The Hedgerow Hack Players Guide

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The Hedgerow Hack Players Guide / 1

THE HEDGEROW HACK

PLAYERS GUIDE
There's more than one way between your world and ours. There's
the changeling road, and there's the Ravishing, and there's those
that Stumble through a gap in the hedgerows or a mushroom ring
or a tornado or a wardrobe full of winter coats.
Catherynne M. Valente

Jonathan Rowe
Some images used with permission from Abandoned Arts.

The Hedgerow Hack is based on the ideas and innovations of David Black’s
The Black Hack and the world’s first fantasy roleplaying game that inspired
him

Find Fen Orc on


www.fenorc.co.uk
https://www.facebook.com/fenorc
The Hedgerow Hack Players Guide / 2

Contents
CHARACTER CREATION: SUMMARY ......................................................................................... 3
AN AGE CALLED HOME ................................................................................................................. 5
HOME IN THE MORTAL AGES ...................................................................................................... 6
HOME IN THE AGE OF FABLE ...................................................................................................... 8
BACKGROUND TABLES .................................................................................................................. 9
PLAYER CHARACTERS AS CHILDREN ..................................................................................... 11
HEATHEN CLERK: A FEAST OF SAINTS .................................................................................. 11
GYPCEAN: THE ENDLESS ROAD ............................................................................................... 16
OUZEL: FOWLES IN THE FRITH ................................................................................................ 18
TINKERS: A SEASONAL ALMANAC ........................................................................................... 23
WURZEL: MEN OF STRAW........................................................................................................... 25

Wassail,
Which means ‘Cheers and Good On You’ for supporting The Hedgerow Hack.
This document is started out as a couple of player aids to speed up character
creation and some stuff I didn’t find space for in the core rules. ‘Hack’ RPGs are
all about going with the flow, not looking things up, and I didn’t want to burden
The Hedgerow Hack with lists and powers and dice rolls.
But once I started writing, well, I suppose I’d made a hole in the hedge and there
was all this stuff on the other side wanting to come through: the Heathen Saints,
of course, but then the Noble Sieges of the Ouzel wanted to be named and
introduced and then the Otherworld needed describing and … well, as you see, it’s
now a booklet about the size of most ‘Hack’ RPGs!
There’s more to come: a GM’s Guide will demand to be written, with the Old
Shire to explore, Vikings and Witch-hunters, the Bugbears Revolt and profiles of
the Feral Squires and Murthering Ministers and rules for mass battles and
timeslips and tesseracts and toadstool circles – oh, and the Coven of Curdled
Cream, who are an anti-Briar Company, with weasel-Fae and evil scarecrows,
dedicated to breaking hearts and messing history up. Can’t wait for them to show
up.
This book expands on the five character classes and offers advise for giving your
Briar Knights a background in a particular age. There are new powers and
clarifications of old ones and, I hope, inspiration for many hours of adventuring.
The Hedgerow Hack Players Guide / 3

CHARACTER CREATION: SUMMARY


Roll your 6 Stats in order: STR, DEX, Heathen Clerks choose their Saint to follow
CON, WIS, INT and CHA for the first story and Tinkers choose their
first Season
Roll 3d6 for each Stat; if you roll very high
(15+), roll the next Stat using 2d6+3 Note down your Gramarye UD: d4 at 1st
instead then return to rolling 3d6 after that level; Heathen Clerks can commit to one
(different rules apply for child characters) Saint and Tinkers to one Season and this
raises their Gramarye UD to d6; Gypceans
Optionally, swap two Stats to make the
cannot use Gramarye until another
character as you prefer
character has ‘lent’ them power (decreasing
Choose a character class: Heathen Clerk, one step to raise it one step)
Gypcean, Ouzel, Tinker or Wurzel
Ouzel choose 3 1st level Arcane Spells to
Roll your starting Hit Points at first level, memorise at first level
and note your damage dice for
Roll 3d6 x10 pennies (1d4 pennies for
armed/unarmed combat:
Tinkers) and purchase equipment. Heathen
Heathen Clerk d8+4hp, d6/d4 dmg Clerks cannot use metal weapons or
Gypcean d4+4hp, d4/1 dmg armour, Wurzels do not wear armour or
Ouzel d6+4hp, d6/d4 dmg shields, Ouzel use only bark armour and
Tinker d8+4hp, d8/d6 dmg one-handed weapons.
Wurzel d10+4hp, d10/d8 dmg

EQUIPMENT LIST (cost in pennies, usage die, notes)


Bark Armour (C), 30p, 1 Armor Point Heathen Amulet, 25p, test WIS to frighten
Leather Armour (C), 75p, 1d4+1 Armor Points Undead/Proud Fae (re-roll Reaction Test)
Mail Armour (C, H), 200p, 1d6+1d4+1 Armor Points Iron Spikes (H), 1p, d6
Shield, Wooden (C)/Large (C, H), 20p/50p, +1/+3 Lantern (C, F), 10p, d6, light for 40 feet
Armor Points Handheld Mirror (F), 5p
Quiver of Arrows or Powder Horn/Shot (F), 10p, required 10’ Pole (C, L), 1p
for 2-handed ranged weapons Preserved Rations, 10p, d8
Weapon, small, 20p, -1 on all rolls Fresh Rations (F), 5p, d4
Weapon, normal (L), 50p 50’ Rope (H), 1p
Weapon, 2-handed (C, L), 100p, +2 on all rolls Crafting Tools (H), 25p
Weapon, ranged, 1-handed, 35p, d6, -1 on all rolls Flint & Steel, 3p, d10, test DEX to start fire
Weapon, ranged, 2-handed (C, L), 75p, d10, +2 on all Torches, 1, d6p
rolls
Wineskin, 1p, d6
Backpack, 5p, No weight, carry +4 extra
Wine (F), 1p
Purse (carries 100 pennies), 1p, No weight if empty
Assorted Common Herbs, 10p, d8
Small Sack, 1p, No weight, carry +1 extra
Hospitality (frugal/warm/luxurious), 2p/5p/20p, reroll
Large Sack, 2p, No weight, carry +2 extra healing when resting & choose best
Flask of Oil (F), 2p, d6

Characters can carry items equal to STR Items with extra qualities (Cumbersome,
without penalty or double STR with Fragile, Heavy, Long) take up extra STR
Disadvantage on all tests. ‘slots’
The Hedgerow Hack Players Guide / 4

Heathen Clerks (p11)


HD d6 Abilities Divine Spells at 2nd level (p15)
Damage d6/d4 Test CHA to cancel Reaction Test penalties
Armour Bark or leather
Shields Wooden Roll Gramarye to: Once per day, rest to refresh spell slots (= level)
Weapons Wooden Use the power of the Saint you venerate
Level Up: Roll twice to improve WIS twice or WIS and another Stat
New: Clerks and each accompanying PC can invoke a Saint once/story
Spells: 012122221222222122221 3322213332221

Gypceans (p16)
HD d4 Abilities Test CHA with Advantage
Damage d4/1 Once per story, recall 1 random Lore
Armour Any Craft items (1 hr/penny, halved if test INT)
Shields Any Roll Gramarye to: Enchant crafted items
Weapons Any NB. Start story with Gramarye UD exhausted
Level Up: Roll twice to improve WIS and/or INT
New: Seek out Gypcean hospitality for bonuses when resting

Ouzel (p18)
HD d6 Abilities Arcane spells at 1st level (p22)
Damage d6/d4 Abilities of bird lineage
Armour Bark Test INT with Advantage vs magic attacks
Shields No Immune to disease
Weapons One-handed Roll Gramarye to: Once per day, rest to refresh spell slots (= level)
Become a bird (dusk/dawn)
Glamour: disguise bird features (dusk/dawn)
Level Up: Roll twice to improve INT and/or DEX
New: Seek out or create new spells in a Grimoire
Spells: 123132421432432143321433221 4332221

Tinkers (p23)
HD d8 Abilities Test WIS with Advantage to detect hidden
Damage d8/d6 Test CON with Adv. vs poison, paralysis, disease
Armour Any Test CON to avoid OofA penalty
Shields Any Roll Gramarye to: Use Seasonal powers
Weapons Any NB. Fully exhaust Gramarye if keep/take wealth
Level Up: Roll twice to improve WIS and/or CON
New: Once per story, a group accompanying a Tinker may perform a Seasonal Rite

Wurzels (p25)
HD d10 Abilities Attack once per level
Damage d8/d6 Immune to poison & disease
Armour Innate Heal 1d10hp when resting after combat
Shields Innate Roll Gramarye to: Reanimate after resting
Weapons Any Glamour: disguise scarecrow form (dusk/dawn)
Level Up: Roll twice to improve STR and/or CON
New: Build up Wrath points to unleash Wrath of the Furrow (berserk rage)
The Hedgerow Hack Players Guide / 5

AN AGE CALLED HOME


PCs in The Hedgerow Hack are mysterious Ouzel and Wurzels do not know where
strangers who arrive in an Age to solve a Legendary Locations are: these must be
mystery or resolve a crisis. But where do discovered in play.
they come from?
NB. The GM has the right to declare any
Each PC choose an Age that is the one in location or object to be ‘mysterious’ or
which they were born. For Ouzel, this must person to be ‘strange’ or ‘unknown’ in
be the Age of Fable. For Wurzels it is the which case no Stat test will reveal anything
age in which their scarecrow body was built. about them.
Familiarity Unfamiliarity
In their Home Age, Human PCs can test Although Briar Knights always speak and
INT to know about any (non-supernatural) understand the language of the Age they
place or object and test CHA to know about visit, they don’t always grasp its norms and
any (mortal) person or group. manners.
If the test is successful, this knowledge can At the start of a story, PCs in an Age they
be related to the PC’s background. are not native to roll 1d4, 1d6 or 1d8
depending on how far removed they are.
For example, in the Age of Swords, Guyon
That is the number of CHA tests with
is curious about a group of knights. He tests
mortals they must make at Disadvantage
CHA and the GM says he recognises one of
until they settle in.
the knights as Cuthbert of Combe, because
Cuthbert fought alongside his uncle to fend For example, Guyon is native to the Age of
off a Danish raid some years ago. Swords so if he adventures in the Age of Steel he
will be at Disadvantage for 1d6 CHA tests
Gypceans have a body of family lore, so because that is ‘two Ages away’ from his Home
they also count as being native to the Age.
Age before the Home Age but at
Disadvantage. If their Home Age is the The Age of Fables is strange for
Age of Swords, they get no benefit from everyone, but its inhabitants don’t
this. respond badly to strangeness, so there is
no penalty here.
Fae PCs can test INT or CHA to know Wurzels and Ouzel only ever suffer a
about supernatural places, objects or 1d4 penalty.
persons. Gypceans are ‘at home’ in an earlier
Age and don’t suffer a penalty there.
Ouzel know about the Age of Fable but
at Disadvantage Remember that rolling a CHA test at
Wurzels know about the supernatural Disadvantage increases the probability of a
denizens and locations of the Age their natural 20 fumble, which usually counts as
scarecrow is from, but at Disadvantage ‘drawing attention to yourself’ which could
activate/roll a Doom Die.
The Hedgerow Hack Players Guide / 6

HOME IN THE MORTAL AGES


Consider these homes for each Age:
SOLITARY COTTAGE
In the Age of Swords, most people live like
this, in a simple house with a small plot of
land, less than a half-day (10 miles) from a
village or town. Extended family might
include grandparents, in-laws and cousins
all under the same roof, perhaps sharing the
same room. If the family are serfs, they are
forbidden from leaving the land they work
on.
In the Age of Plagues these cottages get
larger and families smaller. Serfs disappear
and peasants abandon this lonely life to seek
work in towns.
It’s rare to live this way in the Age of Steel BUSY TOWNS
and by the Age of Ashes only farmers Towns are rare in the Age of Swords: they
typically live this way. are 3-4 times the size of villages, protected
by walls and gates and distinguished by a
market in which goods and craftsman can be
found, a church and perhaps a mint,
striking coins. The Reeve commands a force
of soldiers to defend the town.
By the Age of Plagues, Reeves have been
replaced by Mayors and if there is a local
fort it will serve the King (or Cromwell’s
New Model Army). Inns are large.
Constables keep the peace in towns, which
VILLAGE LIFE have grown to a size that allows for some
crime. There are several churches.
In the Age of Swords, a village is just half a
dozen cottages sharing a well and mill, Anonymity is an important feature of town
perhaps a forge. Everyone knows each other life: not everybody knows everybody and
and must journey to a town for market, strangers are always passing through.
religious rite or for craftsmen.
In the Ages of Steel and Ashes, towns have
In the Age of Plagues, villages are 2-3 post offices, businesses, banks, police
times as big, probably with a forge and a stations and (usually) railway stations as
tavern and church. In the Age of Steel they well as hotels and theatres that were
double in size again and have an inn and a previously found only in cities. In the Age
little school. In the Age of Ashes, villages of Ashes, churches no longer dominate town
are desirable homes but most people work in life.
nearby towns and pubs, shops and post
offices are closing.
The Hedgerow Hack Players Guide / 7

ABBEY LIFE
Abbeys are religious communities for monks
and nuns but have ordinary tenants too.
They are common in the Age of Swords, but
have been dissolved by the Age of Plagues.

GRAND HOUSE INTO THE GREENWOOD


A country house with land and servants or Some people live in camps in the wilds,
tenants. In the Ages of Swords and Plagues, sheltering in tents or trees, burning charcoal
this is a manor house, for a large extended to cook or keep warm. By the Age of
family, with tenants or serfs providing Plagues, such people are seen as criminals –
income, servants, groundskeepers and an especially by the Crown or local landowners
entourage of armed men for protection. The whose livestock they poach.
owner is a Thane (Swords) or Squire
(Plagues). Hunting is popular with the nobility and
gentry, right through to the Age of Steel,
In the Age of Steel, this is home to a making life difficult for people who choose –
smaller family of country gentry or even or are forced – to live off the land.
nobility, employing locals as servants. By
the Age of Ashes, such homes belong to
wealthy middle classes if they aren’t heritage
sites.
The Hedgerow Hack Players Guide / 8

HOME IN THE AGE OF FABLE


The Age of Fable is home for the Ouzel – heard of from the gossip in the inn. Pursuit
and long ago, for the Wurzels. However, it Dice apply.
has changed since they left and continues to
Nightfall here brings on a state of terror,
refract and evolve.
when the village changes its character.). The
The Otherworld is a dream-like place that cracked bell chimes from the ruined church
reflects the mortal world – or perhaps shapes and everyone locks themselves inside their
it in its image. homes.
There are different regions within the DINGLE-UPON-NIGHTFALL
Otherworld, though they are not linked by
Every night Dingle is assaulted by
conventional geography. The Otherworld
nightmare creatures: a marauding dragon,
will feature in a future GM’s Gude to The
invading hobgoblins, prowling undead,
Hedgerow Hack but this information will
whole packs of werewolves. Houses are
help players establish Fae characters.
broken into and victims dragged into the
EREWHON night. Malignity and Pursuit apply.
Erewhon is a brilliant city of the Regency In the morning, Fae villages reappear,
era, just prior to the Age of Steel: carriages, unharmed, with only a faint memory of a
frock coats, breeches, conical hats, Empire dream of Dingle-upon-Nightfall.
dresses, ribbons, muslin and lace but
THE VASTINESS OF ARAWN
aristocrats with wigs and powdered faces.
Balloons are everywhere and the city has a In the wilderness, night and day change
steampunk theme: the closest the Fae can places from hour to hour. Exploring a
approach the technology of mortals. ruined tower, and it becomes nightfall;
stumble upon dryads dancing in a glade and
Pursuit Dice apply in Erewhon, with
it’s sunrise.
outsides imprisoned, enslaved or exiled.
In this oldest part of the Otherworld, the
ERAMTHING
night is not always a time of Darkness:
It is always day in Erewhon, but always bright starlight can illuminate scenes of
night in Eramthing: the nocturnal town is beauty. Nor does day belong entirely to the
entered down tight alleys, through tunnels Light: sudden storms, winds and fogs can
or sewers or over a few bridges with descend, where monsters prowl abroad.
tollbooths. Here, the aristocracy are
The Hollow Hills of Arawn conceal
vampires and ghouls, gangs of hobgoblins
labyrinthine dungeons and treasures sought
roam the streets and mechanical toys go on
eagerly by both the Light and the Dark.
murderous killing sprees.
The Passing of Time
Malignity applies in Eramthing as well as
Pursuit Dice. A ‘day’ is considered to have passed
whenever PCs in the Otherworld experience
DINGLE-BY-DAYLIGHT
a sunrise. This happens not at all in
Outside of the town, the land seems to be Erewhon, rarely in Eramthing, only after
still in the Middle Ages, with windmills, great tribulation in Dingle and
castles and toiling peasants. Dingle is a unpredictably in Arawn.
quaint village by day, where quests can be
The Hedgerow Hack Players Guide / 9

BACKGROUND TABLES
If you want more pointers for your new 6
The woods at dawn, with a silence so pure and
character, roll or choose from these tables. magical the sunrise holds its breath
A monument, laid with flowers, that made me
7
YOUR HOME AGE determined to be worthy to have my name on it

d6 Where are you from? An old man (or woman) who passed on to me a
8
dying wish
1-2 The Age of Swords +0
A library of books, where I escaped the confines of
9
3-4 The Age of Plagues +1 the everyday world
5 The Age of Steel +2
6 The Age of Ashes +3
WHAT HURT YOU?
The bonus (+0 to +3) is applied on the next d6 What wakes you screaming in the night?
tables. Ouzel are from the Age of Fable and
My cowardice, when I abandoned lord and kin in
they roll d8 instead of d6 on the remaining 1
their our of need
tables. A burning church and the dead strewn around,
2
food for the ravenous crows
YOUR MOTIVATION
A curse – bitter, wounding and implacable – laid
3
d6 Why do you fight against the Dark? upon me and my line
An ancient prophecy names me as a champion The blood on my hands and the memory of the
1 4
who must destroy the Dark forever unspeakable things I have done
I come from a bloodline that has fought the Dark I admired this person – worshipped them - and
2 5
since ancient times they betrayed me
Because it is the greatest of adventures and a The look on his (or her) face when we parted,
3 6
struggle worthy of a song never to see one another again
I’ve seen what the Dark does to innocents and A lonely grave and wilting flowers, the resting
4 7
I’ve vowed ‘Never Again!’ place of the person I loved
The Dark reached out and took away those I love; The last look over my shoulder at the home I
5 8
it’s personal would never return to
It is my duty to uphold civilisation against her The asylum and the doctors there, telling me I
6 9
enemies would never be allowed to leave
The Dark is coming for me anyway – so at least
7
I’ll go down fighting
YOUR AMBITION
I’m in it for myself, to escape from a miserable
8
life or win riches d6 What is it you seek?
Dark and Light are relative terms: I’ll reserve 1 A way to restore my honour
9
judgement until I’ve learned more
2 Forgiveness for my sins
3 Revenge
WHAT INSPIRED YOU? 4 Reconciliation with someone I lost
d6 What shaped your highest aspirations? 5 Knowledge that has so far eluded me
The sight of the war host gathered to fight the 6 The power to set right old wrongs
1
Danes
7 Justice for people who have been persecuted
A simple priest in a ruined church, tending to the
2 8 Fame, respect and a name that will outlast me
injured and destitute fleeing from war
Waving fields of wheat at harvest time on the 9 To discover who I truly am and where I belong
3
land my family have worked and loved
The smile on my love’s face when I walk through
4
the door
The laughter of my friends, shaking the rafters, as
5
we drink together and join in song
The Hedgerow Hack Players Guide / 10

YOUR HOME AGE


These tables suggest events that might have AGE OF PLAGUES?
shaped a character from their Home Age. d6 What happened to your home?
Wurzels and Ouzel roll/choose from the
Soldiers came, with pike and gunpowder, and
Age of Fable, but Wurzels roll at +2 1 took from us everything, then burned what they
left behind
AGE OF FABLE
Plague came with a nameless traveller and one by
2
d6 What happened to your home? one my loved ones sickened and died

I was banished by the Parliament of Fowles, with The witch-hunters arrived and the accusations
1 3 began and then the finger was pointed at me and
a price on my head
the ones I love
One of the Feral Squires slaughtered my people
2 I knew witches were real; I went to the trials; I
and stole from me what was most precious 4
made the accusations: may God forgive me
I led my people through the Hedge, insisting our
3 I said my prayers and studied the Good Book, but
home was in the Mortal Ages now 5
one day I saw clearly: their piety was a sham
Deep in the Vastiness of Arawn, I hid a precious
4 I excelled at our local school and was bound for a
Treasure to ensure the Dark should never find it 6
prestigious University, but it was not to be
I was a Lord of the Fae, but I was betrayed and
5
cast out, diminished, my glory hidden
Under the Hollow Hills, someone waits for me to AGE OF STEEL
6
awaken them
The mortals worshipped me as a living god – they
d6 What happened to your home?
7
shall do so again The railway company bought the land, laying
1
iron tracks across meadows and gardens
I was there, when the Light cast a shadow, and I
8
named it the Dark The military recruiter told us of our Empire’s
2
need for soldiers and I yearned to sign up
Tuberculosis, typhoid, cholera – one by one my
3
AGE OF SWORDS loved ones added their names to gravestones

d6 What happened to your home? Grinding poverty, brought on by rents and the
4
new taxes and tithes, sent us to the workhouse
The Danes invading, burning and pillaging, and
1 their victims became offerings to their one-eyed Boredom and routine: to be an office clerk or a
5
raven god servant in a big house, just to pay bills

The harvests failed and our prayers to the Scandal struck; respectability, once lost, could not
6
2 Christian God went unheard, so we turned to be regained: we were cast out of polite society
another
An oath was sworn but it was broken and
3 AGE OF ASHES
dishonour was upon me and my loved ones since

4
We were serfs, with no freedom or hope, so we d6 What happened to your home?
fled, though it placed a price on our heads
No jobs, the colliery and factory shut down,
An inheritance was mine – land, golden rings, a 1
businesses not hiring: no future in sight
5 title – but it was stolen from me by someone I
trusted too much Protesting brought me new allies even as it
2
brought me into conflict with the authorities
I was promised to the Church and thought to
6 spend my years in prayer and study of Scripture, Pollution choked this beautiful landscape, with
3
but it was not to be concrete and glass replacing flowers and glass
Drugs took their toll on my loved ones, blighting
4
their hopes and stealing their lives
Studying at school and passing exams was
5
everything, until those hopes fell through
The new road changed the landscape with its
6 noise and fumes, but it was one careless driver
that changed my life forever
The Hedgerow Hack Players Guide / 11

PLAYER CHARACTERS AS CHILDREN


The Hedgerow Hack takes inspiration from In the Age of Swords, children probably have chores
some classic children’s literature of the on a farm, but might have to escape watchful tutors,
chaperones or (if they are nobility) bodyguards or
1960s and ‘70s – like Alan Garner’s The priests.
Weirdstone of Brisingamen or Susan
Cooper’s The Dark Is Rising – or TV In the Age of Plagues, children probably have some
schooling to truant or else are apprenticed to a master
shows like Catweazel and Children of the
they need to evade.
Stones. If you want to capture this
atmosphere, then Heathen Clerks and In the Age of Steel, schooling becomes widespread
Tinkers can be children. and in the Age of Ashes it is compulsory, with
truant officers tracking down children and social
If you feature children as PCs, then consider workers getting involved (reporting to the Witch-
Harrow, knowingly or unknowingly).
these rules changes:
Roll different Stats: children are not fully Families can be placed in danger, especially
developed so roll STR, DEX and CON on 3d4; if a Doom Die exhausts while a child-PC is
they can be preciously wise and appealing, so with her family. The Feral Squires are not
roll WIS, INT and CHA on 2d6+3. above threatening to harm a PC’s family.
De-emphasise violence: children are not likely Families will have their duplicates in other
to be attacked with violence, even by Daemons ages, albeit without the PC in them and
and Goblyns; they will instead be captured and perhaps living in different circumstances.
held to ransom. The Witch-Harrow is more This can make for interesting roleplaying, if
likely to deliver children to their families than a child-PC wants to save or redeem their
visit harm upon them.
similar-family in a different Age.

Children cannot use 2-handed weapons and For example, Guyon’s family in the
normal weapons require two hands for them Age of Swords are contented farmers,
(without the +2); small weapons are used one- but in the Age of Steel the family is
handed (with -1 damage but not -1 to hit). being forced into the workhouse after
being evicted from their land by
Out of Action does not mean dead: When child Isengrim Von Ulf.
characters are OofA, they are captured or left
unconscious. Childhood’s end: All children (but one)
grow up. Childhood could end when a PC
Maiming is Temporary: when child-PCs go up reaches 10th level or 6th. GMs should decide
a level, they recover any Stats lost to OofA side- (in advance) whether the PC continues to
effects. adventure as a now-adult hero or if they
Allow lucky escapes: children are always forget and settle down to a mortal life of
wriggling out of bonds and finding unguarded love, labour and a family of their own,
exits; allow child-PCs to roll Gramarye to watched over by the comrades they no longer
escape from any perilous situation, through the recognise.
Hedge if need be.
The advantage of child-PCs in your Use the ordinary Background Tables for
children, but some of the results will
campaign is that their family life becomes describe their parents’ experiences that
part of the drama. It is important to know shape childhood.
what Age the family live in, because
children need to slip away to go on
adventures with their weird friends.
The Hedgerow Hack Players Guide / 12

HEATHEN CLERK: A FEAST OF SAINTS


The Hedgerow Hack introduces a pantheon
of beings for Heathen Clerks to serve and KING WREN
from whom they draw power. These are the
spirits of the countryside.
INVOCATION (new rule) The wren is the ‘king of birds’ and a fierce
warrior against the Dark who does battle
Once per story, any PC can invoke one with wits rather than brute force. It is also
Saint by rolling Gramarye. Clerks are the druid-bird, possessed of ancient wisdom.
allowed to invoke a Saint they do not
currently venerate. Venerate King Wren when: you will be
confronting the Margrave Raven directly or
King Wren: deal damage to a Near
must unravel his curses
enemy
Lady Hagthorne: heal own Hit Points Roll Gramarye to:
Lord Brock: gain Advantage on close
combat tests 1. Talk to non-corvid birds, find out
Elder Mandrake: gain Advantage on what they know, who has passed
WIS/INT tests nearby, etc.
Wuthering Stormcrow: gain temporary 2. Command non-corvid birds to go on
AP errands, investigate a Far location,
CHOOSING A HEATHEN SAINT carry a message to a Distant
location
Clerks choose a Heathen Saint to venerate 3. Remove Curse, as the spell
at the start of each story. ‘Start’ is a loose
term: the PC might wait until the nature of Abjuration: King Wren can chase away
the quest or conflict is clearer before settling corvids, including Barghests and even
on one Saint to call upon, but the Clerk Ministers. Reduce Malignity by the Clerk’s
cannot roll Gramarye for any purpose until level: if it is reduced to 0 the Malignity Die
a Saint has been chosen. is refreshed (grows by one step) and the
corvids flee; otherwise they are unable to
The decision to commit exclusively to one attack or pursue for an hour.
Heathen Saint must be made at this time.
Otherwise, the Clerk can venerate a Invocation: Any PC may invoke King
different Saint each story. Wren once per story to roll Gramarye and
inflict damage equal to the result on any
Near supernatural enemy
The Hedgerow Hack Players Guide / 13

LADY HAGTHORNE LORD BROCK

Hawthorn is the ‘bride of the hedgerow’ and Brock is the ruler of badgers and a doughty
‘queen of May.’ Garlands of hawthorn warrior, given to berserk rages. He knows
flowers bring luck and protection and the the secrets of underground places and will
dew from hawthorn blossom cleanses evil. not allow his followers to be caught in traps
She grants the skill to create beers, wines or snares.
and liquors.
Venerate Lord Brock when: you are
Venerate Lady Hagthorne when: you need venturing underground, into caves,
to help others, offer healing or bring good dungeons or the territory of goblyns
luck on a venture
Roll Gramarye to:
Roll Gramarye to:
1. See clearly in total darkness; this
1. Brew a Treacle (short-loved potion); lasts until you are exposed to
add your level to the Gramarye roll (bright) light
to find out what Treacles are 2. Unerringly know your depth and
available; alternatively, direction underground
automatically exhaust Gramarye to 3. Detect traps, secret doors and unsafe
brew any Treacle tunnels
Abjuration: Lady Hagthorne can chase Abjuration: Lord Brock can frighten away
away wer-kynde, including the Feral goblyns: those with HD equal to or less
Squires. Those with HD equal to or less than the Gramarye roll flee; others cannot
than the Gramarye roll flee; others cannot attack or pursue for an hour – and
attack or pursue for an hour – and abjuration cannot be performed on them
abjuration cannot be performed on them again.
again.
Invocation: Any PC may invoke Lord
Invocation: Any PC may invoke Lady Brock once per story to roll Gramarye and
Hagthorne once per story to roll Gramarye attack with Advantage in close combat for a
and heal their own Hit Points equal to the number of STR tests equal to the result of
result the roll
The Hedgerow Hack Players Guide / 14

ELDER MANDRAKE WUTHERING


STORMCOCK

Mandrake is a potent herb with roots


shaped like a man. King Solomon used The stormcock is another name for the
Mandrake to master the genies. Mandrake mistle thrush, which, instead of fearing
brings madness and genius in equal storms, sings lustily as bad weather
measure. approaches. It warns of approaching dangers
and uses storms to cleanse the land of
Venerate Elder Mandrake when: you must corruption.
cross the Hedge to other Ages
Venerate Wuthering Stormcock when: you
Roll Gramarye to: must confront the Undead or travel in the
1. Cause the Hedge to appear and open wilds
a Portal Roll Gramarye to:
2. You and fellow travelers may add
points up to the result of the roll to 1. Calm any storm over the next 1-10
their INT test within the Hedge minutes
(choose how many to add after 2. Summon any (seasonally
making the test) appropriate) weather, which arrives
3. Commune, as the Spell, answering in 1-10 minutes
one question 3. Sense the nearest source of danger,
its direction and distance
Abjuration: Elder Mandrake can banish
daemons: those with HD equal to or less Abjuration: Wuthering Stormcock can
than the Gramarye roll flee; others cannot banish undead: those with HD equal to or
attack or pursue for an hour – and less than the Gramarye roll flee; others
abjuration cannot be performed on them cannot attack or pursue for an hour – and
again. abjuration cannot be performed on them
again.
Invocation: Any PC may invoke Elder
Mandrake once per story to roll Gramarye Invocation: Any PC may invoke
and gain Advantage for a number of INT or Wuthering Stormcock once per story to roll
WIS tests equal to the result of the roll Gramarye and gain protection, a number of
temporary AP equal to the result of the roll
The Hedgerow Hack Players Guide / 15

 DIVINE SPELL LIST 


1st level Cure Light Wounds: Heal 1d8 HP to a Nearby target.
Divine Detect Evil: Everything Nearby that is evil glows - 5mins.
Spells Light: Create dim light from a Nearby spot or object - 1hr.
Protection from Evil: Advantage on all tests vs an Evil source - 1hr.
Purify Victuals: Removes disease/poison from all Nearby food and drink.
2nd level Bless: Nearby allies gain +1 to Stats when attacking/defending - 1hr.
Divine Find Traps: Notice all nearby traps - 10mins.
Spells Hold Person: Paralyse 1d4 Nearby targets – 1hr.
Silence: Magical silence covering everything Nearby to a target - 1hr.
Speak with Animals: Can understand and talk with animals - 1hr.
3rd level Cure Disease: Cures a Nearby target of all diseases.
Divine Daylight: A nearby area is illuminated by sunlight - 1hr.
Spells Locate Object: Sense direction of a known object – 1hr.
Prayer: All Nearby allies defend against attacks with Advantage – 1min.
Remove Curse: removes a curse from a Nearby creature, place or object
Speak with Dead: Ask a Nearby corpse 3 questions
4th level Create Banquet: Create food/water with d8 UD
Divine Control Plants: control Near plants with HD equal to caster – 1hr
Spells Cure Serious Wounds: Heal 3d8+3 HP to a Nearby target.
Neutralise Poison: Remove/Immunise poison for a Nearby target - 10mins.
Tongues: Speak and understand any language of Near speakers – 1hr
Ward Evil: Nearby allies gain 6 AP against evil creatures - 10mins.
5th level Commune: Your Heathen Saint truthfully answers 3 questions or reveals Lore of one
Divine Mythic Type
Spells Dispel Evil: Removes a Nearby spell, abjures a summoned monster or refreshes Malignity
Finger of Doom: Nearby target is OofA if caster tests WIS against it
Plague: Test WIS, all Nearby targets lose 2d8 HP for the next 1d6 minutes
Quest: Force a Nearby creature to obey an order.
Raise Dead: Return a Nearby target to life (died within the last 7 days)
6th level Animate Plants: Animate Near plants - 10mins.
Divine Blade Barrier: covers a Nearby area, test WIS to attack Close targets (3d8) - 10mins.
Spells Conjure Daemon: Summons helpful Daemon with HD equal to caster's HD -1hr.
Find Path: The path to a chosen location is made known - 1hr.
Word of Recall: Teleport back to the location this spell was cast - 1year.
7th level Control Weather: Control the Nearby weather to all extremes - 10mins.
Divine Earthquake: Test WIS vs all Nearby creatures, success renders them OofA.
Spells Eldritch Word: Nearby creatures with less than 5HD die, 6-10HD paralysed for 1d4
turns.
Open Portal: causes Hedge to appear and opens Portal to any destination.
Restoration: Returns all levels lost to level drain powers or Stats lost to OofA within last
week
Wind Walk: Turn into flying mist and back - 1day.
The Hedgerow Hack Players Guide / 16

GYPCEAN: THE ENDLESS ROAD


The Hedgerow Hack offers Gypceans as a
fantasy background, (very) loosely inspired
by Romany folklore.
Gypceans possess the Sight and can test
WIS to see Fae creatures in their true form,
recognise Legendary Locations, perceive the
Hedge and pass through Portals.
However, they do not possess their own
Gramarye, starting each story with their
Gramarye UD fully exhausted.
Gypceans know a quick ritual that allows a
(willing) PC to transfer Gramarye to them:
for each step the PC reduces their Gramarye
UD, the Gypcean PC gains one step in
their Gramarye UD. (Gypceans can also
increase their Gramarye through performing Gypcean hospitality counts as a Legendary
Glees and cannot exceed their level Location of no specific type, so PCs can
entertain their hosts with a Glee using any
maximum).
Elder Lore.
NB. Reducing your Gramarye as part of a
Gypcean ritual does not count as exhausting The rest at a Gypcean camp is such that
the UD for purposes of triggering or rolling PCs regain the maximum Hit Points from
1HD and refresh all their spell slots.
Malignity.
Gypcean medicine reduces any Plague UD
GYPCEAN HOSPITALITY (new rule) by one step harmlessly.
The GM might include Gypcean NPCs as CHOOSING ELDER LORE
part of a story, but a Gypcean PC can seek
out his traveling people for hospitality. At the start of each story, a Gypcean learns
There are Gypceans in every Age and they a piece of Elder Lore of the Mythic Type of
support the Briar Company in many small their choosing:
ways. Auspicious birth (AB)
Glorious victories (GV)
A PC can locate their Gypcean kin on a Heinous deeds (HD)
roll of 6 on a d6, but adds +1 for each Love’s turmoils (LT)
previous story that passed without seeking Mysteries & Wonders (MW)
out Gypcean hospitality. The PC can also Tragic dooms (TD)
make a INT test to gain a +1 bonus.
This Lore can be used to perform a Glee
Gypcean hospitality is a safe refuge from during a rest, to Name a Treasure or to use
troubles or pursuit. Refresh all Doom Dice a Heroic Song to allow other PCs to test
by one step, deactivating any that refresh with Advantage.
past d20 size. Doom Dice are not rolled
CRAFTING
within the camp.
Gypceans can craft so long as they have
access to tools and a fire, but if they make a
INT test they can craft even without those
The Hedgerow Hack Players Guide / 17

things (but lose the benefit of crafting twice d20 Power Effects
as fast). Points to all secret doors and
1 Detect
traps within 20’
By rolling Gramarye, the crafter can
Read thoughts up to Near,
enchant an item. Each roll adds one quality 2 ESP
fails 1 in 6, blocked by lead
to the item, but if the Gramarye UD Cold/Fire Immune to normal cold/fire,
exhausts, the crafting must stop and only 3
Resistance test at Advantage vs magical
the first quality ‘sticks’: 3d6 damage on everyone up
4 Cold/Fire
to Far
-1 to tests to use this item
Add +1d8 damage per blow,
+1 to damage with this item 5 Ogre Power
carry +10 STR
+1 AP with this item
Confers 5 AP and Advantage
roll with Advantage using this item 6 Protection
on all defensive tests
once per day (select again to use
7 Sorcery 1d3 Spells, levels 1-6
multiple times)
remove an encumbering quality Hide (1-5 in 6) or move
8 Stealth
silently
not prohibited for a character class
9 Striking Hits for 2d6 damage
For example, Django has a d6 Gramarye UD Fly at double speed or
and wants to craft an enchanted shield. He adds 10 Flying
normal with passenger
+1AP and rolls a 5. Then he adds -1 to 11 Healing Heals 1d6+1 hp on everyone
defensive tests and rolls a 3. He wants to make
Hems out one monster type
it usable by Wurzels but rolls a 2. The 12 Warding 10’
(Undead, Daemon, Goblyn)
Gramarye UD exhausts and only the first
Water
+1AP applies to the shield. 13 Walk on any liquid
Walking

Alternatively, the PC can exhaust their Control Control 3d6 small, 2d6
14
Animals medium or 1d6 large animals
Gramarye UD deliberately. Instead of
Control 1-6 large or 10’
adding lesser enchanted qualities, this turns 15 Control Plants
square of plants or fungi
the item into a one-shot Treasure. See and hear scenes at any
16 Crystal Ball
distance
17 Cancellation Destroys one Treasure
Everyone up to Far must flee
18 Fear
for 1d6 minutes
Turn invisible until
19 Invisibility
attacking
20 Wishes One limited wish remaining

For example, Django chooses to exhaust his d6


Gramarye UD to d4 and rolls 13: he has made
a Shield of Water Walking that will function
once then become an ordinary shield.
Enchanted items and Treasures cannot be
taken out of the Age in which they were
created.
The Hedgerow Hack Players Guide / 18

OUZEL: FOWLES IN THE FRITH


The Hedgerow Hack introduces Ouzel, who (d4); the result is applied as a bonus to
are fae creatures resembling humans with anyone attacking or defending against that
feathers and the heads of birds. foe in the following Moment.
The Ouzel relate that, when the Feral THE EIGHT NOBLE SIEGES
Squires launched their invasion of the
The lineages of Ouzel take the title ‘Siege’
Mortal Ages, the birds of the Fae convened
from the ‘seat’ they once occupied on the
a Parliament of Fowles to debate whether to
Parliament of Fowles. Each takes the form
oppose or ally with the squires. They
of a particular bird.
decided to remain neutral. However, many
of the birds rebelled against this decision and
exiled themselves from the Otherworld to
BLACKBIRDS: SIEGE
assist humanity. COLLIER
These rebels are the Ouzel, who crossed the
Hedge to arrive in Ages of great crisis. They
encountered the Briar Company and offered Coal-black they may be, but the Colliers
their assistance, becoming its latest recruits. are bitter foes of the Raven Margrave and
argued for giving aid to the Mortal Ages
The Ouzel are sorcerers. They are a proud long before the Feral Squires invaded the
people, all the more so for being held in Old Shires. They are an old Fae lineage
disgrace by their Fae kin, who view them as with quirks considered strange even among
rebels and outlaws. the Fae.
GRIMOIRES (new rule) How Colliers view themselves: We are
The Arcane Spells from The Hedgerow dark, but not of Darkness, and we can carry
Hack are available to all Ouzel as part of the fight to the Raven Margrave without
their Fae heritage. However, Ouzel can fear of his Spite (Malignity)
discover new spells, unknown to others of How Ouzel view Colliers: Strange and
their kind, and they record these in easily distracted, they are too keen to engage
Grimoires (spell books made of pleated with dark and cursed things
twigs and weaved feathers) and treasure
them greatly.
This allows GMs to introduce spells from
other systems (or Hack RPGs) that can be
copied using Read Runes. Ouzel can
research new spells. However, this costs 100
pennies per spell level and the Ouzel must
pass a INT test with a penalty of the spell
level, otherwise the effort is wasted.
BIRD FORM
When Ouzel take bird form, they use the
same Stats for tests. They cannot attack Avian gift: Do not activate/roll Malignity
creatures larger than other birds (but see when you exhaust Gramarye; test INT at
Falcons below for an exception) but they can Advantage to retain slots for spells with
harry opponents by flying at their faces: roll “Magic” in the name
to hit with DEX and use unarmed damage
The Hedgerow Hack Players Guide / 19

BUZZARDS: SIEGE
CATHARTINE

Their hooked beaks give them a sinister


appearance and these Fae revel in battle and
slaughter, drawing sustenance from those
they fell. Yet they are honourable folk, if
grim.

How Peregrines view themselves: Others


look to us for leadership and role models and
we must not let them down
How Ouzel view Peregrines: Arrogant and
unbending, their sense of their own nobility
creates more conflict than our foes
How Cathartines view themselves: We are Avian gift: Test with Advantage to perceive
steeped in blood and care not that others at a distance or make ranged attacks; may
think us cruel, engage in combat in bird-form (deal
How Ouzel view Cathartines: Needlessly unarmed damage)
proud, given their grisly work and uncouth
manners
OWLS: SIEGE
Avian gift: Gain 1d4 Hit Points after STRIGINE
defeating an enemy, once per combat; INT
at Advantage to retain slots for spells that
deal damage Conscious of the reputation for wisdom,
Strigine develop their image as sorcerers and
philosophers: creatures of reflection rather
FALCONS: SIEGE than action.
PEREGRINE

Noble, ferocious and beautiful, the


Peregrines are the shining knight to the
Cathartine’s lumbering axeman. They are
warrior-mages who hold cowardice to be the
greatest fault.
The Hedgerow Hack Players Guide / 20

How Strigines view themselves: The Dark


will not be beaten back by swords, but by STORKS: SIEGE
CONCORDE
the superior understanding which scholars
like us can attain
How Ouzel view Strigines: Pretentious and Calm and compassionate, Concorde was the
stuffy and more inclined to talk and lineage that first heard the troubles of the
pontificate than do what is needful Mortal Ages and pleaded for the other
Fowles to take arms against the Feral
Avian gift: Strigines have night vision and
Squires. They continue to be benefactors of
suffer no Disadvantage for actions in the
mortals.
dark; test INT at Advantage to retain slots
for spells with “Read”, “Detect” or “Eye”

ROBINS: SIEGE
RUDDOCK

Bold and brash, the Ruddocks are the first


into the fray. They are impatient with
diplomacy, strategy and long words. They
love to be busy. More than other Fae, they
are fascinated with mortals and their ways.

How Concordes view themselves: The Dark


will only triumph when it triumphs in our
hearts. We remain hopeful, loving and
kind, in spite of the world’s woes.
How Ouzel view Concordes: Idealistic do-
gooders, they nonetheless inspire with their
selflessness. That is, when they’re not
getting themselves into trouble.
Avian gift: Test CHA to add +2 to
How Ruddocks view themselves: The Dark Reaction Rolls; test INT with Advantage to
is covering the land and still they talk. It retain Charm, Sleep, Ventriloquism,
falls to us to get things done. Phantasm, Confusion and Feeblemind Spell
slots.
How Ouzel view Ruddocks: Bold
companions and valiant allies, but prone to
recklessness; too much of the fleeting Mortal
Ages has passed into them
Avian gift: Immunity to fear and
paralysation; test INT at Advantage to
retain slots for movement spells (Feather
Fall, Levitate, Blink, Fly, Dimension
Door, Teleport).
The Hedgerow Hack Players Guide / 21

THRUSH: SIEGE WRENS: SIEGE


MILHUYT DREOILIN

Beautiful and carefree, the Milhuyts bring Known as the ‘druid birds’ (and regarding
some of the brightness and dazzle of the themselves as ‘kings of birds’), the Dreoilins
Otherworld into the Mortal Ages. are the strategists among the Ouzel. They
view the battle against the Dark as a long
They love to sing – and play instruments,
campaign on many fronts and are prepared
perform poetry, dance, paint…
to retreat, sacrifice themselves or others and
engage in underhand tactics to secure the
smallest advantage.

How Milhuyts view themselves: What does


it avail us if we drive back the Dark but
sacrifice beauty in doing so? It is our glad
duty to lighten hearts and remind others
what they fight for.
How Ouzel view Milhuyts: They can
provide welcome distractions but seem to
lack seriousness, as if the struggle against How Dreoilin view themselves: The others
the Dark is just a windy ballad or charming are easily distracted by violence or
poem. mysticism, but we keep our eyes on the
prize: the overthrow of the Dark.
Avian gift: Refresh spell slots when resting
without a Gramarye roll if you perform How Ouzel view Dreoilin: They are wise
advisors, but can become obsessed with their
plots. Sometimes they need to be reminded
this is everyone’s struggle, not theirs alone.
Avian gift: Birds are your spies, test INT
or CHA as if you were native to the current
Age (or without Disadvantage in the Age of
Fable)
The Hedgerow Hack Players Guide / 22

 ARCANE SPELL LIST 


1st level Charm: Test WIS, if successful a Nearby person is your willing servant for until
Arcane dawn/dusk
Spells Detect Magic: Everything Nearby that is magic glows - 5mins.
Feather Fall: No damage from a fall
Light: Create dim light from a Nearby spot or object - 1hr.
Magic Missile: A Nearby, Far-Away or Distant target takes 1d4 damage x level
Shield: Gain 2 AP/ level – 5mins.
Sleep: Puts 4d6 HD enemies to sleep - 8hrs.
Ventriloquism: Make voice come from Far range
2nd level Darkness: Creates darkness covering a Nearby area that blocks all types of vision - 1hr.
Arcane Invisibility: A nearby creature is made invisible until it attacks or dispelled.
Spells Knock/Lock: A Nearby door or lock is opened or locked to everyone except caster
Levitate: The caster floats up to 6 feet from the ground – 1hr.
Mirror Images: 2d6 duplicates appear, hits to caster destroy them – 1hr
Phantasm: man-sized illusion appears up to Far range – 1hr
Read Thoughts: Understand thoughts of any Near creature – 1hr.
Web: Traps a Nearby area or target, stopping movement – 1hr
3rd level Blink: teleport to Far away – 10mins
Arcane Darkvision: See in absolute darkness until exposed to bright light
Spells Dispel Magic: Removes a Nearby Arcane spell.
Fireball: 1d6 Nearby creatures take 1d6/level damage.
Fly: You or someone else may fly at normal speed until touching the ground
Magic Mouth: Creates an illusory mouth that repeats a phrase to all Nearby creatures
when triggered
Read Runes: Read all languages and magic - 10mins.
Scrying: View a Distant place and hear what goes on there
4th level Confusion: 2d6 Nearby targets immediately make a Reaction roll.
Arcane Dimension Door: Teleport a target to a Distant Location.
Spells Fire/Ice Barrier: Wall covers a Nearby area, test WIS to attack Close targets (3d6
damage) - 10mins.
Magic Eye: Look through an invisible eye that floats up to Distant range – 1hr.
Polymorph: Transform a creature (or self) to the appearance of another.
Phantasmal Terrain: illusion of natural terrain covers everywhere Nearby – 1 week
Remove Curse: Removes a curse from a Nearby target.
Wall: A wall covers a Nearby area - 1hr.
5th level Cloudkill: Anyone with less than 5HD that touches it rendered OofA – 1hr.
Arcane Conjure Goblyn: Create a Fae of chosen type with 3d4 HD.
Spells Contact Otherworld: Ask 1 question/level or acquire Lore of any Mythic Type.
Feeblemind: Reduce a Nearby target's INT to 2 – 1hr.
Telekinesis: Move Nearby objects for as long as you concentrate.
Teleport: Transports a Nearby target to any place known to the caster.
6th level Anti Magic Shell: Creates a Nearby Zone around the caster blocking all magic.
Arcane Death Spell: 2d8 Nearby targets with 7HD or fewer are OofA
Spells Disintegrate: Makes one Nearby target or object turn into a fine powder.
Stone to Flesh: Turns a Nearby target into stone (or cures a person who was petrified).
7th level Conjuration: Summons a Fae with 2HD/level.
Arcane Limited Wish: Change reality in a limited way or for a short time.
Spells Permanence: makes one spell of level 1-3 permanent
Time Stop: Stops time completely in a Nearby area for 1d4+1 Moments.
The Hedgerow Hack Players Guide / 23

TINKERS: A SEASONAL ALMANAC


The Hedgerow Hack offers Tinker’s
different abilities depending on the season AUSTERE WINTER
they embody. It isn’t necessary for the TINKERS: BEZONIANS
Season to match the calendar month: you
can choose to be a Winter Tinker in June.
SEASONAL RITES (new rule) The Bezonians are the ragged men of the
wilds, dressed in motley or the pelts of
Once per story, while resting, perform a animals, but wise in the way of nature.
Seasonal Rite based on the current season by They live apart from society and sleep under
rolling Gramarye. Tinkers are allowed to the cold Christmas stars. They are viewed
celebrate a Season they do not currently as uncouth savages by townsfolk.
embody. A rite can only be celebrated once
per story. Embody Stern Winter when: you must
venture into the wilds
Winter: take 1HD of damage, every
other PC present heals 1HD of Hit Roll Gramarye to:
Points
Spring: exhaust your Gramarye UD by 1. follow any trail unerringly
one step, every other PC present 2. disguise any trail to lose pursuers
refreshes their Gramarye UD by one (which also increases the Pursuit
step UD by one step)
Summer: exhaust your Gramarye UD 3. forage for food and water (1d6 UD)
by one step, a Doom Die refreshes by 4. locate herbs to physick one disease
one step or deactivates if it is d20
Autumn: exhaust your largest
equipment UD by one step, discover
30-180 pennies
HOLY POVERTY
Tinkers can earn money, steal or beg from
NPCs. They cannot accept gifts from fellow
PCs, except for Treacles from a Clerk or
Enchanted Craftwork from a Gypcean.
They can keep loot discovered on
adventurers but only until the end of the
story: they must start the next with only
1d4 pennies.
CHOOSING A SEASON
Tinkers choose a Season to embody – or
commit exclusively to one Season forever -
at the start of each story. The Tinker
cannot roll Gramarye for any purpose until
a Season has been chosen.
The Hedgerow Hack Players Guide / 24

Roll Gramarye to:


SUBTLE SPRING
TINKERS: CADGERS 1. know the answer to one question
about the near future (within 1hr)
2. dream one (random) piece of Lore
The Cadgers are the sly and smiling while resting
tricksters, dressed in shabby gentility, and 3. know the name and background of
peddling many odd wares. They mingle any mortal you meet
where crowds are, begging and bartering and 4. speak Nonsense that confuses Near
pocketing what they can. listeners for 1d4 Moments
Embody Subtle Spring when: you must
adventure among townsfolk
Roll Gramarye to:
1. hide without being detected
2. move without being heard
3. steal one object from a Close target
4. open one lock on a Close door,
chain or box

RUDDY AUTUMN
TINKERS: LAZARS

The Lazars are the men of blood,


slaughterers and bone-burners, who tend the
bonfires and burning stubble. They reek of
blood and soot, but no one questions what
must be done to bring the harvest home.
RAVING SUMMER
Embody Ruddy Autumn when: you have
TINKERS: BEDLAMS
enemies to kill
Roll Gramarye to:
The Bedlams are lunatics and fools that
shout and sing their way across the land, 1. deal double damage on your next hit
but there is wisdom in their ravings. They in combat
live on Christian charity because they are 2. disguise yourself as someone else
touched by God. until dusk or dawn
3. learn one secret from another person
Embody Raving Summer when: you must who is Close
solve mysteries or follow omens
The Hedgerow Hack Players Guide / 25

WURZEL: MEN OF STRAW


The most unusual PC class in The The Wurzel rolls STR at Advantage to hit
Hedgerow Hack is the animated scarecrow each target and applies the damage.
or Wurzel. Their appearance can be
The berserk rage must play itself out until
comical, homely or gruesome and each one
all Wrath is spent. Friends and allies must
is the incarnation of an ancient Fae spirit
be attacked if there aren’t enough enemies
from beginning of time.
and the berserker must attack herself if no
The word ‘wurzel’ means ‘root’ or ‘herb’ other targets are available.
and indicates these entities’ origins as the
The Wrath of the Furrows does not count
spirits of vegetation worshipped in
as a magic or Holy attack, for purposes of
prehistory and taking physical form in holy
monsters that require special weapons to
trees, maypoles and wicker effigies before
harm them.
becoming scarecrows in the time before the
Age of Swords. A BODY OF STRAW & BARK
They are considered ancient and unnerving Wurzels innately posses bark armour and
even by other Fae, who address them by each arm is a wooden shield – 3 AP which
titles like ‘Nuncle,’ ‘Auntie,’ ‘Sire’ and is effective against gunpowder attackers.
‘Grandmother.’ Wurzels cannot use non-magical armour or
shields in addition to this.
Because the truth about Wurzels is that,
whether they show it or not, they are A Wurzel can ‘sunder’ an arm like a
terribly, terribly angry. shield, to cancel all the damage they would
receive from one attack. A one-armed
WRATH OF THE FURROWS (new
rule) Wurzel cannot use 2-handed weapons and
might receive Disadvantage on some tests.
Wurzels gain Wrath points as the world
they see around them infuriates them. They A Wurzel with no arms cannot use any
gain +1 Wrath every time a Doom UD weapons but can still kick or head butt
exhausts. They might also gain Wrath (unarmed damage).
when the GM deems it appropriate, such as Arms cannot be sundered to protect from
when: damaging yourself during the Wrath of the
Nature is defiled or wantonly destroyed Furrow.
Disrespect is shown to Legendary Arms are restored at the end of a story.
Locations
Senseless cruelty or greed is on display Wurzels can repair the straw bodies while
resting, gaining 1d10hp and restoring their
Wurzels can ‘spend’ Wrath to enter a
AP. Unlike other PCs, they are not limited
berserk frenzy, becoming a storm of thorns,
to healing once a day, but resting returns
vines, branches and leaves, lasting 1
them to inanimate scarecrow form and they
Moment per Wrath point. They must spend
(or another PC) must roll Gramayre to
all of their Wrath on this.
reanimate afterwards.
While berserk, the Wurzel rolls unarmed
damage dice (d6) equal to her level and
divides the rolled damage between enemies
that are Close or Near. Each enemy must be
assigned at least 1 point of damage per HD
if possible.

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