeed, you make a raft. Make a note that there is a raft on this hex.
If you give up, you don't waste any materials and you can try again, but the will of the battle will be restored to
3.
117
You start to work on the wood and lash it together to hold the logs together. You hope it will hold for the river.
If you succeed, you make a raft. Make a note that there is a raft on this hex.
If you give up, you don't waste any materials and you can try again, but the will of the battle will be restored to
3.
1) Picking a number on the grid at random (closing your eyes and poking at a number).
2) Starting at a square and then every time you need to roll a die, you pick the next number in
the row.
2 6 1 3 2 3 1 5 4 4 4 1
5 3 3 2 4 6 5 3 6 5 2 2
3 5 1 4 5 6 5 6 3 6 2 2
3 2 1 2 4 5 4 1 6 3 1 4
3 6 3 1 3 1 5 1 6 6 3 3
4 4 6 1 3 6 1 2 5 3 5 2
5 6 5 3 6 6 4 5 1 5 6 3
2 4 4 3 3 4 1 5 1 3 5 3
6 5 1 4 1 6 4 6 3 4 3 3
6 5 5 4 2 5 2 1 2 6 1 6
1 3 5 6 3 2 3 6 4 2 6 2
4 3 4 4 5 5 1 3 6 3 2 3
What has created the Deathswamp?
There are still people alive who remember the land around their village as a lush,
vibrant forest. However, in the last few decades, some of the forest has died to be
replaced by a decaying, life-sucking marshland. The marsh continues to grow,
casting a shadow over the plants and animals in the area. Crops are dying. Animals
are becoming twisted, aggressive, mutated versions of what they used to be and the
rest of the forest continues to succumb to its cloud of decay. Many who enter the
marsh never return. The people have called it Deathswamp.
Maybe you will succumb like those before. Maybe you will survive. Maybe you will
even discover the secret of the Deathswamp.
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