We Die in The Woods 1.1
We Die in The Woods 1.1
We Die in The Woods 1.1
Introduction 2
Session Structure 5
How to Play 12
Equipment 21
Character Improvement 28
Red’s Bestiary 36
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Introduction
We Die in The Woods is a cooperative role playing game about a group of people trying to escape a
world that has been overtaken by the mysterious forces of nature. It uses old school,
renaissance-inspired mechanics to fuel the exploration of a modern setting where The Woods have
grown so large that they have taken the world back from humans. It is a game for 3-6 players,
including one Game Master (GM) who will run the world, the creatures in it, and the non-player
characters (NPCs). The other players will run individual characters, and will explore the world in a
desperate attempt to escape The Woods.
To the players:
The Woods are a terrible place, and they are all you have ever known. Tangled branches and reaching
trunks surround the disheveled remains of the human world. You hide in the shadow of nature.
Strange monsters lurk in the dark, and a protective incense is all that stands between you and their
nightly onslaught. You recoil at the smell and slip into your nightly oblivion. You aren’t sure if you
will wake up covered in mud, branches, or blood this time. You do not care, because there is no other
way to keep your mind whole. The Woods are a cold, relentless, and unforgiving place. One thought
holds fast in your mind:
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Who Are You?
You are a person, or what’s left of one. From here, players and other humans are known as characters.
You have been surviving in The Woods for years, and you have never known anything but The Woods.
You don’t know many people because straying too far from your safehouse is incredibly dangerous.
Much to the dismay of anyone who may care about you, you have recently started hearing The Call.
This strange compulsion strikes those who live in The Woods like lightning, and all who feel it have a
desperate desire to find a way out of The Woods. No one who tries to escape has ever come back and
no one has ever resisted The Call. The only thing that lets you go one more night without trying to
leave is a hallucinatory incense that you must burn nightly, and eventually your supplies of that will
run empty. You will make it out, even if it kills you.
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What kinds of creatures will you face?
The things that you find in The Woods are not monsters in the traditional sense. They are not beings
from another world, magical dragons, or demons from the abyss. They are animals, plants, and
humans that have become so twisted by corruption that they have become monstrous. These
creatures are as much a part of The Woods as the trees that surround you, and they are just as hostile
to humans like you.
What is Corruption?
Corruption is something that comes for all things living in The Woods. It is a strange force that
warps people, places, and things into something barely similar to their original form. Corrupted
creatures will hunt you, corrupted people will lose their minds, and corrupted objects will change you
in fundamental ways if you take them home and consume them. Warped objects are stranger yet,
being corrupted to the point where they bend the laws of nature.
Choosing a Story:
When you start a game of We Die in The Woods you will have to choose a story. This affects what the
ace cards from your event deck will do, and what your Escape will look like. This book comes with the
Escape Through The Tunnels story, but you can feel free to design your own.
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Session Structure
Sessions of We Die in The Woods follow a structure that helps to facilitate some of the broad mechanics
behind expeditions and resource management. The GM will draw three event cards, and the players
will go on an expedition. After the expedition is resolved, players vote to choose which player will
collect the card from this event, and that player will be given that card to keep (these may be used later
to influence other events). Players are encouraged to vote for the person that they think did the most
to help the group this expedition, but they may use any reasoning they like. The other two events that
are not selected are removed from the deck permanently. After the event card has been resolved and
awarded to a player, they must then Survive the Night.
Expeditions:
During expeditions players will work to resolve the event card they chose by going on an expedition of
some kind. They could be on an extended journey into the darkest parts of The Woods, or they could
make a medium visit to a creepy, neighboring house. Expeditions will take up the bulk of a game
session, and GMs should feel free to run them however they want to. This is where players will make
friends, fight enemies, and explore. Before players choose which expedition they would like to go on,
the GM will tell them what the objective of that expedition is. To earn the influence card they will get
for a successful expedition, they must accomplish this objective. The players may ask the GM to
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change the objective during the expedition if they find a reason to change their objective. The GM is
encouraged to be flexible about changing the objective of an expedition, as player goals are likely to
change as situations develop. After the players complete (or fail) the objective of their expedition, they
will need to return to their safehouse before night falls.
Safehouse:
These locations have been reinforced against The Woods, and have a fireplace to burn the
hallucinatory incense that keeps them from attempting to escape The Woods for the night. Any
attempt to survive outside of a carefully crafted safehouse will result in failure and death. The players
start with one safehouse for the whole group, but may find others as the game progresses. The players
and GM should work together at the beginning of the story to decide what their safehouse is like.
Each night, each player will roll to see what equipment is lost, destroyed, or consumed while under
the effects of the incense. Roll a d10 and see which item from your inventory corresponds to the
result. That item is lost. If there is no item in that slot, the player character instead suffers one
wound, adding a wound die and rolling their wound dice as normal (Page 13). If a character dies from
this roll, they are lost to The Woods along with all of their equipment. If a player does not have herbs
to expend to create hallucinatory incense, their friends must physically restrain them inflicting a
wound automatically. If no one has herbs to create incense, they must attempt to Escape The Woods.
If a player is not in their safehouse at nightfall, they are lost to The Woods. The GM should always
give the players a reasonable opportunity to return to a safehouse by nightfall. Keep in mind that this
does not have to be your own safehouse, only a reasonably defensible location that has a fire to burn
incense. If the players are in a particularly poor quality safehouse, the GM may require them to roll a
second time to Survive the Night.
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Random Event Generation:
The following tables randomly generate a seed for the events that the players will have to resolve.
They are loose descriptions of something that is happening, but they are intended to be interpreted
however the GM wants. Use them to light a creative spark; they are not a complete event on their
own. To generate events, draw three cards from the deck, and consult the following tables. If there
are not three cards left in the deck, the players must attempt to Escape The Woods as detailed in The
End of the Game. The same deck of cards is used throughout the entire story. This means that the
deck you are drawing from will become smaller as cards are handed out to players. Any cards that are
not chosen for an expedition are shuffled back into the deck.
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Random Event Tables
Hearts (People)
5 Someone needs help with something mundane, that is stranger than it seems.
7 Someone is trying to leave The Woods, and is leaving their safehouse behind.
You hear about a strange hermit, who might be able to help guide you through the
tunnels if you can convince them to leave their dangerous swamp and come with you.
Ace
They can also tell you where the tunnels are, but you may want to gather other
supplies before going there.
8
Spades (Monsters)
Someone tells you where some powerful insecticide and gas masks, which they think
will help you escape through the tunnels. Now you just have to go get them, which
Ace
will be no easy task. They can also tell you where the tunnels are, but you may want to
gather other supplies before going there.
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Clubs (Places)
Someone has a map to the escape tunnels that they are willing to give to you, if you
Ace help them first. They can also tell you where the tunnels are, but you may want to
gather other supplies before going there.
10
Diamonds (Things)
7 Something has changed into something else, and it is making things difficult.
10 A cache of supplies has been discovered, but no one has gotten to it yet.
Someone is willing to trade you a flamethrower to help you kill your way out of The
Ace Woods, but only if you do something for them first. They can also tell you where the
tunnels are, but you may want to gather other supplies before going there.
Jokers are shuffled back into the deck after they are drawn. They are not an expedition you can
choose to go on, they just happen when they are drawn.
Red Joker A friend gives you a gift, and asks for nothing in return.
Aces are specific to the story that you are playing, the ones listed here are for the Escape Through
the Tunnels story. If you are playing a different story or have made your own, replace the result of
Aces listed here with the aces from your story.
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How to Play
Core Statistics:
The core statistics that determine what your character is best at are called Cunning, Powerful and
Strange. These are not combat stats--your ability to hurt things is determined by the tool you use to
hurt them. These statistics are used to modify d20 rolls made to solve various physical and social
problems that don’t involve ending the life of a living thing. These stats will be added or subtracted
from a d20 roll, and if the result is equal to or greater than the difficulty rating (DR) of the problem
you are trying to solve, then you achieve the intended result. These d20 rolls are called checks. In
most situations a check cannot be attempted more than once, even if a different character wants to
try. If it makes sense for one character to help another with a roll, they may assist them to grant them
advantage on the roll.
Cunning is used to be quick and shrewd, either with your body or your mind.
You could use Cunning to:
Sneak past a monstrous tree
Convince someone to give you the key to that old train car
Jump from branch to branch to avoid an angry mob of wildmen
Powerful is used to be strong and bold, either with your body or your mind.
You could use Powerful to:
Force open a locked container with a crowbar
Run faster than your friends, leaving them to be mauled by an angry mob of wildmen
Shout at someone until they give you what you want
Strange is used to be more like The Woods, and less like a person.
You could use Strange to:
Talk to a mob of wildmen, and convince them to howl at the moon with you
Smell the air, and know where you are going in The Woods
Convince someone never to talk to you again at all costs
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your version of The Woods, things may be different--in fact they should be. Everyone creates their
own experience, and it is up to you to decide how difficult peoples lives should be after they hear The
Call. Feel free to create a DR for checks that you feel fits your game, just make sure that everyone at
your table is having fun. If something seems easy enough where you feel a roll shouldn't be necessary,
or so difficult that it might as well be impossible, please tell your players instead of rolling.
DR Example check
13 Convincing someone you are their friend when you have just met them
15 Convincing a watcher owl to sit on your lap (it still hates you though)
25 Clearing a new path by chopping down the trees faster than they grow
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Creating a Character:
When you first create a character, you will have to allocate points to their three core stats to determine
what they start at. Their toughness will always be 4 at character creation, they will start with 0 wound
dice, 0 corruption dice, 0 inspiration cards, and 3 points of Hope.
Starting Stats:
Your character starts with 4 points to spend on stats. They all start at -1, and can be bought up at a 1
for 1 rate at character creation. Some example starting options are:
Toughness:
A character or creature's toughness represents their ability to survive physical harm. All characters
start with a base toughness of 4. If an attack deals damage equal to or greater than a target’s
toughness, they suffer a wound die.
Wound Dice:
As a character takes damage, they will add wound dice to their pool. Each wound die is a d6, and
when you take damage you will add a new die to the pool and then roll all of the wound dice that you
have. If any of these result in a 1 and are not altered with Hope or armor, your character dies.
Characters start with 0 wound dice.
Corruption Dice:
Players gain corruption when they take corrupted items home and use them to create beneficial (and
sometimes also detrimental) mutations. Characters start with 0 corruption dice.
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up an inventory slot, and are stored separately. They are so important that your character will never
forget or lose them.
Starting Loot Table
1 A personal keepsake
2 A tree branch
3 A book of matches
5 A burlap sack
6 A lighter
7 Ammo
8 Ammo
9 Ammo
11 A steel mirror
13 A lantern
14 Supplies
15 Supplies
16 Supplies
18 A few torches
19 A knife
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Who will tell your story when you are gone:
This is a purely narrative choice, but everyone leaves a story behind them after they are gone. It could
be a friend, a relative, an enemy, or even a notebook left under a floorboard.
Hope:
Players start with three Hope, and have a maximum of three Hope. Hope does not come back on its
own, it can only be recovered by spending Influence cards. Using one influence card restores them to
maximum Hope. Players may spend Hope to influence rolls in the following ways:
- After rolling wound dice and rerolling any failures with their armor, a player may spend Hope
to reroll one of their failures. They may do this as many times per wound roll as they would
like.
- Before rolling a check, a player may spend Hope to give themselves advantage on the check.
- Before making a damage roll, a player may spend Hope to give themselves advantage on the
roll.
- Before rolling a damage roll, a player may spend Hope to increase their die size by one type.
This changes all the dice rolled (For example, a player with advantage who would normally roll 2d4
and take the highest result would roll 2d6 and take the highest result instead). Dice cannot be raised
above a d12 in this way.
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Influence Cards
Influence cards allow players to make changes to the narrative of the game. Only one influence card is
awarded at the end of every session, and using one should have a profound impact on the story. When
they are used, the player and the GM should take time to cooperatively decide how they are resolved.
If the player feels that the proposed effect is not what they wanted, they may decide not to use the
card or gain the effect. Once the effect has been implemented, you cannot retract use of the influence
card. Suggested uses for influence cards are as follows:
- Restore Hope until you are at your maximum Hope value.
- Find a convenient cache of 5 items that may be any combination of supplies, herbs, or ammo.
At your GMs discretion you may select other items.
- Create a narrative development, such as an NPC arriving to help or an opposing faction
arriving to make trouble for your enemies. Work with your GM to create something that
makes sense for your story.
- Shape The Woods in a new and interesting way, such as finding spores that can be used to
make a poison, or discovering paths that lead to new and bizarre places. Work with your GM
to create something that makes sense for your story.
Beginning combat:
When one of two parties decide to commit violence on the other, it is time to roll for initiative. Roll a
d20 for the party, adding the highest cunning score among them to the roll and compare this to a d20
roll for their adversary. If there is a tie, the players go first. If one group ambushes the other, they will
have advantage on this roll. The party with the highest roll goes first, choosing who in the group
should act first, second, third, etc. After one party has gone, the other party takes their turn in a
similar way. After both parties have taken their turn, a new round starts using the same initiative
order as the previous round. A character may choose to save their turn until later in initiative,
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choosing to go before or after another character or creature that they are aware of. This becomes
their new place in the initiative order.
Range:
Characters will end up fighting their opponents at a variety of distances. To keep this clear and
streamlined, all attacks are defined as happening at one of three ranges. Weapons will define what
range they are able to attack at, and monsters will attack at different ranges depending on the attack
they are using.
Short Range:
Anyone at short range is within arms reach of their target. Place models that are at short range so
that they are adjacent to each other.
Medium Range:
Anyone at medium range is near enough that you could get to them in a few seconds. Place models
that are at medium range so that they are in the same location, but not adjacent to each other.
Long Range:
Anyone at long range is far away, only near enough to see. Place models that are at long range in
separate locations.
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range with another creature instead of moving to another location. The GM should make new
locations when they feel it is appropriate, usually when discovering a new area to explore or when it
does not seem plausible to still be at medium range within two different parts of an area.
EXAMPLE: In the pictures above, character A is at short range with creature B. Creature C is at
medium range from character D. If character A were to shoot out of the shed into the yard at creature
C, they would be attacking at long range.
Adding Locations:
The GM should add new locations to move between any time the players become aware of a new area
it would take more than a few seconds to move to. This does not have to remain consistent.
Sometimes you may add a new location every time a new room in a house is discovered, while other
times an entire house may be one location. The number of locations within an area should not change
during combat however, players need to be able to make informed decisions about how to move
during a fight.
Attacking:
When a character makes an attack, they do not roll to hit. They just roll the damage dice provided by
their weapon, and add any modifiers from mutations. The highest individual die result is compared to
the target's toughness. If it is less than the target’s toughness, nothing happens. If it is greater than
or equal to the targets toughness, it inflicts a single wound die. The target then rolls its total number
of wound dice (from this attack, and any others it has suffered previously). If any of them result in a 1,
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the character dies. Armor provides you with a number of rerolls equal to its value, allowing you to
negate results of 1.
EXAMPLE: Martin is being attacked by a wolf. The wolf rolls its damage dice (1d6) and the dice
come up as a 4. This is greater than or equal to Martin’s toughness. Martin receives a wound die.
Because Martin already has 2 wound dice from previous fights, he rolls 3d6 (2 from earlier, plus 1 from
this attack). They result in two 1’s and a 5. Martin is staring death in the face, good thing he has an
armor value of 2! He uses both rerolls from his armor to reroll the 1’s, getting a 3 and a 5. Nothing
bad happens to Martin yet, but he had better do something about this wolf quickly!
After combat ends, players must make breakage rolls for any equipment that they used during the
combat (Page 21).
Stealth:
When players are trying to sneak past a character or creature at medium range, only the character that
is closest has to roll Cunning to sneak past them successfully. Any character that comes into short
range has to roll to sneak past, and characters at long range normally do not have to roll at all, they are
automatically successful in most situations. Characters may not normally assist each other on these
rolls. If you attack something that is not aware that you are there, you may make one attack before
rolling initiative.
Healing:
After a character survives the night and makes any necessary wound rolls, they reduce the wound dice
in their pool by one. Characters may spend one unit of herbs to remove an additional wound die at
this time only. This is the only time that players can heal naturally or through herbs.
Panacea:
Characters can use herbs to create a panacea to protect them against poisons, venoms, and diseases.
When a character chooses to create a panacea, they use up one unit of herbs and make one character
immune to the next monster or hazard effect that references poison, venom, or disease. This effect
lasts for one hour. Any character who is already under the effect of a poison, venom, or disease may
be given a panacea to end the effect immediately. If this is done during combat, it takes an action to
give a character a panacea. Panaceas cannot remove wound dice.
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Equipment
Inventory:
The Woods have a terrible effect on a person's memory. Things that aren’t actively thought about
tend to go missing. Sometimes they are found later, sometimes they are not, and sometimes they are
changed so completely that they could not be recognized even if you found them. What this means, is
that a person cannot hold more than ten items in their memory. Each slot can hold one thing, though
that individual thing may consist of several smaller items.
Supplies:
These represent the resources that you need to refill any item that has limited resources. They could
be more fuel for a lantern, a replacement handle for your axe, batteries for night vision goggles, or a
few days worth of food. You do not have to decide what the supplies are prior to their use, it is
declared once the supplies are used. Each unit of supplies takes up one inventory slot.
Ammunition:
Ammunition functions like supplies, but it is specifically for your weapons. It might be described as
some loose bullets, a spare magazine, or a handful of gunpowder. Note that ammunition is flammable
but not particularly explosive. Any weapon that uses ammunition will need ammunition to fire. You
cannot use supplies to reload weapons, or to provide ammunition. Each unit of ammunition takes up
one inventory slot.
Herbs:
Herbs are so important that players will never forget or lose them. They do not take up one of your
ten inventory slots, and instead are tracked separately. A character may carry any number of herbs in
this way, as they do not weigh much and can all fit in a small pouch or pocket together. They are
usually used to Survive the Night, but may also be used for healing or to create a panacea. Herbs are
valued by everyone in The Woods, and are a rare thing to find. Characters will rarely find them
growing at random, and if they do it will usually be a significant part of an expedition.
Warped Objects:
These are items that have been so deeply corrupted that it has changed what they are and how they
function. Your GM will tell you what additional special properties they have.
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Corrupted Items:
These can be brought home to induce mutations in your character, and are the primary way to
improve your character. Each that Survives the Night with you induces a mutation, adds to your own
corruption, and is consumed. See Character Improvement for more details (Page 29).
Melee Weapons
Name Damage Range Special Qualities
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Ranged Weapons
Dama
Name ge Range Special Qualities Resupply
Improvised
1d10 Any Ammo 10 1d6
Rifle
Double Barrel
1d12 Short/Medium Brutal, Ammo 2 1d6
Shotgun
Pump
1d12 Short/Medium Ammo 5 1d6
Shotgun
Improvised Weapons
Name Damage Range Special Qualities
Awkward, unarmed
Unarmed 1d4 Short attacks cannot become
damaged from use
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Weapon Qualities:
Damage Value - The type of dice you roll to deal damage with
Brutal - Attacks at this weapon’s intended range are rolled with advantage. Attacks made at a range
other than their intended range are not rolled with advantage.
Thrown - May be used to attack at short or medium range, but if used at medium range it is now on the
ground. To pick a weapon up uses your action for the turn, but not your movement. Thrown weapons
are not removed from your inventory unless they are not picked up again later.
Ammunition (Value) - How many times you can shoot a weapon before you have to reload it. Reloading
a weapon that uses ammunition takes your movement or your action for the turn.
Quiet - Normally when you attack with a ranged weapon, it will alert any enemies at long range or
closer. Quiet weapons only alert enemies at short range to the one hit.
Fire - Weapons that are aflame will light things on fire when you attack with them, regardless of
whether or not you inflict a wound.
Resupply - This value tells you what to roll when you use a unit of ammo to get more shots for your
weapon.
Awkward - Attacks with this weapon always rolls with disadvantage (advantage can cancel this out).
Fire
When you set someone or something on fire, they gain one level of fire. At the end of their turn, they
take damage based on the level of fire they have. Each level of fire increases the die type that is rolled
for damage, starting with a d4. For example, a character with three levels of fire would roll a d8 for the
damage they take. If the damage roll is a 1, the fire goes out on its own. A character may spend an
action to remove one level of fire from themselves or another character. If you end your turn at short
range from an enemy that is on fire, you gain one level of fire.
Ammunition:
Ranged weapons have two values regarding the amount of shots they use, an ammo value and a
resupply value. The ammo value is the amount held in the weapon, and the resupply value is the
amount of ammo you get from converting ammunition into ammo for that weapon. Any ammo
created from a resupply that cannot fit into the weapon must be held in a separate slot in your
inventory.
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Armor:
Players may find or fashion their own armor to try to stay alive. Each level of armor allows a player to
reroll one failed die on a wound roll. Players may find armor already made that has a level from 1 to 4.
Players may use supplies to fashion their own armor, but this armor will always be level 1. When
armor is used to reroll a wound roll, its level is reduced by 1 temporarily, but can be repaired with
supplies. Every time supplies are used to repair armor increases the armor’s level by 1, to a maximum
of its original value. Only one piece of armor may be used for a wound roll, multiple pieces of armor
may not be combined.
Other Items:
There are many things you might find in your travels through The Woods, and it would be pointless to
try to make an exhaustive list of all of these items. Just know that anything you might carry with you
will take up a space in your inventory, and anything that might break or be used up will require a
Breakage roll after it has been used for a while. Items that are consumable in some way, like torches
or a flashlight, will need supplies to refill them after they have been used for an expedition.
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Best Practices for the GM
When to call for a roll:
Players should only be asked to roll dice to accomplish something when their success is questionable.
For example, a player should not have to make a Powerful roll to climb a flight of stairs or open a
normal door. Rolls are used to resolve tense situations where failure is a reasonable possibility, and
has consequences. When possible, resolve as much of a situation with a single roll as you can. This
helps to add tension, and keeps the focus on what is happening in the scene rather than what you are
rolling.
Character Death:
The mechanics of We Die in The Woods are designed so that players will usually have control over
whether or not their character dies. This is intentional. Players should be able to have close brushes
with death, but use Hope and Influence cards to buy their way out of it. Players should only die if they
think their character’s story is finished, or if they choose to go into a situation where they may not
make it back. Players usually are not happy to find that their character has died for no reason, so we
do not suggest doing this to them.
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Herbs and ending the game:
Your players need to find herbs in order to continue playing, so make sure that they have an
opportunity to find them. There may be times when they choose to find or use fewer of them than
they need, but if they ever run out completely then they will immediately try to Escape The Woods and
your game will end! Don’t let this happen by accident, this is a way to signal to the players that you’re
about ready to end this story.
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Character Improvement
Mutations:
Characters may find corrupted items as they explore The Woods. These items have a profound effect
on a character when they are kept with them at night, warping their mind and body. While many
people would shy away from something so dangerous, those who have heard The Call know that they
need every edge they can get. When you successfully bring a warped object back to your safehouse
and Survive the Night without losing it, you gain one corruption die and select a positive mutation.
You then roll a number of d6 equal to your total corruption dice and if any of them result in a 1, you
have to select a negative mutation along with the already chosen positive mutation. Corrupted objects
are consumed when they are used in this way.
Enemies that harm you at short range suffer a 1d4 damage attack from your caustic
Caustic Blood
blood.
Claws Your unarmed attacks deal 1d8 damage and do not have disadvantage.
Doctor Once per day you may spend one unit of supplies to heal a wound die from a character.
Any time you make a short attack, you may make an additional bite attack that deals
Fanged
1d6 damage.
Night Eyes You can see in the dark without need for light of any kind.
People tend to trust you. Pass a DR12 Cunning test to have a character treat you like a
Silver Tongue short friend or family member when you ask them for something. If you fail, they see
you for what you are and treat you accordingly.
Siren’s Song You may make a DR10 Strange test to put a group of 1-3 people to sleep for one hour.
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You may spend 1 Hope to perform a feat of strength that borders on superhuman.
Choose one of the following:
Strength -You automatically succeed on a Powerful check where physical strength is involved as
Beyond long as it is DR 15 or less.
Measure -You gain a +6 on a Powerful check where physical strength is involved.
-You roll an extra 1d12 damage on a short range attack. Make a breakage check for the
weapon used immediately. This attack may still only inflict one wound.
Strong Arm Any weapon with an intended range of short can be thrown at medium range.
You may feed on the corpse of a creature and remove one wound die from your
Use Every
character. Anyone who sees this may find it grotesque. This takes at least 5 minutes,
Piece
and each corpse is used up completely.
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Negative Mutations: (Any marked with a * may be taken multiple times)
*Bland Reduce your Strange modifier by 2. This can reduce your modifier to a negative number.
You aren’t winning a footrace any time soon. Any time you try to outrun something, you
Bum Leg
always fail.
Reduce your Cunning modifier by 2. This can reduce your modifier to a negative
*Dim
number.
One of your equipment slots is filled with a small useless item of your choice. If this
*Keepsake item is lost to a Survive the Night roll, you lose one Hope and immediately find a new
keepsake to fill the void.
Reduce your Powerful modifier by 2. This can reduce your modifier to a negative
*Meek
number.
Roll an extra die for survive the night rolls. If the same result comes up twice, lose that
Moon Sick
item and one Hope.
You make annoying sounds at inopportune times. You might sing to yourself, emit a low
Nervous Tick droning sound, or bark occasionally. No matter your tick, it makes hiding from things
that can hear all but impossible.
*Open Sores Whenever you roll wound dice you roll one extra die.
You become a vicious thing once blood is spilled. If you or another creature is injured
Rabid
while you fight, you will always fight them to the death.
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Ending The Game
Eventually the players will decide to make an attempt at escaping The Woods on their own, or they
will be forced to because they only have the two jokers left in their event deck. At this point, the
players will be forced to Escape the Woods, which will work differently depending on the Story that
you have chosen to play.
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What there is to do before escaping:
To attempt this escape, the characters will need to find where the tunnels are. This can be done by
going on any of the expeditions for aces that are drawn, which will give the players a resource that will
aid in their escape and tell them where the tunnels are. The characters may decide that they want to
gather more supplies or information before attempting their escape, or they may decide to go there as
soon as they are able to. Make sure that they understand that if their escape is successful it will be the
end of this story, and likely the last time they see the characters they are playing now.
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be able to use this here to kill some of the creatures further into the tunnels (it will be noted in the
location if the creatures there are affected). Separate from the ventilation system is a small chimney
from which smoke is pouring out. Anyone who listens closely at the chimney can hear the grunting of
Wildmen below.
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Location: Corpse Pit
Connects To: Nothing, Dead End
Description: This room is a wide pit with a grave shaped opening 40 feet above. The floor is littered
with human bodies, some of which have turned into Bloated Shamblers. The corpses have been
stripped of all valuables and most of their clothes.
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many Wildmen in the room are infected with a mind controlling mycelium. These use the regular
statistics for Wildmen, except that when they are killed they release a choking spore that gives anyone
who is at short range to them disadvantage on their next attack unless they are wearing a gas mask.
There is a ladder leading out of this room and back into The Woods, but the characters feel drawn to
the door as their means of escape. If the characters leave and come back to this room through the
ladder, it will be full of three times as many Shambling Corpses as there were Wildmen when they
return. The door to the next room opens without having to make any kind of check.
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Red’s Bestiary
Hello friends and countrymen! My name is Red, and someone who didn’t want their poor kid to die paid me a
lot of bullets to write them a book about all the nasty things that live out in The Woods. It is truly tragic that
their little boy has heard The Call, and I will make sure to do my absolute best to write a book that will tell them
every single detail I can possibly remember about how to kill these nasties. I just want to make sure that you
know though, I’m not a psychic, nor am I a biologist or a rocket surgeon. I may have made some mistakes here,
so don’t come crying to me if it turns out something works a little different than what I wrote down here. This is
my guide, feel free to write your own if your experience is a little different.
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Name: Wild Man
Threat: Annoyance
Toughness: 3
Wounds: 1
Actions
On Red Card - Throw Stone [1d4]: Move to medium range and throw stone for 1d4 damage at the target
that attacked most recently.
On Clubs - Club [1d6]: Move to short range and hit with a club for 1d6 damage at the target that dealt
damage most recently.
On Spades - Howl: All enemies in medium range must pass a DR10 Strange check or have disadvantage
on their next attack.
Description: These mud covered savages used to be human, once. They probably lost their minds when their
safehouse ran out of incense, but maybe they just gave up? Either way, these howling naked lunatics are better
off dead.
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Name: Wolves
Threat: Dangerous
Toughness: 3
Wounds: 1
Actions
On Red Card - Pack Tactics [1d6]: Move to the closest enemy and bite it for 1d6 damage. This attack
has advantage if there is another wolf at short range from the target.
On Black Card - Finish the Weak [1d6]: Move to the most damaged enemy and bite it for 1d6 damage.
Description: They hunt in packs, and they’ll pick off the weakest of you before turning on the rest. Aren’t they
just beautiful?
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Name: Lunatic
Threat: Dangerous
Toughness: 4
Wounds: 2
Actions
On Diamonds - Call the Hunt [ - ]:
The Lunatic howls for its friends. Roll a d6,
and on a result of 6 another Lunatic joins the
fight at the beginning of the next turn.
On Other Cards - Claw [1d6]: The Lunatic
moves into short range with the nearest
enemy and attacks for 1d6 damage.
Description: These howling wildmen have been
mutated by corruption to the point that they’re no
longer human. Coming from me that might seem crazy, but that just means you haven’t met one of these loons
yet. They’re covered in some combination of fur and claws, and they’ll take a chunk out of you if you’re not too
careful. The good news is that they’re not smart enough to use guns anymore. The bad news is that they don’t
need them, and they’ve got friends.
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Name: Cave Crab
Threat: Murderous
Toughness: 5
Wounds: 1
Actions
SPECIAL: Waits until the 2nd round of combat to attack if it has not been spotted. Hides near
ceilings or in water, Cunning (DR 12) to notice.
On Red Card - Paralyzing Bite [1d4]: Bite the closest enemy for 1d4 damage, they must pass a Powerful
(DR 10) check or have disadvantage on their next attack. If they were bitten by a Cave Crab last turn,
they instead have to make a Powerful (DR 12) check or go unconscious for 1 minute.
On Black Card - Enveloping Tentacles [ - ]: Attempt to envelop the nearest enemy in tentacles. They
must make a powerful (DR 11) check or be completely restrained and unable to move or attack. Once a
character is enveloped in tentacles, any further black cards will cause the Cave Crab to use their joker
action.
On Joker - Plant Eggs [1d10]: Force a tentacle down the closest target's throat attempting to
impregnate them with 1001 eggs, dealing 1d10 damage. If the target is restrained by a cave crab this
attack has advantage. If the target dies from this attack, 1d20 of the eggs hatch into cave crabs 48
hours later.
Description: These awful little things hide in caves, tunnels, and other dark damp places. They’re ambush
predators, so you don’t have to worry about them much if you aren’t on your own. They like to hide near other
dangerous stuff though, so keep and eye out so they don’t jump you while you’re busy. Oh, and did I mention
that they have poisonous tentacles and like to lay eggs in corpses?
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Description: Those hulking hairy brutes are a fine kind of problem. It’s bad enough having a ten foot tall
gorilla thing coming after you, but having it open up with teeth from its neck to its taint is just not a good time.
They’ll swallow you whole if they get the chance, so don’t give them the chance if you like being alive.
Name: Lashing Tree
Threat: Lethal
Toughness: 7
Wounds: 5
Actions
SPECIAL: The lashing tree draws two cards
and takes two actions on each of its turns.
The lashing tree does not take damage from
guns or bows. The lashing tree cannot
move.
On Clubs - Flail [1d6]: The lashing tree
swings its branches wildly, hitting anyone at
short or medium range dealing 1d6 damage.
On Spades - Burial [1d10]: Roots try to drag
the furthest enemy from the tree
underground, dealing 1d10 damage. If the
target is killed, they and all of their
possessions are buried 10ft underground.
On Diamonds - Spore Burst [ - ]: Spores float
out from the tree, making the world go hazy
before your eyes. All enemies within
medium or short range must pass a
Powerful (DR 13) check or have
disadvantage on their next attack.
On Hearts - Consume [1d8]: The lashing tree takes a bit out of the nearest target, dealing 1d8 damage.
If this damage causes a wound, the lashing tree heals one of its own wounds.
Description: While all trees in The Woods seem to be malevolent, these mean bastards take it to a whole new
level. They want our blood, and they will take it themselves with lashing branches and snaking vines. They’ll
swallow a person whole, and I swear they’ll smile while they do it. Watch out for trees with mouths, they’ll be
the end of you. Oh, did I mention that some of these things like to leave corpses hanging from their branches?
Sick sense of humor, these trees.
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Name: Fungal Insect
Threat: Dangerous
Toughness: 4
Wounds: 1
Actions
On Red Card - Drain Blood [1d8]: Moves to the closest character and attempts to drain their blood.
The target must make a Powerful DR 9 check to keep it off them, or take 1d8 damage and be
disoriented from blood loss for the rest of the fight, suffering disadvantage on all attacks.
On Black Card - Buzzing Swarm [1d10]: Moves to the character who has most recently been targeted
with Drain Blood, attacking them for 1d10 damage as their sharpened feelers try to find more blood to
spill.
Description: One of these isn’t a huge issue, but a swarm of them will devour you alive. Once they’ve got a
taste for your blood, your life is forfeit to a stinging, clawing swarm of foot-long insects. I wonder if they’ve
always been this nasty, or if it’s the fungus that’s growing on them that wants our blood?
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On Hearts - Reaching Mycelium [1d8]: Tendrils of mycelium reach out from the spider and try to stab
any characters within short or medium range for 1d8 damage. If one or more characters is wounded
by this, the spore spider recovers 1 wound.
On Joker - Frenzied Rush [ - ]: Perform Pounce, Spore Haze, and Reaching Mycelium (in that order)
Description: This thing is a real mess to fight, if you didn’t bring a flamethrower it might be best to just run
away. It’s huge, with an abdomen about 4 feet off the ground and some giant spindly legs. Worse yet, it looks
like the mushrooms are the ones really in charge. It has spores growing out of it in giant, weeping sores, and the
thing acts totally crazy, even for a giant spider. I wonder if it even knows that a mutant fungus has taken over
its mind and body? Does it scream because it hates you, or because it knows what it has become?
Threat:
Threat is a measure of how likely something is to kill you. There are four levels of threat, each more
deadly than the last: Annoyance, dangerous, murderous, and lethal.
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Red’s Guide to Hazards and Traps
Okay, so I know it’s bad enough that there are horrible creatures living in The Woods that want to kill and eat
you (hopefully in that order). I wouldn’t be writing a real survival guide if I didn’t talk about all the other stuff
that can make you die too, so here it is. Don’t think this is every possible thing out there that might put an end
to you, this is just everything that I can think of that I’ve seen kill someone.
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Name: Land Mines
Effect: A character who moves within an area with land mines must make a Cunning 8 check or
suffer 1d10 damage. Creatures who move through an area with land mines automatically suffer 1d10
damage.
Description: I think that years and years ago some soldiers tried to fight The Woods. Obviously they didn’t
win, but they left some things behind. Most things they left were pretty useful, I like my guns quite a bit. The
bombs they left lying around in the dirt are less useful, but if you can bait something into them they still serve a
purpose.
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Tables for Random Generation
NPC Physical Trait Table
3 Third Eye
5 Lazy eye
7 Extremely dirty
8 Extra fingers
9 Horrible breath
10 Terrible scars
13 Deformed limb
14 Missing fingers
15 Missing teeth
16 Distinctive tattoos
17 In a wheelchair
18 Missing leg
19 Missing hand
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NPC Extreme Physical Trait Table
1 Is sometimes transparent
2 Prehensile tail
5 Tusks
6 Covered in fur
7 Fox head
9 Antennae
11 Elongated torso
12 Catlike eyes
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NPC Clothing and Accessories
2 Spiked collar
3 Tooth necklace
4 Face paint
5 Unusual jewelry
9 Military uniform
10 Strange mask
11 Gas mask
13 Burlap sack
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NPC Personality Traits
7 They think they have terrible luck, but the opposite seems to be true
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Miscellaneous Loot Table
1 A personal keepsake
2 A tree branch
5 A burlap sack
6 A lighter
7 Ammo
8 Ammo
9 Ammo
10 Herbs
11 Herbs
12 Herbs
13 Herbs
14 Supplies
15 Supplies
16 Supplies
18 A few torches
19 A knife
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Quality Loot Table
5 Ammo
6 Ammo
7 Ammo
8 Ammo
9 Supplies
10 Supplies
11 Supplies
12 Supplies
13 Herbs
14 Herbs
15 Herbs
19 Working Stopwatch
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Weapons Loot Table
2 Supplies
3 Supplies
4 Ammo
5 Ammo
6 Ammo
7 Ammo
8 Ammo
9 Ammo
10 Herbs
11 Herbs
12 Shovel
13 Three Knives
14 Pickaxe
15 Bag of Hammers
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Warped Loot Table - All of these objects are warped objects
7 A glass bottle that never gets dirty and won’t hold liquid
17 A pristine toaster
20 A printed shirt where you cannot remember what is written on it after you see it
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About the Authors
We Die in The Woods is a game by Noah Meldrum & Kap Rosenberg. Edited by Brittany Wheeler.
Noah grew up in The Woods, and spends most of his time writing RPGs that he plays with squirrels
and wildmen.
Kap is a part-time illustrator and a full time Nerd who spends his late nights chasing cryptids and
studying the hidden language of flowers.
Brittany is looking forward to the day the aliens finally come to take her from The Woods; until then,
she moonlights as a space wizard.
You can follow the further development of the game on our Discord server.
https://discord.gg/D8DwsQrPmz
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