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Root The Roleplaying Game: Ruins and Expeditions - Clearing Booklet 3

Root The Roleplaying Game: Ruins and Expeditions - Clearing Booklet 3 - Main image
$16.24 $24.99 In stock

Category: Book

The clearings of the Woodland need vagabonds!

As a rule, most denizens don't trust vagabond - outlaws who wander the Woodland without a home - but there are times when the problems a clearing faces can't be addressed by anyone... except those vagabonds willing to take the job. 

Clearing Booklet #3 contains the following clearings:

  • Blackwine Vineyard is a newly-liberated clearing caught between the Grand Duchy’s bureaucracy and Riverfolk Company’s illegal smuggling. Will these clashing interests kill the lucrative blackwine trade?
  • Ingram’s Ford is the site of a suspected terrorist attack by the Corvid
    Conspiracy; the Riverfolk Company is determined to uncover the sperpetrators, no matter the cost. But who is really to blame? And why?
  • The mill in Rosewater Basin has ground to a halt as picketers—led by Afo Tale—demand better working conditions. As tensions rise, both the Grand Duchy and the Marquisate prepare troops to bring order...
  • Sweetwater Inlet is the Woodland Alliance’s newest base, but Peony Bloomnose—the clearing’s new leader—is finding it hard to govern! Between the Hundreds’ attacks and grumpy local leaders, she needs help!

Each clearing contains interesting conflicts, important residents (with stats), unique locations, and special rules. You can use these clearings as the setting for a one-shot or as part of a longer campaign in the broader Woodland.

*Requires core game to play. 

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Customer Reviews (4.5 / 5 · 2 reviews)

Edward ★★★★★

This booklet is a goldmine for solo GMs—the new clearing scenarios gave me three sessions of plot hooks that practically wrote themselves. The vagabond-specific rules finally make playing the wandering outlaw feel as risky and rewarding as the lore implies.

Aurora ★★★★☆

I used this booklet last night to run a clearing that was in trouble, and the setup notes for the NPCs made it easy to improvise when my players went off-script. I wish there were a few more sample encounters, but the ideas here are solid.