
Gale, Rill Runner
STR: 12 DEX: 7 Willpower: 14
3 HP
Physique: Statuesque
Clothing: Antique
Skin: Oily
Virtue: Honorable
Hair: Wavy
Vice: Nervous
Face: Square
Speech: Cryptic
Bond: A distant cousin left you a small inheritance. Take 20gp and an Small Compass (petty) that always points towards something deep in The Woods Wenderweald.
Omen: Strange, tear-shaped stones have been found throughout the region, sparking a “gold rush” of sorts for jewelers and thieves alike. The locals believe they are the tears of the earth itself, weeping for a great tragedy yet to come.
Gear: gold, rations, torch, Water shoes, Brigandine, Compass, dagger (d6), stone flute
Why did I come here? Heslina’s Hazel might cure the plague, and it only grows here.
Who are you? A bog miner digging in the dark
Born on the 13th moon, you’re marked by the formless dread: Hernogrir.
Witchery - Call of the Clay-tongue: Eat of the loam and speak the 13 Forbidden Names to awaken the life below the loam.
Weather: Hellstorm → Grimfrost
Hex: Rocky hillocks
Sparks: Surreal Mountain
Gale stumbled around the rocky hillocks, rubbing his hands over his arms, shivering. A grim frost had overtaken the land seemingly overnight. In the distance, the mountains of Bloodrime Ridge loomed large,a surreal frosty glow about them. (Dread increases d4 -> d6)
He didn’t want to go there, the rumored home of the Snallygaster and yet that was his destination. The last traveler he’d guided through the Wenderweald had offered him a map that supposedly led to a patch of Heslina’s Hazel, growing in the foothills of the mountains. The Hazel might be a cure to a plague that infested his village. It was a chance.
Today, though, he knew he’d have to end his travel. The cold grew deeper and more brutal and he could not stay in the open frigid air for long. He found a small cave and made a fire.
Is it safe here? Dreadful Oracle d6 vs (d6) -> 6 vs 2 -> Yes. Dreadful decreases d6 -> d4
Gale slept fitfully in the cave, Hernogrir stalking his dreams. (+1 Doom)
In the morning, although the sun was covered behind clouds, leaving the day gray and dim, the frost had lifted.
Gale kicked out the remains of the fire, consulted the map before packing up and heading on his way. He had two rations left and hoped it would be enough. According to the map, he was about (d6 = 6) six days travel away.
That was a long way to travel alone through the Wenderweald, even for a witch. (+1 Doom)
He set off.
( POI: Humble village. Sparks: Liminal Swamp)
Fog set in, rolling across the land, making it difficult to see much more than a few feet ahead of him. Luckily, he had a compass. It consistently pointed deep into the Wenderweald and he was able to navigate using it.
The fog parted suddenly, revealing a swamp as well as a scattering of humble wooden shacks with a rickety dock extending out into the swamp. That was strange. Neither swamp nor village was on his map. He presumed at least he might find food and shelter here, and more information of the path ahead. (Dread increases d4 → d6)
He headed into the village, getting suspicious looks from townspeople. Perhaps this place did not get many travelers. He found a large hut that served as an inn and common room, at least.
Rickety chairs and tippy tables were scattered around haphazardly, while. a grungy man filled a cups from a spouted barrel in the back, presumably the only drink available, and made locally, Gale was sure.
“Aye, ya ain’t from around ‘ere”, the innkeeper spoke, filling a cup and setting it on the uneven bar. “Not many find there way ‘ere.”
Gale took a seat at the bar, picked up the cup and inspected its contents.
“It won’ ‘urt ya,” the grungy man chuckled. “Name’s Pan.” The man put out a hand.
Gale noticed the man was well-muscled and strong as he shook Pan’s hand. “Gale. I guess you don’t get many travelers here. Why’s that?”
Pan shrugged. “Sometimes we’re ‘ere. Sometimes we ain’t. Some come and go. Some come and stay. Some can’t leave.”
Gale took a drink. It tasted dark, bitter and burned on the way down. He coughed. “That’s some strong stuff.”
“Make it meself,” Pan said, smiling.
(is it safe for witches here? Dreadful d6 vs d6. 6 vs 4. Yes. Dread decreases d6 → d4) (+1 doom)
“Any knights here?” Gale asked.
Pan shook his head. “Not in awhile. They ave a ‘ard time finding this place.”
Gale drank some more and produced his map, spreading it out on the counter. “Can you tell me anything about the surrounding area? About the trail on this map.”
Pan shook his head. “This place, this village. It ain’t really ‘ere, ya know? I cannae tell ya anything beyond the village or the swamp.”
“I’ll need to pass through the swamp. What can you tell me about it?”
“Don’t get lost. Keep on yer way and don’t tarry. Ya get lost, ye just may find yourself somewhere ya don’t want to be.”
Pan would speak no more on it, so Gale paid for some rations and shelter for the night.
Pan gave him a bowl of stew and later, showed him into one of the back rooms. It wasn’t much more than a bedroll on a pile of straw but it would have to do.
(Weather: Cold and foggy)
Waking up, Gale shivered in the cold morning, a brief look out the window showed the fog remained, thicker than before.
In the common room, Gale came across a woman sitting at the bar. She had a bag on the stool beside her, and traveler’s clothes. She clearly didn’t live here. She seemed surprised to see him. “I haven’t seen you before,” she said. She had a journal open in front of her that she had been writing in.
“I just got in last night. You’re not from around here, either.”
“No, I was just passing through but…found this place very interesting.”
Gale took a seat beside her. He could smell Pan cooking up something in the back. “Interesting, how?”
“How did you come to find yourself here?” She asked, suddenly.
Gale shrugged. “It was foggy, like now. Saw the swamp and the village. That’s all.”
“Like it came out of nowhere, yes?”
Gale shrugged. “The fog made it hard to see…”
The woman shook her head and went back to her journal. “There’s something strange about this place. I’m Seraphine by the way.”
“I’m Gale. What’s so interesting about this place?”
Seraphine gave him a calculating look. “Every time I try to leave, I end up back here.”
“What do you mean?”
She sighed. “I mean that I head out in a direction, leave the swamp behind, and end up back in the swamp, walking back into this village. No matter what direction I go.” (Dread increases d4 → d6)
Gale shook his head. “How long have you been here?”
“Eight days,” she said.
Pan arrived with a couple plates of cooked meat and eggs of unknown origin, putting them in front of Seraphine and him.
“She says she can’t leave,” Gale said.
Pan shrugged. “Like I said. Some come. Some go. Some can’t. It ain’t up to me, I tell ya that much.” He went into the back.
“I wonder if you’ll be able to leave,” she said.
“Maybe we should leave together,” Gale replied.
Seraphine shrugged. “It’s worth a try.”
After breakfast, they packed up their things. “I’m heading southeast, towards the mountains,” Gale said.
Seraphine shrugged. “We’ll see where we end up, whether that’s back here or…somewhere else entirely.”
They set off, Gale using his compass to navigate in the right direction, heading into the swamp.
(+1 Doom = 4: Roll -> 0! Boon! Find Loot, Clue or someone helpful. Dread decreases d6 → d4)
As the duo trudged through the swamp, Seraphine with a minor limp, the fog faded and their boots found firmer earth. Behind them, the fog remained but in front of them, it was gone, revealing the towering Bloodrime Ridge in the distance.
Gale looked at Seraphine. “That was easier than expected.”
Seraphine was writing in her journal, looking back at the fog that now completely obscured the swamp and village behind them. “Indeed. It’s almost as if the village was holding me there until you came along…”
As if the Wenderweald wanted us to meet and travel together Gale thought but didn’t say. “So, what now? You’ve gotten out.”
Seraphine closed her journal and put it into her pack. “I think I’ll stick with you for a while longer, if you don’t mind.”
Gale shrugged. “It’s always good to have someone watch your back out here.”
They moved on.
Seraphine, scrivener
STR: 10 DEX: 8 Willpower: 12
2 HP
Gear: 16gp, 3 rations, Torch (3), Quill and ink, Blank book, Awl (d6), badge (petty), Silver moss ( petty)
What work did you keep for yourself? The Cathedral and the Canopy. Large-leaf binding over vellum. Nominally a children’s storybook, the margins detail information about traveling, eating, and sleeping in the cloud forests.
How do you transcribe sensitive information? Sanguine Lens - Extracts blood from a target without their knowledge. A stolen drop placed on the eye reveals memories from the past day.
Bond: You once freed a Naiad from a choked stream. In return, it gave you some Silver Moss (petty). Swallow it near water, and the creature will come, once, to repay its debt.
Omen: Strange, tear-shaped stones have been found throughout the region, sparking a “gold rush” of sorts for jewelers and thieves alike. The locals believe they are the tears of the earth itself, weeping for a great tragedy yet to come.
(+1 doom)
Weather: Grey and grim
Hex: Empty Bog Mine
The day passed, the sky eternally cloudy casting a grim pall over the land. Around midday, they came to an old bog mine, structures long-since collapsed or abandoned. Gale remembered his time digging in the bogs for trinkets to sell and shuddered, glad he no longer had to do that. (Dread increases d4 → d6)
(Does the day pass uneventfully? D6 vs d6 = 5 vs 2 -> Yes. No encounter. Dread decreases d6 → d4)
Following the map, they continued on until night fell and they camped. They each consumed rations (6 left) and went to sleep.
(Does the night pass uneventfully? D6 vs d4 = 5 vs 3 -> yes. +1 Doom)
In the morning, they continued on, the mountain growing ever closer and looming ever higher above their heads.
Weather: Wet and dour
A drizzle lasted the night, leaving everything soaked. (Dread increases d4 → d6)
Gale grumbled as they set out.
Does the day pass uneventfully? D6 vs d6 = 1 vs 2 -> No. Dread increases d6 → d8
Encounter = Haint
Hex: Dense Pines
The duo came to a copse of pines, densely wooded. Within, no birds or animals made noise. It was quiet, hushed, like a tomb. A sound came, through the trees, a moaning.
Does either Gale or Seraphine recognize what this is? (Willpower = 11/14, 5/12 → Yes)
“It’s a Haint,” Seraphine whispered, eyes wide.
“I know,” Gale said, feeling the piercing emotion present in the air, glancing through the woods, trying to find it.
Ghost: Incorporeal spirits of the restless dead, vulnerable only to magic and specific anointed rites.
8 HP, 14 STR, 12 DEX, 15 WIL, life drain (d6)
Critical Damage: Target must save WIL or is possessed, acting only on behalf of the ghost’s whims.
Is the ghost friendly? D6 vs d8 = 4 vs 4. Inconclusive. Is the ghost neutral? D6 vs d8 = 6 vs 3 -> Yes.
The moaning intensified as they moved through the trees. “Be at ease, spirit,” Gale called out. “We did not cause you this pain and are not the ones who tormented you so. Let us pass!” (WP = 4/14)
The moaning faded until it became as the wind, blowing through the trees.
(Dread decreases d8 → d6)
“You seem to know alot about the Wenderweald,” Seraphine said, eyeing him closely.
Gale didn’t reply and kept moving.
+1 Doom. -2 rations. 4 remaining
4 days left to destination.
Weather: Grey and grim. Doom increases d6 → d8.
Is the day uneventful? D6 vs d8 = 6 vs 8 = No.
Encounter -> Loggers
Sparks: Enchanted River
Still moving through the dense pine forest, mountain ridge looming overhead, the duo heard a loud deep thudding sound from a distance. It wasn’t long before they came upon a group of loggers at the edge of a clearing of tree stumps. A river ran through the clearing, powerful and alluring.
(Dread decreases d8 → d6)
Are the loggers friendly? D6 vs d6 -> 1 vs 2 = No. Are they neutral? 5 vs 3 -> Yes.
The loggers paid the duo no mind. Some were chopping down a fresh tree, others were working on logs, while still others were setting up logs to run down the river.
Gale and Seraphine passed with a nod and kept their distance.
(+1 Doom = 4d6 -> Roll -> 3 -> Danger. Roll an encounter. Merchants.)
Beyond the clearing lay plains, along which the pair came across a caravan of traders, moving quickly.
“Hail!” Gale called out. “We could use some rations and have coin.”
One of the traders slowed his wagon. “We cannot stop, the Crusaders are coming!”
“Crusaders?”
The trader nodded. “A new Crusade has begun and some claim, falsely, a witch is within our midst, so we must go.” The trader left.
“We shouldn’t stick around,” Gale said, looking on the horizon for signs of the oncoming crusaders.
(Dread increases d6 → d8)
Seraphine gave him a look but said nothing.
“Let’s continue. No fire tonight,” he said. (+1 Doom)
(2 rations left. 3 days from destination)
Weather: Grey and grim
They awoke and continued on their journey, the sky ashen.
(Does the day pass uneventfully? D6 vs d8 = 5 vs 1 -> Yes. Dread decreases d8 -> d6)
Hex: Fetid Swamp
Sparks: Arcane Tree
The stench hit them before they saw it, a pestering swamp filled with flies and decaying vegetation.
(Dread increases d6 -> d8)
As they waded through the muck, Seraphine pointed ahead to a towering tree, looking out of place in the swamp. As they got closer, they saw runes carved all over it.
Gale recognized some of the runes, Forbidden Names carved into the trunk. A red liquid seeped out from pores like sap.
(Dread increases d8 -> d10)
“This is Witchery,” Seraphine whispered and gulped.
“We leave it alone. We know not its purpose,” Gale said, walking away.
“Wait,” Seraphine said, pulling out her journal. She started sketching the tree.
Gale sighed, looking around. “Hurry.”
(+1 Doom)
Are they undisturbed? D6 vs d10 -> 1 vs 7 -> No.
Encounter -> Mercenaries, Reaction: 11 -> Kind
A band of warriors emerged through the swamp, coming upon the duo.
Gale drew his dagger, fearing the worst, but the mercenaries approached unarmed.
There were four of them. “It would not do well to spill blood here,” one said, the leader, a gruff bearded fellow. He handed over some rations. “Take this and be well,” he said, mysteriously, before continuing to move on.
(Dread decreases d10 -> d8)
Gale watched them leave, perplexed.
Seraphine finished sketching the tree and jotting down notes.
“Let’s move on,” he said, glancing at the tree. “I do not wish to stay here.”
(+1 Doom)
3 rations left. 2 days of travel to location
The next day,
(Weather: Grey and grim)
Another day without sight of the sun.
Dread increases d8 -> d10
Does the day pass uneventfully? D6 vs d10 = 5 vs 6 -> No.
Encounter -> Todorats
Hex: POI → Wych Elm Copse
Reaction: 8 = Curious
Out of the forest, across the plains, land growing steeper as the mountains loomed closer, the pair entered a copse of Wych Elms, when they heard the thundering of hooves along the ground.
Six Todorats burst into view, trotting in their direction.
Centaur
6 HP, 1 Armor, 14 STR, 12 DEX, 14 WIL, rusted blade (d6)
Creatures with the lower body and legs of a horse, but a humanoid upper body.
Rarely found alone, preferring the company of their own.
Seraphine froze in terror.
Gale drew his dagger, concerned, but the Todorats did not seem threatening.
The herd slowed as they approached, coming closer, weapons held at their side, faceless heads seeming to stare at the pair of travelers.
(Sparks: Labrynthine Dream)
Seraphine made a noise, trembling in terror.
The Todorats heads turned as one towards her.
Gale stepped forward, a hand raised. “I do not believe you are here for us. Continue on your way,” he said, firmly. Willpower 20/14 = Failure.
One of the Todorats shifted forward, raising its weapons. The others began to follow.
“Shit,” Gale whispered, dropping to his knees and plunging his hands into the soil. He raised clumps into his mouth, took a bite and swallowed.
The Todorats seemed confused. It gave him time to speak the names. “Heslina Varian Kentha Hildrog Lucderic Brosthild Amian Renthazar Agwan Winirir Ithalus Elthea Tabwen.” The forbidden names burst forth from his lips in a torrent. Willpower = 8/14 = Success.
The loam in front of him rose up into the shape of a large humanoid, crafted of soil, rocks, dirt and clay. Worms wriggled within it.
loam golem: 10 HP, 1 Armor, 16 STR, 6 DEX, 0 WIL, dirt fists (d8+d8)
The Todorats raised their weapons and charged.
“Run for your life Seraphine!” Gale yelled, turning and running, hoping the golem behind would distract the Todorats long enough for them to get away.
(Dex Saves: 3/12, 14/14 -> Both succeed)
The Todorats swarmed the golem slashing at it and cutting it to pieces, but it gave the pair enough time to get away.The Todorats did not give chase, thundering off in another direction.
Gale and Seraphine collapsed, gasping for breath.
“What were those?” Seraphine asked, still trembling.
“Todorats,” Gale replied, shaking his head. “You really don’t know anything about the Wenderweald, do you?”
“What…what were those things you said?” She whispered, her fear now turned toward him.
Gale sighed, leaning against a tree. “You should leave, now. Traveling with me is…dangerous.”
She shook her head. “We are bonded, in some way, some how.”
“Then let us move on. We shouldn’t stay in one place for long.”
(+1 Doom = 4d6 -> Roll = 2. Disorientation)
As they moved, Gale leading, they found themselves in a never-ending copse of Wych Elms, going in circles, their movements slow, strange and surreal.
“This feels….” Gale started.
“Like a dream,” Seraphine whispered. “What’s going on?”
(Dread increases d10 → d12)
“Lets camp for the night and hope it ends by morning.”
(Does it end? D6 vs d12 6 vs 10 = no. 1 ration left. 1 more day of travel.)
Weather: Grey and grim
The neverending copse of Wych Elms continued. Gale closed his eyes, allowing himself to listen to the Wenderweald and hope it would tell him which way to go. (Willpower = 15/14 -> Failure)
They made no progress, traveling in endless circles. “We should stop trying to get out and forage for some rations,” Gale said.
(Supply: 1d6 = 6 rations!)
They found a bounty, fruit, berries, mushrooms and more. “At least we are well-stocked.”(+1 doom)
Does the day pass uneventfully? D6 vs d12 = 6 vs 2 = Yes. Dread decreases → d10)
Does the labrynthine dream end? D6 vs d10 = 4 vs 8 = no.
They camp for the night, well-stocked but still lost within a maze of trees. (5 rations left)
Weather: Wet and dour.
More rain. (Dread increases d10 → d12)
Gale once more tried to escape the labyrinth of trees through listening to the Wenderweald. (Willpower = 7/14 → Success. Dread decreases D12 → d10. +1 doom die)
They emerge from the woods into the foothills of the Bloodrime Ridge.
Gale looked at Seraphine and smiled. “Another day and we’re there.”
(Does the day pass uneventfully? D6 vs d10 = 1 vs 1 = Complication. Snallygaster wakes to find a lair)
“Get down!” Gale whispered, pulling Seraphine to the ground as a sudden sharp, inhuman cry roared out across the land.
In the sky, the snallygaster appeared, flying from the mountaintops, circling around.
(Do the pair go unnoticed? D6 vs d10 = 5 vs 1 = Yes. Dread decreases d10 → d8)
The duo lie on the ground, holding their breath, eyes on the beast in the sky until it receded into the distance. The two camp in a small hollow.
(+1 doom. 3 rations left, 0 days to location)
(Weather: Cold and foggy)
They woke to a brisk morning, fog heavy around the foothills of the mountains.
“Alright, it should be around here, let’s look,” Gale said.
(Hex: Grey Mountain)
The mountain loomed above, gray and cold. No sign of the snallygaster at the moment.
Do they find Heslina’s Hazel? D6 vs d8 2 vs 5 = no.
Does the day pass uneventfully? D6 vs d8 = 3 vs 5 = no.
Encounter: Merchants
As they passed the day looking but finding no patch of Heslina’s Hazel, the traveling merchants found them once more.
“It seems the Crusaders didn’t catch you,” Gale said.
“Luckily we got away. Nice meeting you again.”
“Have you seen Heslina’s Hazel around here?” Gale asked and described what it looked like. Have they? (D6 vs d8 = 2 vs 3 → No)
Unfortunately they hadn’t and couldn’t help him. (+1 Doom. 1 ration left)
After two days of fruitless searching, with supplies running thin, Gale grew frustrated. He pored over the map, shaking his head and muttering. “Maybe this map is wrong. Maybe the one who gave it to me was full of shit.”
“You don’t know that,” Seraphine said. “It’s a big area. Don’t give up yet.
+1 doom = 4d6: 1 → Distraction: Lose something valuable or get lost. Increase Dread die d8 → d10
Is the day uneventful? d6 vs d10 = 4 vs 2 → Yes.
The passed fruitlessly once more and Gale realized they were lost.
Final Thoughts
I love the setting and the vibes here, but I realize I need more structure and detail to really get into a game.
I was often asking myself: When do I roll for encounter? When do I roll for Hexploring? When do I use the Caern rules vs the zine rules? When should I roll for the Snallygaster? The Coven? How do I use the Caern character creation as well as adding the zine character questions?
I also struggled with the Dreadful Oracle and Doom Dice. I wasn’t sure when to increase or decrease the Dread die, or add doom dice. The fact you have to track both was a bit much for me. The fact that the Dreadful Oracle becomes more No-focused as bad things happen, made me want to word questions in such a way that Yes was a positive answer. Instead of “Do I have an encounter?” I worded it “Is the day uneventful?” so that Yes would be positive, no would be negative, but that makes the questions awkward sometimes. Sometimes I would make a reaction roll but other times I would use the Dread Oracle.
Still, I had fun, and will be looking forward to more Wenderweald zines in the future. I do absolutely adore the vibes, setting and art. It’s worth it just for the fantastic art and imagery alone! I’m curious to hear others thoughts.
I’m not sure what’s coming next. Work has been incredibly busy and overwhelming, so the time and motivation to play/write has been low. It will likely either be another Designing TTRPG article or another quick actual play of a solo game.
Thanks to Andrew Wylde, BuddhaRandom, and Eric, for being paid subscribers. Paid subscribers will receive the final pdf version of Niv Lova, free of charge, when it’s available.
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Check out the Table of Contents for previous games I’ve played as well as other stuff I’ve written.
But i read it as the dread die going up makes "no" more likely, so I saw yes as needing to be positive.
Great read!! I too struggled to follow the doom/dread mechanic. I'd almost flip it around, and say Dread drives the Yes, and ask the question in the form, "will something bad happen". As the Dread goes up, you are more likely to get the bad thing. But have the dread resolve itself quicker if it makes sense. For example dread goes up, have an encounter, but if the conflict is resolved quickly and well then the doom die drops. But if the PCs or monsters fled the scene to regroup then the dread doesn't go down. Rather than time based Doom would be scenario based.