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Root The Roleplaying Game: Ruins and Expeditions - Clearing Booklet 2

Root The Roleplaying Game: Ruins and Expeditions - Clearing Booklet 2 - Main image
$16.49 $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 #2 contains the following clearings:

  • Bertram’s Cove is a key Marquisate port and a prime target for Woodland
    Alliance privateers. As Marquisate Commandant Montague searches for the
    pirates, the Woodland Alliance plans a deadly attack on Betram’s Cove itself.
  • Hacksaw Dell faces turmoil; its newly established Assembly of Denizens
    is deadlocked in endless debate. As the denizens struggle, the Lizard Cult
    offers prosperity to anyone willing to embrace the Great Dragon...
  • Pellenicky Glade has been ruled by the Goshawk family for decades, but
    the patriarch’s death has thrown the clearing into chaos. While some fight
    to preserve the current order, others want to reshape the clearing’s future.
  • Talon Hill is locked in a three-way succession war between the rightful heir
    of the Kingfisher family, a war hero, and a powerful merchant. Meanwhile,
    rumors of Lizard Cult sacrifices cast suspicion on the local orphanage...

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 (5.0 / 5 · 2 reviews)

Madison ★★★★★

Bought this specifically for the woodland setting, and the clearing encounter tables immediately gave me a dozen session ideas. My players are loving the unpredictable trouble the vagabonds keep stumbling into—it makes every expedition feel fresh.

Violet V. ★★★★★

Having just run my first session with this booklet, the new clearing events kept my players guessing the whole time. The exploration rules for ruins are exactly what our campaign needed to feel more dangerous.