Whispers in the Woods – A Ryuutama Journey

This is the second Ryuutama adventure that I wrote, I am now sharing it with all of you. This is an unedited adventure, so please excuse any spelling or grammatical errors in the text. I hope everyone who plays this adventure really enjoys it. Let me know in the comments section below what you think and any changes you would make, I love to get feedback on my work.

Whispers in the Woods – A Journey for 3 – 4 Characters of Level 2 -3

Outline
The PCs are in Sonema on the last day of the huge annual sale at the famous bazaar. At the beginning of the Journey, the PCs will have the chance to shop at a 50% discount. The next day they will set out for Killelah; a town to the North, that is a central location and hub for the Region. The trip will them through the Sumption Woods, which was recently rumored to have a problem with some kind of ghost or spirit.

Will the PCs make it to Killelah without an extraterrestrial experience?

Opening

Topography: Grassland; Weather: Sunny; Target Number: 6

“You have come to Sonema to take advantage of the annual great bazaar that’s on its final day. There is just a little more time to shop before heading back to your lodgings to get a good nights sleep. Tomorrow you’ll head North to Killelah, the central city of the Chomaera Region.  The trip will take you through the Sumption Woods, a place that has been recently rumored to be experiencing some abnormal activities. Some people have even said that they’ve seen spirits following them down the trail.”

To start things off, give the PCs a chance to take advantage of the 50% off sale in the bazaar. All items should be available and easy to find, and once they’re done shopping they’ll all meet by staying at the same inn. That night, in the tavern, they hear people talk about strange happenings in the woods to the North. This should include a story of seeing a ghost. The next day they will all leave for Killelah.

[Condition Check STR + SPT]

Act 1

Topography: Grassland; Weather: Sunny; Target Number: 6

“The day is bright and clear when you awake, a perfect day for traveling. You’ve found everything you were looking for at the bazaar and now it’s time to move on to Killelah. You pack up and head towards the North Gate, trying to keep the stories you heard in the tavern out of your mind.”

Topography: Grassland; Weather: Sunny; Target Number: 6

[Travel Check STR + DEX]

[Camp Check DEX + INT]

Topography: Grassland; Weather: Night; Target Number: 9

“As you sit around the campfire telling stories and singing songs, you are all having a great time. The night is getting late and the fire is turning to embers, and all are getting ready to head to their tents; when an eerie howling comes from the treeline, just a little to the North of the camp.”

The players can investigate the noise, but will not find signs of anything unless they do a [INT + INT] Check. If they’re successful they will find some strange tracks in the dirt that look like shuffle marks.

Town Creation

Town Name: Killelah
Population: 8,460
Topography/Environment:
Government:

Famous People in the Town (come up with at least 3. One should be a ruler or representative.)
1.
2.
3.

Town Landmarks (come up with at least 2.)
1.
2.

Towns Specialties (come up with at least 3. ex. goods and services the town is famous for.)
1.
2.
3.

Town Appearance (come up with physical features, building styles, sights, sounds, or smells.)

 

 

Town Threats (come up with at least 3. these will seed future adventures.)
1.
2.
3.

Act 2

Topography: Woods; Weather: Clear; Target Number: 8

“You wake in the morning with that awful sound still echoing in the back of your mind. You don’t know if the rumors are true; but after last night you know one thing for sure, you want to get through these woods and out the other side as fast as possible.”

[Condition Check STR + SPT]

[Travel Check STR + DEX]

[Direction Check INT + INT]

If the direction check is failed, the PCs will get lost in the woods and have to deal with a Gobroach.

Topography: Woods; Weather: Clear; Target Number: 8

Pass or Fail the direction check, the PCs will find their way to a clearing in the woods that looks as though it has been used as a campsite many times in the past.

“In these woods the days seem so short as the suns light disappears much more quickly. You’re almost ready to set up camp on the narrow path you’re currently following when you come to a fairly large clearing in the woods. A quick glance shows signs that this place has been used as a campsite before.”

[Camp Check DEX + INT]

Act 3

Topography: Woods; Weather: Foggy Night; Target Number: 12

“The night air has a dense chill that penetrates your bones. As the cold air meets the ground, still warm from the day, a thick fog begins to build and now its becoming difficult to see in the light of the fire.”

Give the PCs an eerie feeling about the fog, after a few minutes tell them that they begin to hear the strange howling from the other night out in the fog. It appears to be coming from all around them. After a little longer they will begin to see lights and figures in the fog.

Climax

Topography: Woods; Weather: Foggy Night; Target Number: 12

“The strange figures that are quickly flashing just a couple meters away from your camp fire seem to be circling the parameter of the clearing, you can just make out an almost human form each time one of the lights flash. You’re not sure if these are spirits or not, but there’s no choice in investigating. It must be done before bed.”

The “spirits” are just Konekos playing tricks on travelers; scaring them using stilts, torches and the natural fog of the woods. The Konekos will not attack the PCs, unless provoked or to defend themselves, they’re just having fun.

  • If they’re Knocked down to 3 HP or lower, they’ll immediately surrender as they don’t want to lose their lives.
  • If caught, they will apologize sincerely to the PCs for scaring them and beg that the PCs not turn them in to the authorities.
  • If the PCs let them go, they give them their stilts and costumes.

[5 x Koneko]

 

Ending

Topography: Woods; Weather: Clear; Target Number: 8

“After last nights fiasco with the Konekos you did not get the best rest, but you’re somewhat refreshed by knowing the spirits in the woods stories weren’t true. You pack up camp and get ready to make the last days trek through the woods to Killelah.”

[Condition Check STR + SPT]

[Travel Check STR + DEX]

[Direction Check INT + INT]

If the direction check is failed the PCs will run into a Speckled Bee hive and will have to deal with them.

[4 x Speckled Bees]

 

Topography: Woods; Weather: Clear; Target Number: 8

“You have made your way through the Sumption Woods and you now find yourself looking across a small chunk of Grassland at the hustling and bustling noise of the city. Even this late in the day it is busy with activity. After solving the mystery of the haunted woods, you feel ready to take on anything. But first things first, a hotel with a bed and a bathhouse.”

 

I hope that you all enjoy playing this little Ryuutama adventure with your friends at the gaming table. Let us know what you think and tell us some of your stories while playing Whispers in the Woods.

Creatures in the Dark – A Ryuutama Journey

Though I mostly play D&D and I play it whenever I can, like everyone else, there are other games I enjoy playing from time to time. Just like I play the games from time to time, I want to share some original content I have created for those games every now and again.

For this post I want to share an introductory adventure that I wrote for the amazing J-RPG Ryuutama. You can learn more about the English translated version of the game on the Official Ryuutama Website.

So check out Ryuutama and make “Creatures in the Dark” your first journey.

Creatures in the Dark – A Journey for 3 – 4 Level 1 – 2 PCs

Outline
The PCs have all just arrived in a small town named Juveha. They should all meet in some type of shop. While in the shop, the owner will tell them of a huge sale that is taking place in the town of Sonema just 3 days travel from Juveha. The sale takes place every year and PCs will be able to get items at a 50% discount. They will need to leave right away though, as the sale will only be going on for 4 more days.
It should be an easy journey through the grasslands, but the group will stumble upon a nest of dark creatures that will make their skin crawl. Will the PCs be able to squash this threat and make it to the sale in Sonema in time?

Opening
Topography: Grassland – Weather: Cloudy – Target Number: 6

[The skies are cloudy and there is the slightest chill in the air. Travel through the grasslands towards Sonema should be fairly easy in these conditions. A sign at the edge of Juveha points to the East and is clearly marked – “Long Grass Fields – Sonema 90KM”]

The PCs are headed to Sonema to take advantage of the sale taking place there. It is 3 days travel and the sale ends in 4 days.
{Condition Check STR + SPT}

Act 1
Topography: Grasslands – Weather: Cloudy – Target Number: 6

[As you walk along the hard beaten trail on your way to Sonema, the grassy fields extend as far as the eyes can see. Off in the distance tree lines can be seen along with small patches of bushes and thickets.]

{Travel Check STR + DEX}
{Camp Check DEX + INT}
No Direction Check Needed in Grassland

[While setting up camp in a small clearing, you notice that there are a lot of bug husks here. Not too long ago there were a number of strange bugs here changing form and growing.]

The husks are about 1ft x 1ft and indicate that the bugs that shed these husks have either grown larger or changed their form.

Town Creation
Name: Sonema Town
Population: 4,580
Topography: Grassland

Important/Famous People (Could include a ruler or representative) – Up to 3
1.
2.
3.

Landmarks – Up to 3
1.
2.
3.

Town Specialty – Up to 3
1.
2.
3.

Town Threats (Use these to setup the next adventure) – Up to 3
1.
2.
3.

Act 2

Topography: Grassland – Weather: Rain – Target Number: 7

[As you wake this morning you can hear the pitter-patter of raindrops falling on the top of your tent. Yesterday’s overcast skies have turned to darkened clouds that are dropping their bounty of water on the grassy fields. You hurry to pack up your camp and get moving, the rain will definitely slow you down and the sale in Sonema ends in just 3 days.]

{Condition Check STR + SPT}

{Travel Check STR + DEX}

{Direction Check INT + INT}

Pass or fail the direction check, the PCs will find their way to a cave carved into the side of a grassy hill.

[As the rain begins to fall harder, loud thunder can be heard in the distance, this storm is going to get worse before it gets any better. As you make your way through the pounding rain you can make out the shape of a cave just off to the side of the trail. This could be the perfect place to escape this torrential downpour.]

No Camping Check as the PCs will be able to camp in this cave.

Act 3
Topography:
Cave (Rocky Terrain) – Weather: None – Target Number: 8

[You awake the next morning in the safety of the cave you took shelter in the night before to the sound of crashing thunder. As you look outside you can see that the storm has only gotten worse, travelling in this will be an absolute nightmare. With only 2 days left to catch the sale in Sonema, you don’t have the time to hold up in this cave for the day.]

{Condition Check STR + SPT}

One of the PCs will notice an old sign bolted to the wall of the cave after the condition check is rolled. This will require a successful {INT + INT} Check

The old sign has an arrow on it pointing into the cave and it reads – “To Sonema – 15KM – Sonema Tunnel Route”

Nearby the sign will be a lever with a sign above it that says “Power” and it will take another successful {INT + INT} Check to find it. The lever will be seized up from not being used for some time, to pull the lever it will take a successful {STR + STR} Check.

You should let the PCs know that this is not electrical power, but magical power which can be identified as such with a successful {INT + INT} Check.

Turning on the power will awaken the Queen Worm. If left off PCs will encounter Stinging Larva and a Rock Wasp.

If you want to extend the adventure, you can have the PCs encounter both, the Rock Wasp and the Queen Worm.

{Travel Check STR + DEX}

{Direction Check INT + INT}

There are 2 different Climaxes to this journey, one with the power on and the other with the power off.

Climax – Power On
Topography:
Cave (Wasteland) – Weather: None – Target Number: 6

[You walk down the brightly lit passage taking notice to how smooth and flat the path is, though it is very obvious that this tunnel has not been used in some time. Cobwebs are strewn about like extravagantly done birthday decorations for some monster’s surprise party. The magical lights shine brightly, clearly showing the almost inch thick layer of dust that covers them.]

As the PCs walk, have them make an {DEX + INT} Check – Difficulty 6 – to notice the honey comb shaped holes that cover the ceiling, spread about a foot apart and some as large as 2 feet wide. At this point the PCs are about 8 to 10 KM into the tunnel.

A little further down the way the PCs will start to hear a low faint humming. Upon investigation they will see that there is a large hole carved into the stone of the tunnel wall. It is about the size of a full grown man and could easily be walked down.

[Carved into the side of the tunnel you find a large hole, it is clearly not man made like the rest of the tunnel. The walls near the hole are coated in some kind of slimy mucus.]

As the PCs investigate they will be set upon by 1d6+2 Stinging Larva. The PC’s can see them about 100 yards down the tunnel come up from behind them. This gives them the time they need to run by making either a {STR + SPT} Check or a {DEX + SPT} Check.

If any of the PCs fail the escape check the group will make it far enough to lose most of the Stinging Larva, but 2 will be able to keep up with them and will be part of the battle scene.

[As you run from the Stinging Larva you begin to gain ground and leave them behind. You are so focused on escaping them that you don’t even realize that you have run right into some kind of nest, until it is too late.]

As the PCs realize where they have ended up and the danger that they are in, a huge form will lurk out of the shadows. It is the Queen Stink Worm and she will not be happy with finding intruders in her nest. This is when they are attacked and the Battle Scene begins.
Climax – Power On – Battle Setup

On the Field
1 x Queen Stink Worm
2 x Parasite Larva
*If any of the PCs failed the escape check earlier, add 2 x Stinging Larva to the field.

If the PCs survive the encounter they will be able to make it through the nest and come out on the other side of the tunnel to clear and sunny skies, looking across grasslands just a few miles away from Sonema.
Climax – Power Off
Topography:
Cave (Rocky Terrain) – Weather: Dark +3* – Target Number: 11
*If the PCs have a light source the “Dark” Weather modifier is only a +2

You may have to alter player text from below depending on whether or not the PCs have a light source. The below assumes that they do not.

[As you stumble your way through the dark, barely able to see what is going on, you are grateful that the ground below you appears to be smooth and cleanly carved into the rock. It is somewhat slow moving with no strong light to guide your way and the fact you have to stop every once in a while when you get a face full of dense cobwebs. As you feel your way along the wall, your hands run through an extremely thick layer of dust. It is very evident that this tunnel has not been used in quite some time.]

As the PCs walk, have them make an {INT+INT} Check to see if they notice the large hole that has been carved into the side of the tunnel. If they notice it, they will be able to tell right away that this tunnel was not man made as the rest of the tunnel has appeared to be so far.

The walls of the new tunnel that has been carved into the side of the existing one are covered in a thick sticky and slimy mucus, the PCs will start to hear a low faint humming noise coming from down the tunnel as well as from back they way they had come.
Rock Wasp

The PCs are set upon by a Rock Wasp along with 1d6+2 Stinging Larva. If the PCs do not have a light source, they will be caught off guard and their opponents will all automatically get top initiative on them.
Climax – Power Off – Rock Wasp – Battle Setup

On the Field
1 x Rock Wasp
1d6+2 x Stinging Larva

[It appears that you have found yourselves right in the middle of a Rock Wasp hive. It is unfortunate that you have realized this too late, and now a Giant Rock Wasp has caught you by surprise. It is accompanied by (Number) Stinging Larva, you have no choice but to defend yourselves and fight for your lives.]

After at least 2 Stinging Larva have been killed, the PCs will have the chance to escape.
{STR + SPT} Check or a {DEX + SPT} Check. If at least one of the PCs are successful, all of the PCs will have the chance to escape.

The PCs will escape further down the tunnel and come out on the other side looking over Sonema across just a few miles of grassland. carry on to the Ending.
Ending
Topography:
Grassland – Weather: Clear – Target Number: 6

[Somehow you have made your way to the other side of the tunnel that almost became your grave. You step out into grassy fields and clear, sunny skies, the town of Sonema can be seen only a few KM in the distance. As you come only a few meters out from the tunnel entrance you see a large sign posted in the middle of the path leading into the tunnel. It reads; “Old Sonema Tunnel Route – STAY OUT! – INFESTATION”]

The PCs can now head into Sonema and take advantage of all items being 50% off giving them a chance to buy some supplies and other goods for trading later.
Bestiary

NAME: Rock Wasp
LEVEL: 5
TOPOGRAPHY: Mountain, Rock Terrain, Mountain Top, Wasteland
SEASON: Summer
MATERIALS: Stinger (tough stick)
HP: 36
MP: 6
INITIATIVE: 10
CONDITION: 6
ABILITIES: 6 8 4 4
ACCURACY: d6 d8
DAMAGE: d6
DEFENSE: 1
SPECIAL ABILITY
Poison Stinger – On a successful attack, roll 1d4, on a 4 the attack gives the Poison condition 6.

NAME: Stinging Larva
LEVEL: 2
TOPOGRAPHY: Mountain, Rock Terrain, Mountain Top, Wasteland
SEASON: Summer
MATERIALS: Stinger (tough stick)
HP: 6
MP: 2
INITIATIVE: 5
CONDITION: 4
ABILITIES: 4 6 2 2
ACCURACY: d4 d6
DAMAGE: d4
DEFENSE: 0
SPECIAL ABILITY
Poison Stinger – On a successful attack, roll 1d4, on a 4 the attack gives the Poison condition 4.

NAME: Stink Worm
LEVEL: 1
TOPOGRAPHY: Any
SEASON: Summer
MATERIALS: Skin (Used as an Elastic)
HP: 4
MP: 4
INITIATIVE: 4
CONDITION: 4
ABILITIES: 6 4 2 2
ACCURACY: d6 d4
DAMAGE: d6
DEFENSE: 0
SPECIAL ABILITY
Constrict – When a character is damaged by a Stink Worm, the Stink Worm makes a STR+STR Check Contested by Target’s STR+DEX Check. If successful, the Stink Worm will wrap around the target and do an additional 1d6 Damage.
Stink – If a character is in the front row with the Stink Worm the character will get the Sick condition 4.

NAME: Queen Stink Worm
LEVEL: 5
TOPOGRAPHY: Any
SEASON: Summer
MATERIALS: Skin (Used as an Elastic)
HP: 34
MP: 12
INITIATIVE: 8
CONDITION: 6
ABILITIES: 8 6 2 8
ACCURACY: d8 d6
DAMAGE: d8
DEFENSE: 2
SPECIAL ABILITY
Slime Spray – The Queen Stink Worm will spray a thick gooey, stinking spray from its abdomen.
Targets all characters on the field.
Accuracy: d6 d6, on Hit target takes 1d6 damage and gets Sick condition 5.
Quill Spray – The Queen Stink Worm will shoot a spray of quills from its hind quarter.
Targets all characters on the field.
Accuracy: d8 d6, on Hit each character takes 3d4 damage and gets Injured condition 4.
Create Stink Worm – Once during an encounter the Queen Stink Worm can create 1d4+1 Stink Worms.
Stink – If a character is in the front row with the Queen Stink Worm the character will get the Sick condition 4.

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