Beyond The Woods Quick Start 250115
Beyond The Woods Quick Start 250115
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CREDITS
Emmet Byrne
Writing, Design, & Layout
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Last Updated: 15th January, 2025
Introduction | Chapter 1 3
THE WORLD
the mountains to the mist-shrouded lands of the Aos
Sí. Others preach caution, claiming the Great Oak is
Beyond the Woods is set in the lands of Tír Nascath, going through a cycle of renewal and all will be well
an ancient world of magic and spirits inspired by in time. To ease the growing tension, the Fréavacha,
Irish myth and legend. Centuries ago, the Sluagh, a the council of elders who govern Céad Darach, has
spectral legion of the accursed dead, swept across Tír decreed that they will allow a small number of people
Nascath, leaving countless ancient ruins, lost cities, to leave the city — something that has not happened
and abandoned villages in their wake. Hundreds of in centuries. These bands of wanderers and explorers
thousands died or were turned into soulless Marvach, must search for something, or someone, to help save
hollowed-out husks who now wander the land filled the dying city. You are one of those who must venture
with hunger and rage at what was taken from them. Beyond the Woods.
What is Known
Your ancestors were one of the few who survived the
calamity that became known as bás an tsaoil — the
death of life. They fled to Céad Darach, the last great The people of Céad Darach have been isolated within
city, where they huddled within the protective light the city for centuries and know little of what lies
of the Golden Oak. The Sluagh could not breach the beyond the light of the Golden Oak. There are maps of
luminous barrier surrounding the city, nor could the Tír Nascath from before the great calamity, but these
survivors venture beyond its light without risking are unreliable. What’s more, the people of Tír Nascath
almost certain death. A tense standoff was born. relied on a tradition of oral storytelling, so much of
their history and tales were lost when the Sluagh swept
across the land.
‘I’m s-sorry! We were p-playing and I d-dared
Despite what was lost, there are undeniable truths all
him to pick a leaf from the tree! I d-didn’t think
people know about Tír Nascath.
he’d do it! S-something came out of the woods!
It t-took him!’ THE WORLD IS OLD
— Aoife Ní Connall, whose brother Tír Nascath is an ancient land. It is filled with the bones
was lost to the woods of long-forgotten cultures and civilisations from ages
before the rise of Céad Darach and its people. No one
knows who built these once towering structures that
now lie in ruin, but fragments of long-lost knowledge
For hundreds of years, the people of Céad Darach have — and power — may still be buried within. These
lived this way, farming the land, fishing the rivers, ancient sites may be the best hope for saving Céad
and living in relative peace while trying to ignore the Darach — or building a new life if it falls.
malevolent spirits that watch from the shadows of the
Cuilchemar — the woods that surround the city and MUCH HAS BEEN LOST
forms a natural border where the light of the Golden The people of Céad Darach know little about the world
Oak ends. Every few years, some fool “adventurers” before bás an tsaoil. Those who fled to the city cared
leave the city seeking fortune and fame or in search only for survival and left all they had behind as they
of other survivors, but none have ever returned. The tried to outrun the spectral host of the Sluagh.
people of the city go on with their lives, safe in the
knowledge that the Golden Oak will protect them. What little is known of the time before has been
handed down through the seanchaí, oral storytellers
But something has changed. The Golden Oak is who preserve the history and tales of Tír Nascath.
dying. Its light has begun to fade, and the shadows Only in the last century or so have the people of Céad
creep closer to the city each day. Unease is spreading Darach made a concerted effort to write down their
throughout Céad Darach. Some wish to leave, to take history, hoping to preserve it for future generations
their chances in the woods or even venture north over should another great calamity befall the city.
Introduction | Chapter 1 5
PLAYING THE
This Quick Start includes six pre-generated characters
designed to show off the new Classes and Lineages that
GAME
you will find in the Beyond the Woods Core Rulebook.
In addition to the starting equipment listed on their
Beyond the Woods is a game about survival and charcater sheets, there is also a PDF of additional
exploration. You will fight strange creatures and explore equipment the players can choose to bring with them,
forgotten ruins, yes, but the journey to these ancient but they must divide it up the resources to carry it all.
sites is just as important as what happens when you get
there. Like all good stories, it is not the destination but DIANCECHT, THE MAGE
the journey that matters. Dianchecht is one of the Aos Sí, ethereal faerie folk who
live beyond the Ballarainn Mountains to the north. As
When you play Beyond the Woods, you and your a child, Dianchecht became lost in the Otherworld and
friends will place the map of Tír Nascath (or your found their way to Céad Darach. They have lived in the
favourite fantasy world) on the table and choose where city ever since, unable or unwilling to travel through
to explore. The game is designed to allow you to decide the iron-rich Ballarainn Mountains to return home.
where the adventure takes you. As you travel hex by
hex across the unknown and dangerous landscape, Diancecht has a natural affinity for magic and found
you will add stickers to the map to track your progress, themselves studying under Becuille, one of the last
mark sites you have discovered, and commemorate remaining Archmages. Much of the magic known
fallen allies. before the great calamity has long since been lost,
like many other things. The surviving mages jealously
This Quick Start includes a small section of the map of guarded the spells and incantations inscribed in their
Tír Nascath for you to explore. The included adventure, spellbooks, leveraging their knowledge to gain power
Dead Wood (see page 32), is a structured experience and preferential treatment within Céad Darach.
designed to introduce the world and rules to new This practice has continued for centuries, with each
players. Once you have played through it, you are free Archmage taking on only one or two apprentices at a
to explore however you wish, with the GM using the time and charging a premium for the privilege. There
encounters, locations, and information in this Quick are common spells known to almost all mages, but each
Start to flesh out the world. Archmage has a collection of spells that only they and
a few select apprentices know. Becuille specialises in
The Characters
the magic of life and death and has shared some of her
learnings with Diancecht, but there is much that even
Characters start with fewer resources and less she does not know. At Becuille’s behest, Diancecht has
equipment than those in standard 5th edition, and volunteered to leave the city of Céad Darach to search
they must fight tooth and nail if they hope to survive. for lost arcane secrets buried in the ruins of the world.
Dinaim’s reclusive nature stems from the fact that he Meadhbh was raised by her baker father but was
is a Changeling — a fae creature who was swapped likelier to pound faces than knead dough. She was
with a human child in the crib. While playing with his strong and fierce and would regularly get in fights with
friends as a child, Dinaim hid behind his father’s old other children, usually bullies. As she grew, she taught
shield, pressing himself close so he would not be seen. herself to use axe and shield like her mother and joined
As he hid, a searing pain erupted along his flesh, and the Duilleórga at the age of 15. When the Fréavacha
he began to scream. His skin cracked and turned to announced that small groups would be allowed to
ash where the cold iron touched him, revealing dark, leave Céad Darach, she resigned from her position and
leathery hide beneath. Dinaim’s friends fled, and his was the first to volunteer.
horrified parents discovered him hours later. They
knew he was not their true son, but they cared for him
nonetheless. But Dinaim saw how people looked at
him, and by age 12, he had fled his home. He learned to
live off the land and kept as far away from the people of
Céad Darach as he could. When he discovered the city
was looking for volunteers to venture into the heart of
the wilds, it was an easy decision to leave.
Éandu has been taught that she will bring about great MOGRUITH, THE DRAOI
change and that now, with the Golden Oak faltering, is Mogruith is Baloran, a descendant of the legendary
her time to act. Éandu does not know what she must Fomorian warrior Balor. The Fomorians were said
do but trusts that the goddess will show her the way to be monstrous and darkly beautiful creatures that
— and is perhaps already with her. As she prepared dwelled beneath the earth and waged war on the people
to leave, a large black crow appeared and alighted on of Tír Nascath millennia ago. Balor was the greatest of
Éandu’s shoulder. She named the bird Badb and set out all Fomorians, and his gaze, or “evil eye”, was said to
on her journey. wreak destruction wherever it fell.
Introduction | Chapter 1 7
Balorans are a rare sight in Céad Darach and are
often looked upon with distrust and fear, with many
believing they are unpredictable and prone to violence.
Morgruith, for his part, is a kind-hearted soul with a
fondness for nature and the living world. He is one
of the Draoi, spellcasters who draw their power from
nature and work in harmony with the land to shape the
magic to their needs. Unlike the Magi, the knowledge
of the Draoi is passed down through oral tradition and
can’t be learned from books and scrolls. Morgruith
knows the danger that lies beyond the light of the
Golden Oak, but he has always dreamed of seeing
the wilds of Tír Nascath and could not turn down the
opportunity to venture into the woods.
STORYTELLERS
There is a long tradition of oral storytelling in
Ireland, and the Storyteller Class is inspired by
these storytellers, known as the seanchaí. While PEIG, THE STORYTELLER
Classes like the Warrior and the Mage are similar Peig is a Púca, a fae creature from the Otherworld.
to the Fighter and the Wizard in standard 5th Most Púca find their way to Tír Nascath accidentally,
edition, the Storyteller is quite unlike any existing stumbling through faerie rings or emerging from
5e Class. portals deep in the wilds of the Cuilchemar. Once
here, they often decide to stay, enjoying the freedom
The Storyteller creates a Story by combining and mischief it offers them. Púca are tricksters and
Verses. These Verses are akin in power to a cantrip shapechangers, and most want nothing more than to
but grow in power the longer the Storyteller toy with the people of Tír Nascath. Their tricks are
maintains them. For example, the Verse The Hare usually harmless fun, but there are some malicious
From The Wolf Did Run And Leap increases your Púca who enjoy leading mortals to a violent and
and your ally’s movement Speed by +5 feet the first bloody end, which makes many in Céad Darach wary
round it is active, +10 feet the second round, and of the diminutive creatures.
grants +1 AC as well as the increased movement
speed in the third round. Peig is not one of these cruel Púca. She has lived in
Céad Darach her whole life, having wandered out of
Alternatively, the Storyteller can combine multiple the woods as a child. She was taken in by a kindly
Verses into a single Story to gain various effects. seanchaí named Micheál, a storyteller who had heard
For example, a Storyteller could begin a Story with tales of the mysterious Púca and yearned to learn
The Hare From The Wolf Did Run And Leap in the of the Otherworld. Unfortunately, the young Peig
first round, granting +5 movement Speed, and in remembered very little of her home, but Micheál cared
the second round, add And So They Were Cursed, for her nonetheless, sharing the tales and legends of Tír
For Breaking the Ring, which imposes a −1 penalty Nascath with the young Púca girl. After Micheál passed
to Ability Checks for enemies who hear the Story. away, Peig took his place, bringing colourful stories of
legendary heroes to the children of Céad Darach. Now,
The Storyteller Class allows for a lot of freedom, with folks leaving Céad Darach for the first time in
but can be a complex Class for a beginner. We years, Peig has decided to join them. She will chronicle
suggest having a more experienced player take the their journey and tell tales to inspire them, but she also
role of Peig when using this Quick Start. hopes to find a way back to the Otherworld — not to
return home, but to learn all she can. For Micheál.
WHAT NEXT?
If you enjoy this Quick Start, the Beyond the
Woods Core Rulebook has everything you need to
continue the adventure, including six new classes,
four new lineages, new spells, new equipment, and
more, while the Tír Nascath Setting Guide includes
new monsters inspired by Irish mythology, secrets
about the history of Tír Nascath, GM advice for
running hexcrawl campaigns, and three complete
adventures to drop into your game.
SURVIVAL
Simply surviving in the lands of Tír Nascath is a
daunting task. Only a handful of souls have left Céad
Darach and ventured into the woods surrounding
the great city, and fewer still have returned to tell the
tale. You have no idea what dangers you will face,
yet you must prepare as best you can. If you hope to
return alive, you will need food, water, and the right
equipment.
MIXING ABILITIES
& SKILLS
This Quick Start and other Beyond the Woods
supplements often call for Checks using
unusual pairings of Abilities and Skills, such as
a Constitution (Athletics) Check to run a long
distance, a Wisdom (Hunter’s Tools) Check for
having the patience to wait for your prey, or a
Charisma (Stealth) Check to try to blend in with
a crowd. Some Class features may also allow
characters to pair Abilities and Skills in unique
ways. GMs and players are encouraged to devise
inventive ways to utilise their Skills and Tools as
they play.
EXPLORATION
she is now entirely out of water. She will need to find
something to drink before the end of the next day or risk
dehydration. Whether through necessity, a misguided sense of
adventure, or a desire to uncover lost arcane power,
STARVATION leaving the safety of Céad Darach is seen by many as a
If you go more than a day without food, you are death sentence. The Cuilchemar, the dense wood that
Starving. Any time you would recover Hit Points lies beyond the city’s walls, is haunted by restless spirits
through non-magical means, you recover half the and the soulless Marvach, and no one still living knows
usual amount. Magical healing works as normal. what lies beyond its borders. You and your allies must
keep your wits about you if you hope to venture into
the shadowed lands of Tír Nascath and return alive.
SO DID I EAT
ANYTHING TODAY? The Map
The Beyond the Woods Core Rulebook includes a
Rather than asking players to count rations of food set of stickers and a map of the lands beyond Céad
and gallons of water, Beyond the Woods uses Darach, an area known as Tír Nascath. The map shows
Resource Dice, which makes managing resources different types of terrain and key sites as they stood
more engaging. However, it can take some getting before bás an tsaoil, the great calamity known as “the
used to, especially when the Resource Die doesn’t death of life”. Many of these sites may be long gone or
reduce after a day’s travel. The best way to think fallen to ruin, and you cannot know who or what lurks
about such a scenario is to assume that the there until you explore it. As you journey across Tír
characters are gathering berries, collecting water, Nascath, you will add stickers to the map to mark your
or managing their supplies well while travelling. discoveries or commemorate the deaths of the fallen.
If your group prefers to track food and water For this Quick Start, we have included a small section
more traditionally, that is fine. However, you may of the map for you to explore, which is included as a
need to tweak some Class features or Talents to separate PDF so it can easily be printed or shared with
accommodate this change. Additionally, each your players. Each hex represents 5 miles, and letters
character gets an extra four Inventory Slots to and numbers run along the top and side of the map to
allow for the additional resources they must carry. quickly identify a hex if you need to or if the adventure
references a specific hex. The map of the Cuilchemar is
just a small section of the lands of Tír Nascath — the
complete map is almost 10 times larger!
TERRAIN WEATHER
There is a wide variety of terrain throughout Tír
Nascath, and travelling through these inhospitable Example DC
lands comes with no end of challenges. The Terrain
table shows the effect the terrain has on your journey Clear, comfortable weather +0
or any requirements to travel through that hex (such Light wind, misty rain, or uncomfortably
as requiring a boat or raft to cross a river). It also lists warm weather +1
the typical DC of several activities you’ll take on your
Bouts of heavy rain, strong winds, or frost +2
journey (see Activities While Travelling on page 15
for more information). Constant rain, light snow, or thick fog +3
Frequent storms, heavy snow, or +4
While you will primarily travel through the forest sweltering heat
during this Quick Start, we have included a variety of
Biting cold, heavy rain with flash flooding, +5
terrain for you to use in your own game. or violent winds
+6 or
WEATHER Deadly storms, pounding hail, or forest fires more
Adverse weather makes your journey treacherous and
can lead to disaster for even the most experienced
explorers. It can make it more difficult to scout ahead,
keep an eye out for trouble, and even affect your ability
to forage, hunt, and find fresh water. EXPLORING OTHER LANDS
The Weather table lists examples of different kinds You can use the rules presented in this Quick Start
of weather and how they affect the DC of Checks and the Beyond the Woods Core Rulebook to run
you make. At the GM’s discretion, weather may have hex crawl or “West Marches” style adventures in
additional effects, such as fog causing an area to be any setting, whether it’s a legendary fantasy world
Lightly Obscured (creatures have Disadvantage on with white wizards and magical rings or your own
Wisdom (Perception) Checks that rely on sight) or homebrew world. All you need is a map with a hex
heavy snow causing the area to become Difficult grid and you're good to go!
Terrain.
• Hunt: You hunt wild game. • Dim Light: Creatures have Disadvantage on
Wisdom (Perception) Checks that rely on sight
• Fish: You fish for fresh meat. Requires a river, and suffer a −5 penalty to Passive Perception.
lake, or body of water.
• Darkness: Creatures are effectively Blinded.
• Cook: You cook a meal for the party, turning raw
meat and vegetables into Food.
Activities While Tools (see page 30), they can make an Intelligence
Travelling (Explorer’s Tools) Check instead. The DC of this
Check is determined by the terrain of the hex the party
You can take one of the following activities during each is entering, as shown in the Terrain table on page 13.
quarter of the day. Unless otherwise stated, you can
only take one activity at a time. On a success, the party enters the chosen hex. On a
failure, the party still enters the hexagon, but the GM
EXPLORE rolls on the Exploration Mishap table. On a failure by
When you Explore, you and your allies journey across 5 or more or if the Scout rolls a natural 1, the party
the lands of Tír Nascath, travelling from hexagon to automatically gets the Lost mishap. If the party enters
hexagon to rediscover the world. In ideal conditions, the chosen hex and has movement remaining during
you can travel up to two hexagons per quarter of the this quarter of the day, they can select another adjacent
day on foot or up to three while mounted. Starting hex to explore and repeat the process.
your journey in Difficult Terrain reduces your progress
to one hexagon per quarter of the day on foot and two Example: The party has entered Cuilchemar forest
hexagons per quarter while mounted. Different types of beyond Céad Darach. Dinaim takes on the role of Scout,
terrain may have other adverse effects or requirements hoping to use his woodcraft to guide the party safely
(see the Terrain table on page 13). Typically, you can through the perilous woods. The terrain type of the hex
only take the Explore activity twice in one day (see they are entering is Forest, so Dinaim must make a DC
Forced March, page 16). 12 Wisdom (Survival) Check to lead the way. Dinaim
gets a 17 on his Check, so the party safely enters the
chosen hex.
TRAVEL SPEED
The party can move one more hex during this quarter
On Foot Mounted
of the day, so they continue their journey. However, the
Normal 2 hexes/10 miles 3 hexes/15 miles terrain at the heart of Cuilchemar is Dense Forest and
Terrain per quarter day per quarter day is more challenging to explore, so Dinaim must make
a DC 15 Wisdom (Survival) Check. Dinaim rolls an
Difficult 1 hex/5 miles per 2 hexes/10 miles 11, meaning he fails the Check. The GM rolls on the
Terrain quarter day per quarter day
Exploration Mishap table and gets 8: Harsh Terrain.
The party enters the hex but is a little worse for wear.
Unless the GM decides otherwise, the Explore activity
must be taken as a group. One party member takes on During the next quarter of the day, the party can take
the role of the Scout and leads the way for the rest of the Explore activity again if they wish. However, as they
the party. The group chooses an adjacent hex they wish are now starting their journey in Dense Woods, the hex
to explore, and the Scout makes a Wisdom (Survival) is Difficult Terrain, so they can only progress one hex per
Check. Alternatively, if the Scout has Explorer’s quarter of the day.
1d10 Mishap
Lost: The party becomes completely lost and ends up somewhere they hadn’t intended. The GM rolls 1d6 to
randomly determine which of the six surrounding hexes the party is in but keeps the result secret. The Scout must
1 spend the next quarter of the day trying to figure out where they are and must succeed a DC 10 Wisdom (Survival)
Check to reorient themselves. The rest of the party can undertake other activities during this time, but the group
can’t Explore again until the Scout has succeeded on their Check. When the Scout succeeds, the GM tells them what
hex they are in.
Ambush: A group of creatures native to the area ambushes the party. If anyone is keeping watch (see page 17), they
2 can make a Wisdom (Perception) Check to spot the ambush in time and avoid being Surprised. The GM doesn’t roll
for a random encounter during this quarter of the day.
3 Blocked Path: Your path is blocked, and you must double back. You eventually reach your destination but can’t
travel any further during this quarter of the day.
4 Twisted Knee: The Scout trips and stumbles, painfully jarring their knee. Their Speed is halved until they take a
Short Rest or receive magical healing.
5 Rising Mist: A strange mist surrounds the party, confusing and disorienting them. The Scout has Disadvantage on
their next Explore Check today.
6 Sweltering Heat: The area becomes extremely hot and uncomfortable. Each party member must make a Water Die
Check now and again at the beginning of the next quarter of the day.
Hungry Beast: A half-starved wild animal, such as a bear or a pack of wolves, is attracted to the scent of the food
7 the party is carrying. Each party member can reduce their Food Die one step to distract the creature and move
safely on. Otherwise, they must fight the hungry beasts.
Harsh Terrain: The terrain is harsh and unforgiving, making progress an ordeal. Each party member must succeed
8 a Constitution Saving Throw with the DC equal to the Explore DC of the hex the party is entering. Any character
that fails their Saving Throw suffers a level of Exhaustion.
9 Bad Fall: One of the party falls from a height or tumbles down a steep incline, suffering severe cuts and bruises. A
random party member suffers 2d8 damage.
10 Good Fortune: Luck smiles on you today. You suffer no mishap.
FORCED MARCH (Animal Handling) Check, the mount goes lame and
You can only take the Explore activity twice in the same can’t travel. You can abandon it and continue on foot
day. However, the party can undertake a Forced March or halt your progress. The next time you Rest, you
if the group wishes to cover more ground. This allows or an ally must make a DC 15 Wisdom (Animal
the party to take the Explore activity one additional Handling) or Intelligence (Medicine) Check to tend
time that day. Every party member must make a to the mount’s injuries. On a success, it recovers and
Constitution Saving Throw, with the DC equal to can travel the following day. On a failure, there is no
Explore DC (see page 13) of the hex they are entering. choice but to end the creature’s suffering.
Any character that fails their Saving Throw suffers a
level of Exhaustion. If half or more of the party fails,
the group doesn’t make any progress and must Rest MOUNTS & VEHICLES
(see page 23).
Mounts and vehicles allow you to carry extra gear
If you take a Forced March while mounted, you must and equipment and cover more ground quickly.
first make a Wisdom (Animal Handling) Check with While bearing a rider, a mount typically has a
the DC equal to the Explore DC of the hex you are Carrying Capacity equal to its Strength Score but
entering. On a success, you safely guide the mount must be equipped with saddlebags. This Carrying
on the journey. The mount makes the Constitution Capacity is doubled when unburdened by a rider.
Saving Throw instead of you. If you fail the Wisdom
The Lookout comes into play when a random The only exception to helping an ally is when
encounter occurs, typically once each quarter of the the party takes the Explore activity. Only one
day. At the start of each quarter of the day as Lookout, character can be the Scout; they must make the
tell the GM whether you will keep watch using your Check without assistance.
FORAGING MISHAP
1d6 Mishap
1 Poisonous: You manage to forage 1d2 units of vegetables, but they are poisonous. You don’t discover this until the
next time you roll for your daily food needs, after which you are Poisoned for one day.
2 Ill Fortune: You have angered the faeries or spirits of the area in some way, perhaps by disturbing a faerie ring or
taking something you shouldn’t have. You can’t spend Inspiration for one day.
Allergic Reaction: You have an allergic reaction to something in the area, and an itchy red rash breaks out all over
3 your body. You are unable to take a Long Rest because you are constantly scratching. The rash dissipates after one
day or when cured by a suitable spell or other form of healing.
4 Bad Fall: You stumble and fall, tumbling down a steep incline. You suffer 2d8 Damage.
5 Misplaced Equipment: You lose a random piece of gear or equipment, as chosen by the GM. You can search for the
misplaced item, but you must spend another quarter of the day doing so.
6 Prey: You have inadvertently wandered into the hunting ground of a bear, wolf, or some other predator, and it
attacks you. The GM chooses a suitable beast.
HUNTING MISHAP
1d6 Mishap
1 Murderer: Your prey cries out and transforms into humanoid form as it dies. You have slain one of the fae, and there
will be consequences.
2 Damaged Weapon: The weapon or trap you use becomes Damaged (see page 25).
3 Sickly Beast: You take down your prey, but unbeknownst to you, it is infected with disease. Anyone who eats the
meat, regardless of whether it has been cooked, is Poisoned for one day.
4 Bad Fall: You stumble and fall, tumbling down a steep incline. You suffer 2d8 damage.
5 Misplaced Equipment: You lose a random piece of gear or equipment, as chosen by the GM. You can search for the
misplaced item, but you must spend another quarter of the day doing so.
6 Prey: The hunter has become the hunted, and a bear, wolf, or some other predator is stalking you. The GM chooses
a suitable beast, which strikes when you least suspect it.
When you Make Camp, you spend a quarter of the day Example: After a long journey across the Barrbán
finding and preparing a relatively safe and comfortable Mountains, the party have reached the Cave of
place for the party to rest. Make a Wisdom (Survival) Cruachan. They decide to rest before exploring the
or Intelligence (Nature) Check. The DC of this Check ancient site, so Mogruith starts to make camp. The
is equal to the Explore DC of the type of terrain you Explore DC for mountainous terrain is 18, so Mogruith
are in, as shown in the Terrain table on page 13. If you must make a DC 18 Wisdom (Survival) Check to find
have enough tents (see page 27) to accommodate the a safe place to rest. Unfortunately, Mogruith only gets an
whole party, you have Advantage on this Check. If you 11 on his Check. This is more than 5 less than the DC, so
have a tinderbox, you can make a fire as part of making he automatically gets the Bad Camp mishap.
camp, which can then be used to Cook (see page 20).
The party takes the Rest activity during the next quarter
If you succeed, you find a safe place for the party to rest. of the day. Because the party is resting in an unsuitable
The ground is relatively even, and the area provides camp, each party member must make a DC 18
shelter from the elements. If you succeed by 5 or more, Constitution Saving Throw. Meadhbh and Mogruith
the camp is well hidden, hard to reach, or has a clear succeed, so they gain the benefits of a Long Rest as
view of the surrounding lands. The Lookout gains normal. Unfortunately, Dinaim and Diancecht fail the
Advantage on Checks to Keep Watch (see page 17). Saving Throw. They only get the benefits of a Short Rest,
and each suffers a level of Exhaustion.
1d6 Mishap
Bad Camp: The camp is simply not fit for purpose. Anyone who Rests in the camp must make a Constitution
1 Saving Throw with the DC equal to the Explore DC of the type of terrain. On a success, they manage to find a
comfortable spot and gain the benefits of a Long Rest. On a failure, they suffer a broken night’s sleep and only gain
the benefits of a Short Rest. See page 14 for the consequences of not sleeping.
Fire!: Kindling or blankets are left too close to the campfire, or lightning strikes the camp, causing a blaze to erupt.
2 The party must scramble to gather their gear. Each party member suffers 2d8 fire damage and must make a DC 12
Dexterity Saving Throw to save their gear. On a failure, one random item is lost to the blaze and destroyed.
3 Tainted Water: The party’s water supply is left exposed or is inadvertently tainted. Each party member reduces their
Water Die one step.
4 Hungry Critters: Local critters, insects, and vermin sneak into the camp and have a midnight feast. Each party
member reduces their Food Die one step.
Exposed: The camp is exposed to the elements and hammered by biting winds and freezing rain. The group
5 manages to get a Long Rest, but each party member must succeed a DC 10 Constitution Saving Throw or catch a
cold. A character who fails is Poisoned for one week. The character can repeat the Saving Throw each time they take
a Long Rest to recover from the illness.
Monster Lair: You have inadvertently made camp in a monster’s lair, and the creature returns while you are
6 building the camp. If anyone is keeping watch (see page 17), they can make a Wisdom (Perception) Check to spot
the creature in time and avoid being Surprised. The GM chooses a suitable adversary and doesn’t roll for a random
encounter during this quarter of the day.
Regardless of how secure their camp is, most To repair Broken equipment, you must make a DC 15
parties will designate someone to Keep Watch Strength or Dexterity Check using the appropriate
while the others sleep. So when does the Lookout Tools. If you succeed, the item is partially restored.
sleep? Here are some suggestions: It loses the Broken Property and gains the Damaged
Property instead. If you fail, you are unable to repair
• The Lookout sleeps in the evening while the
the equipment but can try again another time. If you
others make camp or hunt. Without a camp,
fail by 5 or more or roll a natural 1, the equipment is
they must make a Constitution Saving Throw to
broken beyond repair.
get a proper rest, so they should be sure to use a
bedroll to gain Advantage on the save (see page
27).
REFORGE THE BLADE
• The Lookout sleeps in the quarter of the day after
the others wake up, before the party breaks camp. Repairing Damaged weapons and armour on
The other party members could go hunting or the road can be as simple as sharpening a dull
foraging during this time, but it can mean the blade, reinforcing a hammer’s haft, or hammering
party makes slow progress on their journey (one dented armour back into shape. Repairing Broken
quarter of the day to Make Camp, one quarter weapons and armour can be a different matter
for the party to Rest, and one quarter for the however, and may require a smithy (or at the least
Lookout to Rest). a roaring fire) to reforge and reshape metal. At the
• If the party has a wagon or cart, the Lookout can GM’s discretion, they may deem repairing certain
try to sleep on the road. Broken equipment while on the road impossible.
You’ll need to make your way back to Céad Darach
to return it to proper working order.
REPAIR EQUIPMENT
Requirements: Relevant Tools
EXPOSURE
must make a Death Saving Throw. Roll 1d20, but don’t
apply any bonuses — your fate is left to chance.
To reflect the harsh realities of the lands of Tír Nascath,
Beyond the Woods introduces new rules for death and • Natural 20: You regain 1 Hit Point and are no
dying and for surviving some of the extreme conditions longer Dying.
you will encounter in the world. • 10–19: You gain one success.
• 2–9: You suffer one failure.
Swift Death
• Natural 1: You suffer two failures.
Some of the creatures of Tír Nascath are capable of On your third success, you are Stabilised (see below).
killing you in an instant. If you are reduced to 0 Hit On your third failure, you die. The successes and
Points and any remaining damage exceeds your failures do not need to be consecutive.
Constitution Score, you suffer a swift and brutal end
and die instantly. Otherwise, you are Dying (see below). STABILISING A CREATURE
Dying creatures can be Stabilised in the following ways:
Example: Amra is being hunted by a pack of Cútaiv,
but he is wounded and already reduced to 8 Hit Points. • If they succeed on three Death Saving Throws.
One of the spectral hounds leaps from the underbrush • If they receive healing, such as from the cure
and snaps at his leg, dropping him to 2 Hit Points and wounds spell, a healing salve (see page 27), or a
knocking him to the ground. The leader of the pack leaps Class feature.
atop him and bites down on his neck, dealing 13 damage • If another character uses a healer’s pack (see page
and reducing Amra to 0 Hit Points. However, there is 11 27) or the spare the dying spell to Stabilise them.
damage remaining, and Amra only has a Constitution
Score of 10. The great hound tears out Amra’s throat, When you are Stabilised, the following happens:
sending blood spraying into the night. Amra becomes
one more soul lost to the woods, never to be seen again. • You are no longer Dying.
• You regain 1 Hit Point.
Dying
• You clear all successful Death Saving Throws.
• You do not clear failed Death Saving Throws. See
If you are reduced to 0 Hit Points but don’t die instantly, Healing Death Saves below.
you are Dying. You suffer the following effects:
HEALING DEATH SAVES
• You must immediately make a Death Saving Grievous wounds do not heal easily, and your brush
Throw (see below). with death leaves a mark. Failed Death Saving Throws
linger. Recovery takes time and often requires rest or
• Your Speed is halved, and you can’t take Reactions. a skilled healer. You can recover failed Death Saves in
You can still take Actions on your turn as normal. the following ways:
• If you take any damage, you immediately suffer a • At the end of a Long Rest, you clear one failed
Death Saving Throw failure. If the damage is from Death Saving Throw.
a Critical Hit, you suffer two failures instead. • If you are at your maximum Hit Points and
receive magical healing, such as from the cure
• If you take damage that exceeds your Constitution wounds spell or a potion of healing, you clear one
Score, you suffer a Swift Death and die instantly. failed Death Saving Throw.
• A character Proficient in the Medicine Skill can
• At the start of each turn while Dying, you must use a healer’s pack to remove one failed Death
make a Death Saving Throw. Saving Throw.
EXTREME COLD The city of Céad Darach uses silver as currency, so all
At the end of the first quarter of the day spent in an area prices are listed in silver pieces (SP). A bundle of 100
of extreme cold, you must make a DC 10 Constitution silver is Small and takes up one Inventory Slot.
Saving Throw. On a failure, you suffer a level of
New Equipment
Exhaustion. The DC of the Saving Throw increases by
+5 for each consecutive quarter of the day spent in an
area of extreme cold.
Properties
Creatures who wrap themselves in blankets or layers Beyond the Woods introduces three new equipment
of clothing have Advantage on the Constitution Saving Properties: Damaged, Broken, and Iron.
Throw to resist the effects of extreme cold. Creatures
wearing cold weather gear, with Resistance or DAMAGED
Immunity to cold damage, or those who have adapted When a piece of equipment is Damaged, it is at risk of
to the climate automatically succeed. breaking. It still functions, but it doesn’t work as well,
and there is a chance that it might become Broken. The
EXTREME HEAT Damaged Property works differently depending on the
You must roll for your daily water needs at the start type of equipment it is applied to:
of each quarter of the day spent in an area of extreme
heat (see Daily Needs, page 12). If you end a quarter • Armour and Shields: The AC bonus from
of the day without water, you must make a DC 10 Damaged armour and shields is reduced by 1.
Constitution Saving Throw. On a failure, you suffer a Additionally, if you suffer a Critical Hit while
level of Exhaustion. You must make this Saving Throw wearing Damaged armour or holding a Damaged
at the end of each quarter of the day spent with no water shield, it becomes Broken. If both your armour
in an area of extreme heat, with the DC increasing by and shield are Damaged when this happens, you
+5 for each consecutive quarter of the day spent there. can decide which piece of equipment becomes
Broken.
Creatures wearing Medium or Heavy Armour or clad in
heavy clothing have Disadvantage on the Constitution • Weapons: When you attack with a Damaged
Saving Throw to resist the effects of extreme heat. weapon, you deal 2 less damage, to a minimum of
Creatures with Resistance or Immunity to fire damage, 1 damage. Additionally, if you roll a natural 1 on
or those who have adapted to the climate, automatically an attack, the weapon becomes Broken.
succeed.
• Tools: You have Disadvantage on Checks when
using Damaged tools. Additionally, if you roll a
natural 1 on the Check, the tool becomes Broken.
Tools
Property.
Adventuring Gear
is made primarily from iron and can bypass the
resistances of some creatures, such as the Sluagh. You
can purchase an iron version of any melee weapon for This section includes the cost and size of common
one and a half times the standard price, i.e. an iron adventuring gear, as well as new equipment and
battleaxe would cost 150 silver. new uses for existing equipment. Any item listed as
part of a bundle can be bought in smaller amounts
However, iron can also be brittle. If you roll a natural or individually, with the GM adjusting the price
1 on an attack made with an Iron weapon, it becomes accordingly. For example, a bundle of 20 arrows costs
Damaged. 10 silver, so you could buy 10 arrows for 5 silver.
Light Armour
Padded 50 11 + Dex Modifier – Disadvantage Small (1)
Leather 100 11 + Dex Modifier – – Small (1)
Studded Leather 450 12 + Dex Modifier – – Medium (2)
Medium Armour
Hide 100 12 + Dex Modifier (max 2) – – Medium (2)
Chain Shirt 500 13 + Dex Modifier (max 2) – – Medium (2)
Scale Mail 500 14 + Dex Modifier (max 2) – Disadvantage Large (3)
Breastplate 4,000 14 + Dex Modifier (max 2) – – Medium (2)
Half Plate 7,500 15 + Dex Modifier (max 2) – Disadvantage Large (3)
Heavy Armour
Ring Mail 300 14 – Disadvantage Large (3)
Chain Mail 750 16 Str 13 Disadvantage Very Large (4)
Splint 2,000 17 Str 15 Disadvantage Very Large (4)
Plate 15,000 18 Str 15 Disadvantage Very Large (4)
Shields
Small 50 +1 – – Small (1)
Medium 100 +2 – – Medium (2)
Large 300 +3 Str 15 – Large (3)
RANGED WEAPONS
Name Cost (SP) Damage Size Properties
Simple
Crossbow, Light 250 1d8 Piercing Medium (2) Ammunition (Range 80/320), Loading, Two-handed
Shortbow 250 1d6 Piercing Medium (2) Ammunition (Range 80/320), Two-handed
Sling 1 1d4 Bludgeoning Small (1) Ammunition (Range 30/120)
Martial
Blowgun 100 1 Piercing Small (1) Ammunition (Range 25/100), Loading,
Crossbow, Hand 750 1d6 Piercing Small (1) Ammunition (Range 30/120), Light, Loading
Crossbow, 500 1d10 Piercing Large (3) Ammunition (Range 100/400), Heavy, Loading, Two-
Heavy handed
Longbow 500 1d8 Piercing Medium (2) Ammunition (Range 150/600), Heavy, Two-handed
Net 10 – Medium (2) Special, Thrown (Range 5/15)
Simple
Club 1 1d4 Bludgeoning Small (1) Light
Dagger 20 1d4 Piercing Small (1) Finesse, Light, Thrown (Range 20/60)
Greatclub 2 1d8 Bludgeoning Large (3) Two-handed
Handaxe 50 1d6 Slashing Small (1) Light, Thrown (Range 20/60)
Javelin 5 1d6 Piercing Small (1) Thrown (Range 30/120)
Light Hammer 20 1d4 Bludgeoning Small (1) Light, Thrown (Range 20/60)
Mace 50 1d6 Bludgeoning Medium (2) –
Quarterstaff 2 1d6 Bludgeoning Medium (2) Versatile (1d8)
Sickle 10 1d4 Slashing Medium (2) Light
Spear 10 1d6 Piercing Medium (2) Thrown (Range 20/60), Versatile (1d8)
Martial
Battleaxe 100 1d8 Slashing Medium (2) Versatile (1d10)
Dirk 250 1d8 Piercing Small (1) Finesse
Flail 100 1d8 Bludgeoning Medium (2) –
Glaive 200 1d10 Slashing Large (3) Heavy, Reach, Two-handed
Greataxe 300 1d12 Slashing Large (3) Heavy, Two-handed
Greatsword 500 2d6 Slashing Large (3) Heavy, Two-handed
Halberd 200 1d10 Slashing Large (3) Heavy, Reach, Two-handed
Lance 100 1d12 Piercing Large (3) Reach, Special
Longsword 150 1d8 Slashing Medium (2) Versatile (1d10)
Maul 100 2d6 Bludgeoning Large (3) Heavy, Two-handed
Morningstar 150 1d8 Piercing Medium (2) –
Pike 50 1d10 Piercing Large (3) Heavy, Reach, Two-handed
Scimitar 250 1d6 Slashing Small (1) Finesse, Light
Shortsword 100 1d6 Piercing Small (1) Finesse, Light
Trident 50 1d6 Piercing Medium (2) Thrown (Range 20/60), Versatile (1d8)
War Pick 50 1d8 Piercing Medium (2) –
Warhammer 150 1d8 Bludgeoning Medium (2) Versatile (1d10)
Whip 20 1d4 Slashing Medium (2) Finesse, Reach
Alchemist’s Tools 500 Medium (2) Creating potions and poisons. Includes a pestle and mortar, phials, clay
pots, and protective gloves.
Artist’s Tools 150 Small (1) Creating art. Includes paper, paints, brushes, chisels, soft clay, and charcoal.
Builder’s Tools 100 Medium (2) Construction. Includes a hammer and nails, a rope, a saw, a hand drill, and
a ruler
Cook’s Tools 20 Small (1) Cooking. Includes pots and pans, a boning and skinning knife, flour, and
herbs and spices.
Explorer’s Tools 250 Small (1) Navigation. Includes paper, ink and quill, a sextant, callipers, rules and a
small map of Tír Nascath as it was before the Slaugh came.
Gaming Set – – Playing games.
Dice 10 Small (1) –
Set of Cards 50 Small (1) –
Board Game 20 Small (1) –
Foraging, as well as tending and pruning plants. Includes a pestle and
Herbalist’s Tools 80 Small (1) mortar, a small scissors, gloves, a set of pins and needles, and several small
pouches.
Hunter’s Tools 350 Medium (2) Hunting prey. Includes snares, a fishing line and hook, a hunting knife, and
bait.
Instrument – – Playing music.
Accordion 250 Medium (2) –
Bagpipes 300 Medium (2) –
Bodhrán 60 Small (1) –
Flute 20 Small (1) –
Fiddle 180 Small (1) –
Harp 300 Medium (2) –
Mandolin 350 Medium (2) –
Tin Whistle 10 Small (1) –
Mummer’s Tools 250 Small (1) Changing your appearance. Includes face paint, powder, dyes, a mask, and a
variety of wigs and facial hair.
Crafting and repairing weapons and armour. Includes a small anvil, a
Smith’s Tools 200 Medium (2) hammer and tongs, heat-resistant gloves, strips of loose leather, and a sturdy
needle and thread.
Tailor’s Tools 80 Small (1) Making and repairing clothes and shoes. Includes a spare fabric and thread
in different colours, needles, scissors, and a pouch of buttons.
Tinkerer’s Tools 350 Small (1) Repairing mechanical equipment and picking locks. Includes pliers, a
wrench, a small hammer, and a set of lock picks.
Vehicles (Land) N/A N/A Travelling over land, such as when driving a cart.
Vehicles (Water) N/A N/A Travelling over water, such as by boat or raft.
Writer’s Tools 120 Small (1) Writing and transcribing. Includes a blank book, quill and ink, loose paper,
a small bag of sand, and a wax seal.
Dead Wood is a short adventure designed to introduce Cuilchemar forest. He tells the party that, before the
the world and rules of Beyond the Woods to new Sluagh came, the last acorn that fell from the Golden
players. It should take 2 to 4 hours to complete, is Oak was brought to Dún Dearcáin to be tended in the
suitable for convention play, and works best with hopes that it could one day grow into a new Great Oak.
players already familiar with the 5th edition ruleset. That day never came to pass, but there is a slim chance
As the GM, you should read through the adventure the acorn may have survived. If not, perhaps the party
at least once and familiarise yourself with the new can learn the fate of the people of Dún Dearcáin.
rules presented earlier in this Quick Start — but don’t
Adventure Summary
worry, we’ll remind you of important rules when they
come up.
The adventure takes place over three Acts and allows
GETTING STARTED
the party to experience a full day of exploration,
survival, and adventure in Tír Nascath.
To begin, introduce the setting using the information
in The World and What is Known sections on page In Act 1, the party will explore the Cuilchemar as they
4 as a guide (you can even read the opening section search for Dún Dearcáin. The players will learn how
of The World verbatim if you wish). Next, have each hexcrawl exploration works in Beyond the Woods,
player choose one of the pre-generated characters, then stumble across a faerie ring, and face down one of the
go around the table and have the players introduce soulless Marvach.
themselves and their characters. Once everyone is
ready, move to Act 1: Into the Woods to begin the In Act 2, weary from their travels, the party must find
adventure. a safe place to rest. They will make camp, hunt and
forage, and learn how Resource Dice work for tracking
The Hook
food and water.
The players are one of the few who have been allowed In Act 3, the party discover the ruins of Dún Dearcáin.
to leave Céad Darach to search for something to help Here, they will learn the fate of the monks who once
the doomed city. As they prepare to leave, Cathal, tended the acorn, encounter one of the spectral Sluagh,
one of the Fréavacha, suggests seeking out the old and find a pale white acorn growing from a gnarled
outpost of Dún Dearcáin, which lies in the heart of the oak buried deep in the ground.
Deeper Still
or paraphrase the following text:
As you push through the dense undergrowth, Quarter of the Day: Afternoon
the forest suddenly opens up to reveal a tall tree
standing alone in a glade. The tree is heavy with The party continues their journey deep into the
white flowers in full bloom, and their scent is Cuilchemar in search of Dún Dearcáin. Read or
captivating. Pools of sunlight fill the clearing, and paraphrase the following text:
the grass is lush and soft underfoot. A perfect ring
of pink-spotted mushrooms surrounds the base of You have travelled all morning, pushing your way
the tree. through the unknown wilds of the forest in search
of Dún Dearcáin. From what little light can reach
A character who succeeds a DC 10 Intelligence you on the forest floor, you guess there are still a few
(Nature) Check knows that the flowering tree is hours of sunlight left. You heft your packs and forge
a hawthorn tree. If they succeed by 5 or more, or if ahead, venturing deeper into the heart of the forest.
they or another character makes a DC 12 Intelligence
(Arcana) Check, they know that hawthorn trees THE HEART OF THE FOREST
are often associated with the fae and spirits of the If they have made directly for Dún Dearcáin, the
Otherworld. A character inspecting the mushrooms party should be starting the next leg of their journey
can make a DC 10 Check, learning the following in Dense Forest. Repeat the same steps as before, but
information based on the Skill used: now the DC of the Explore Check and the Keep Watch
Check are increased.
• Wisdom (Survival): The mushrooms are safe to
eat. A character that spends 10 minutes picking The Scout must make a DC 15 Wisdom (Survival) or
the mushrooms gains 4 units of food. Intelligence (Explorer’s Tools) Check to explore a new
hex, and the Lookout must make a DC 18 Wisdom
• Intelligence (Nature): Rings of mushrooms like (Perception) Check to Keep Watch. You can further
this can occur naturally and often happen when increase the difficulty by describing adverse weather,
the roots of a fungus underground spread out, but the Checks should be challenging enough for the
causing the soil to break down and mushrooms characters as is.
to grow in a near-perfect circle.
On a failure, check for mishaps. On a success, the party
• Intelligence (Arcana): This is a faerie ring and reach their chosen hex. Because the party started this
is said to be caused by faeries and spirits dancing leg of their journey in Difficult Terrain, they can only
in a circle. If the character succeeds by 5 or more, travel one hex in this quarter of the day.
they know that entering or disturbing a faerie
ring can be dangerous, and they are best avoided.
ACT 2:
The creature is a Marvach (see page 42) and attacks the
first party member it sees, trying to bludgeon them to
A PLACE TO REST
death and eat their flesh. Once the creature is defeated,
the party can inspect the corpse.
The party have pushed as far as they can into the
• A DC 12 Wisdom (Medicine) Check reveals that, Cuilchemar for one day and must find a safe place to
for the most part, the creature’s skin and even its make camp and rest. Read or paraphrase the following:
bones are dry and fragile, but in certain areas, the
skin seems to have regrown and the bones are Your journey has taken you deep into the heart of
stronger, as if the body is in a constant cycle of the Cuilchemar and as far from Céad Darach as
decay and renewal. anyone has been in centuries. The trees are packed
tightly around you and overgrown with thick vines
• A DC 12 Wisdom (Perception) Check to search and thorns. The sun is setting, and what little light
the body uncovers the faint, partially ruined is left can no longer penetrate the dark canopy of
tattoo of a large oak tree on the creature’s back, leaves above your head. It has been a long day, and
with the branches and leaves extended along its the next leg of your journey will be no easier. It is
arms and the roots running down its legs. Once time to find somewhere to make camp and rest.
this is discovered, a character can make a DC
Reaching the sapling may prove difficult. The area for THE LONE SLUAGH
100 feet around the tree is wet, sucking mud, and is The creature is one of the Sluagh (see page 43), a spirit
Difficult Terrain. When a creature gets within 30 feet of the accursed dead. It was lurking in the Otherworld,
of the tree, the land becomes a thick bog-like mire that watching the party, and crossed over when they
slowly sucks the creature into the earth. A character approached the sapling. The party are Surprised for
sinks 1 foot each round while standing still, or 1d4 + the first round of combat. The Sluagh uses Horrifying
1 feet if they moved this round. Another character can Visage on its first turn and then targets the creature
use an action to pull a sinking creature out of the bog nearest the sapling, using its Soul Drain attack. When
by making a Strength Check with a DC equal to 10 + reduced to 20 Hit Points or less, the Sluagh uses its
the number of feet the target has sunk. Once within 5 Move Between Worlds action to hide in the Otherworld.
feet of the tree, a character can use the gnarled roots of It then tries to ambush the weakest or most isolated
the sapling to pull themselves out by making the same party member. If one of the party has the white acorn,
Check. it prioritises them over anyone else.
When a character reaches the sapling, a Sluagh erupts In the second round of combat, Marvach claw their
from the tree and emits an ear-splitting scream. Move way out of the earth, as described below.
on to Fruit of the Tree.
ROTTEN SOIL
At the start of the second round of combat, anyone
with a Passive Perception of 15 or higher notices that
KEEPERS OF THE OAK the earth in and around the tree has begun to shift and
move. 1d4 + 1 Marvach (see page 42) pull themselves
When the Sluagh swept over Dún Dearcáin, they from the ground and are added to the Initiative order.
tore the souls from the monks who dwelt there, At the start of each subsequent round, there is a 50%
leaving them as Marvach — hollowed-out husks chance another Marvach will pull itself free. There are
who hate all living things. Whether through a total of 10 Marvach buried in the earth.
some lingering fragment of their past selves or
simply because they had nowhere else to go, the If the party are struggling to deal with the Marvach
monks remained in Dún Dearcáin. As the land and the Sluagh, you can have the Marvach appear
was transformed into a sucking mire, it slowly more slowly or become stuck in the mire, only able to
swallowed the monks up, burying them in the attack a character that comes within range. Likewise,
blackened earth in a perversion of the Cill Dara if the party are making light work of the creatures, the
burial rites. There they remained for centuries Marvach can emerge 1d4 at a time, or you can increase
until awoken by the Sluagh’s scream. the total number of Marvach in the encounter.
The Fate of
Dún Dearcáin THANK YOU!
With the undead defeated, Dún Dearcáin is now
relatively safe and could serve as an outpost for the Beyond the Woods has been a labour of love for
party. It is roughly two days from Dún Dearcáin to a long time and is the culmination of months of
Céad Darach, and its central position within the writing and design. If you enjoyed this Quick Start,
Cuilchemar makes it a good staging point for further check out the website to learn more about the full
expeditions into or beyond the woods. There are plenty game, and please consider supporting it when it
of raw materials that are still usable, and one or more launches on Kickstarter.
of the cabins could be rebuilt to provide shelter and a
safe place to rest. However, just because Dún Dearcáin Go raibh míle maith agat — a thousand thank yous.
is free of the undead for now doesn’t mean that other
creatures and spirits will not be drawn to it or the white - Emmet
sapling at its heart.
• Map and Stickers: Illustrated by legendary cartographer Jared Blando, the fold-out map of Tír Nascath is the
perfect way to begin your adventures and includes a sticker sheet to track your conquests (or commemorate
the fallen!).
• 4 New Lineages: Drawn from Irish mythology, players can choose from Púca, Aos Sí, Changeling, or Baloran
— descendants of the legendary fomorian Balor!
• 6 New Classes: Play as a Channeller, Draoi, Hunter, Mage, Warrior, or Storyteller — a unique class inspired
by the Irish seanchaí and the grand tradition of oral storytelling.
• Exploration: New rules for travel, resting, and hexcrawl exploration, plus a completely reimagined inventory
and encumbrance system inspired by classic survival horror videogames like Resident Evil.
• Survival: Intuitive resource dice to track hunger and starvation, along with new rules for healing and dying,
mean that the risk of death is very real.
• Irish Monsters: Over a dozen terrifying creatures inspired by Irish folklore, including the keening Bean Sí,
the bloodthirsty Avartach, and the terrifying Sluagh — a spectral legion of the accursed dead who harvest the
souls of anyone they cross.
• Adventures: Three complete adventure sites to explore, with more unlocked (plus guest writers!) as the
campaign progresses!
Follow now on
Sluagh SLOO-ah The sluagh na marbh, or ‘host of the dead’, vengeful spirits who would
snatch folk away.
Tír Nascath TEER nahs-kuhth In Irish, tír na scátha, meaning ‘land of shadow’