HW FreeRPG Booklet
HW FreeRPG Booklet
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Credits
Writing and Game Design: Art Director:
Christopher Pinch, Jordan Richer, Leesha Hannigan
Andrea Bruce, TR Rowe Front Cover Illustrator:
Story Concept: Daarken
Christopher Pinch Cartography:
Editors: Ricardo Evangelho
Andrea Bruce, TR Rowe, Illustrators:
Ricardo Evangelho Leesha Hannigan, Christina Kraus
Graphic Designers: Veronika Federova, Paul Scott Canavan,
Ricardo Evangelho, Anna Christenson, Christina Bindon,
Rajaa Al-Subairi Crystal Sully, Jessica Nguyen
TM
TM
Humblewood: The Wakewyrm's Fury is Copyright © 2020 Hit Point Press Inc., 1175 Brookfield Rd East,
Ottawa, Ontario, K1V0C3, Canada. All rights reserved. All characters and their distinctive likenesses are
property of Hit Point Press Inc. in Canada, US and other countries. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express permission of Hit Point Press
Inc. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright
holders of that material. Hit Point Press, The Deck of Many, Humblewood and its associated logos are
trademarks of Hit Point Press Inc. First Printing. Printed in Canada.
Welcome to Humblewood
home to adventure
In the far away world of Everden, on the ADVENTURE BACKGROUND
eastern coast of a great continent, lies a vast forest After capturing a young wakewyrm, sea-faring
nestled between the mountains and the sea. This poachers led by the notorious pirate Skopps the
is the Humblewood, an ancient and magical place. Beast-Breaker have moved into an abandoned
This region is inhabited by two groups of animal- hideout in the Tideswell Cave. The poachers are
like humanoids, the birdfolk and the humblefolk, holding the creature captive with ambitions of
who share its bountiful resources. The southern raising it to become a powerful weapon. Once the
shore of Humblewood features a rocky coastline, wakewrym is trained, the poachers plan to use it
known as the Talongrip Coast, where hardy locals as a tool to help them capture other sea creatures
eke out a living next to the great sea. Strange and and assault enemy ships. If unsuccessful, given the
wondrous creatures lurk in the waves attracting price wakewyrm parts fetch on the black market,
those who seek out adventure. they plan to auction the beast off in pieces. Its
This module will take a party of 5th level mother, looking for her offspring, has been
characters through an exciting Humblewood lurking around the shore of the Talongrip Coast.
adventure that can be played in the span of a While the fully grown wakewyrm hasn’t caused
few hours. Additional Humblewood adventures, any problems yet, locals who have spotted the
fantastical campaign setting details, and free print- creature are growing increasingly nervous.
able resources are availabe at: The poachers are a tight-knit group who profit
HUMBLEWOOD.COM/RESOURCES off of pirating and extortion, and are known for
hunting rare and protected beasts. Their leader,
HOW TO USE Skopps, possesses a supernatural ability to influ-
THIS ADVENTURE ence even the fiercest beasts. They prowl the seas
What you need to run this game is this book- on their ship, the Grim Huntress, evading arrest
let, the included reference cards, the provided by a feather’s breadth. This has led to a bounty of
character sheets, and access to the 5th Edition five hundred gold coins for Skopps the Beast-
Core Rules. Breaker, wanted dead or alive.
Saltar’s Port
Information formatted in a box like Saltar’s Port is a birdfolk city built into the
this should be read out loud for players. rocky face of a large sandstone cliff. It serves as the
This information is to be read when the only access for ships coming to or leaving from
party arrives at that point in the adventure. Humblewood, and has sparked a vibrant trade
business which offers the riches of the Wood to
Any monster or non-player character far-off cities and kingdoms. Travelers get around
(NPC) stat block printed on the refer- the city by roads carved out of the cliffside and
ence cards included with this booklet rope ladders recycled from ship’s rigging. The
is identified by bold blue text. ground level boasts a dockside area with piers
Magic items are presented in often occupied by ships. Order is maintained by
italics, and can be found either the Perch Guard, which serves as the City Watch.
on a reference card or in the A specialized Coast Guard force protects the ports
5th Edition Core Rules. and combats piracy.
Bold red text references Inside the city, rowboats can be rented from
Ver
other sections within the dock for 5 gold pieces per day, or purchased
onik
Veronika Federova
Between the waves a narrow strip of The surf pounds against the sandy
rocky seabed lies exposed by the tide. It shore, and the sea churns. Occasionally,
stretches from the shore to the cave’s shadows move in the water, attracting
entrance. Swells of seawater batter loudly curious seabirds to circle above.
against the rocky terrain, covering sections
of it in a curtain of foam.
The entrance can be reached in five rounds
by swimming or boating. Characters swimming
Should the characters approach the cave or steering a boat must make a DC 10 Strength
during low tide, they’ll find exposed rocky (Athletics) check each round to make progress
against the currents. Three hunter sharks are
terrain which runs from the shore to the
patrolling 50 feet from the cave mouth, and are
mouth of the cave. Two of Skopps’ look- alert to sounds of struggle in the water.
outs (raptor deckhands) watch this path
Humblewood: The Wakewyrm’s Fury 5
2. CONNECTING CHAMBER
A winding pathway leads from the cave’s
entrance to the connecting chamber.
Christina Bindon
pirate poachers.
*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
Crystal Sully
5. THE BRIG
Jessica Nguyen
hungry, and you lot look like an easy meal!”
THANK YOU!
We hope you enjoyed this little adventure. If you’d like to
continue questing in the world of Everden, visit our site
Christina Kraus
*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
FEATURES AND TRAITS feet worth of adjacent spaces from the affected area dealing
persistent elemental damage. If the effect is not caused by a
Glide. When falling, you can spend your reaction to spread
spell, for each 5-foot space of the affected area removed in this
your feathered arms and slow your descent. When you do so,
way, you take 1d6 points of damage of the same damage type
you descend gently at a speed of 60 feet per round, taking no
the effect would deal. If the effect is caused by a spell, you
fall damage when you land. If you fall at least 10 feet in this
instead take 1d6 points of damage per the spell’s level for each
way, you may fly up to your speed in one direction, landing
5-foot space you removed. Any damage you take while reduc-
where you end your movement. You can’t glide while carrying
ing area effects is halved. If, after the use of this ability, there are
heavy weapons or shields, though you can drop any held items
no affected spaces remaining, the effect is removed.
as part of your reaction to glide. You cannot glide while wearing
heavy armor or while encumbered. ATTACK & SPELLCASTING
Talons. You have advantage on Strength (Athletics) checks
Talons. Melee Weapon Attack: +2 to hit, reach 5ft.,
made to climb any surface your talons could reasonably grip.
one target. Hit: 1 (1d4 -1) piercing damage.
Woodland Hunter. You treat three-quarters cover as half cover,
Produce Flame. Ranged Spell Attack: +7 to hit,
and half cover as no cover.
range 30 ft., one target. Hit: 9 (2d8) fire damage.
Aerial Defense. Creatures attack you with disadvantage while
you are falling, jumping, or gliding. OTHER PROFICIENCIES & LANGUAGES
Wild Shape (2/Rest). You can use Wild Shape to assume one l Birdfolk
of the following forms for up to 2 hours: l Druidic
l Boar l Jerbeen
l Weasel l Can understand Auran
Heartbeat of the Land. By spending 10 minutes communing l Cook’s Utensils
with nature, you can glean the following information about the l Herbalism Kit
area within 3 miles of you:
EQUIPMENT
l ou learn the general location and severity of any imme-
Y
diate threats to the environment in the region (forest fires, l 5 gp
flooding, blights, etc.). l Quarterstaff
l You learn if any aberrations, beasts, elementals, fey, l Cook’s utensils
or undead are present within range, but not their l Herbalism Kit
specific locations. l Tender’s Vestments
l You learn the general direction of the nearest portal to l A Sprig of Mistletoe (Druidic Focus)
an elemental plane. l A small wooden carving of a jerbeen wearing wings made
Shared Burden. When a creature within 30 feet of you is out of leaves
targeted with an effect that would cause cold, fire, lightning, l A Healer’s Kit
or thunder damage, you can use your reaction to grant that l Bedroll
creature resistance against the effect’s damage. You take damage l Mess Kit
equal to the amount of damage taken by the target creature. l A warm blanket
l 5 days trail rations
ou may spend an action to reduce the area of an effect which
Y
l 2 potions of healing
deals persistent cold, fire, or lightning damage within 30
l A well-worn journal and inkpen
feet of you. Per use of this feature, you may remove up to 20
l Waterskin
PREPARED SPELLS
Cantrips: druidcraft, mending, produce flame
1st level (4 slots): animal friendship, cure wounds, healing word, veil of dusk
2nd level (3 slots): barkskin, lesser restoration, spike growth
Christina Kraus
3rd level (2 slots): dispel magic, wind wall
*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
PREPARED SPELLS
Cantrips: chill touch, message, minor illusion, shocking grasp
1st level (4 slots): create or destroy water*, mage armor, magic
missile, spiny shield, sleep, thunderwave*
2nd level (3 slots): enlarge/reduce, mirror image*, misty step*,
scorching ray, spider climb
3rd level (2 slots): fireball, haste, water breathing*(r),
water walk*(r)
Christina Kraus
*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
FEATURES AND TRAITS ore Hit Dice to regain hit points at the end of the short rest,
m
each of those creatures regains an extra 1d6 hit points.
Glide. When falling, you can spend your reaction to spread
your feathered arms and slow your descent. When you do so, Wanderer’s Lore. While a creature has possession of a Bardic
you descend gently at a speed of 60 feet per round, taking no Inspiration die gifted from you may choose to roll a single
fall damage when you land. If you fall at least 10 feet in this Arcana, History, Nature, or Religion check with advantage.
way, you may fly up to your speed in one direction, landing Acrobatics Lessons. When you or an ally within 60 feet of you
where you end your movement. You can’t glide while carrying makes a Dexterity saving throw, you may expend a use of your
heavy weapons or shields, though you can drop any held items Bardic Inspiration to roll your Bardic Inspiration die and add
as part of your reaction to glide. You cannot glide while wear- the result to the saving throw. An ally must be able to see and
ing heavy armor or while encumbered. hear you to benefit from this effect.
Talons. You have advantage on Strength (Athletics) checks Hunting Lessons. You can expend one use of your Bardic
made to climb any surface your talons could reasonably grip. Inspiration to mark one creature you can see within 90 feet of
Appraising Eye (1/Rest). By spending an action examining an you as your quarry. Up to one hour, for as long as you concen-
object, you can determine any magical properties the item has, trate on this ability, all weapon attacks you make against the
how they can be used or activated, and a fair estimation of its target deal an additional die of damage, equal to your Bardic
market value. Inspiration die.
Convincing (Religion). You have advantage on all Charisma ATTACK & SPELLCASTING
checks made to convince someone of your knowledge on any
topic related to the Religion skill. Talons. +4 to hit, reach 5 ft., one target.
Hit: 3 (1d4 +1) piercing damage.
Sharp Mind. You are able to perfectly and clearly recall
anything you have seen or heard within the last month. Rapier. +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 +3) piercing damage.
Bardic Inspiration (2/Rest). You can to inspire others with
stirring words or music. To do so, you use a bonus action on Shortbow. +6 to hit, range 80/320 ft., one target.
your turn to choose one creature other than yourself within 60 Hit: 6 (1d6 +3) piercing damage.
feet of you who can hear you. That creature gains one Bardic
OTHER PROFICIENCIES & LANGUAGES
Inspiration die, a d8.
nce within the next 10 minutes, the creature can roll the
O l Auran, Birdfolk, Mapach
Bardic Inspiration die and add the number rolled to one ability l Drum, Flute, Harp, Lute
check, attack roll, or saving throw it makes. The creature can l Forgery Kit, Thieves’ Tools
wait until after it rolls the d20 before deciding to use the Bardic EQUIPMENT
Inspiration die, but must decide before the GM says whether
the roll succeeds or fails. Once the Bardic Inspiration die is l 10 gp
rolled, it is lost. A creature can have only one Bardic Inspiration l Rapier
die at a time. l Shortbow
l Thieves’ Tools
Jack of All Trades. You add half your proficiency bonus,
l Forgery Kit
rounded down, to all skills in which you are not proficient.
l Fine Clothes
Song of Rest. You can use soothing music or oration to help l An Ornate Cloak
revitalize your wounded allies during a short rest. If you or any l A small silver feather that symbolizes the wind
friendly creatures who can hear your performance spend one or l Wooden Flute
SPELLS KNOWN
Cantrips: mage hand, prestidigitation, vicious mockery
1st level (4 slots): detect magic (r), healing word, heroism, hideous laughter
2nd level (3 slots): invisibility, shatter, suggestion
3rd level (2 slots): hypnotic pattern
Christina Kraus
*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
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