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Home»News»Beyond the forest is a setting of D&D inspired by mythical Ireland
Beyond the forest is a setting of D&D inspired by mythical Ireland
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Beyond the forest is a setting of D&D inspired by mythical Ireland

By dndadminMarch 11, 2025No Comments5 Mins Read
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Since its founding, the Dungeon & Dragon campaign has been using its hexagonal playstyle. It simply means a group of players appearing in the unforgiving wilderness in search of adventure trips over something like brigands, rare monsters and mystical ruins filled with magical treasures. Hexcrawl is also at the heart of Beyond The Woods, a new 5E compatible setting inspired by Irish legends of old Oak games. Creator Emmet Byrne says that approach to polygons brings a campaign that combines mystery, exploration and danger in unfamiliar ways for modern gamers to the table. Beyond the Woods crowdfunding campaign was published on Kickstarter.byrne on Tuesday. Previously on Byrne in Cubicle 7, he worked for Warhammer Age: Soulbound and Broken Weave in Sigmar. Instead, it's similar to an attack on Eldenling or the Titan. At the heart of that world is a powerful, lonely city called Saed dalach (Kade dal ok), whose inhabitants are protected by the light of ancient oak trees. “People have been trapped there for centuries. You will be the first group you will adventure in. You are outside the city on this ancient land where you have seen many different civilizations. When they traveled across the land and like the wild hunt in the Witcher series, they clenched their souls and left behind a fast-moving zombie-like shell called Mar-Vahk. Marvach can pop up into the open world as a lonely enemy or as a group big enough to kill a player party completely. But the world itself is a land called Tiru Nascas (Ti Nahas Kuhis), surpassing the true antagonists of the forest. Certained in a barren wasteland, Thiru Nascas is depicted as an infinite overgrown forest with gagantuan trees, narrow game paths, and mystical ancient ruins. Simply moving from place to place is dangerous in itself. It is up to the player to help them explore that place, understand it, and save people if they choose to do so. “(But in a moment) you have to go hunting. You have to go searching for water. Long rest (you take) you have to make the right camp to get a long rest. Your HP won't magically return. So it's definitely much more challenging and much more dangerous than the typical D&D game. Using the basic rules of the fifth edition as a framework, Byrne added to many new systems to make the hex even more enjoyable. One of them is the inventory management system inspired by the Resident Evil video games. Rather than strictly using weight as a limiting factor, players' stock slots are limited. He says his view on stock Tetris is actually much faster on the table than using weight alone. And like classic games like the Oregon Trail, it also leads to some interesting decisions and storytelling. Beyond the The Woods-specific Storyteller class is a reinterpretation of the Bard class with an Irish twist. Image: The old orc game “There's a grid on the back of the character sheet,” says Byrne. (…) One of the first things you do when you're making a character is, “OK, there's a starting gear that takes up a certain amount of slots. There are some slots left. To shop or close out with healing potions, characters are planned ahead of time for their needs, if they don't have the convenience of holding or bags at nearby stores. How much food they carry, how much water they plan to forage, and what kind of weapons and equipment they are arming themselves, become new. “We may need a trap to catch animals,” says Byrne. “I need a rope. I need a clover. (But) how many arrows do I bring? Can I bring one or two bundles? I like those tough choices. It's not that the meat in the game is combat, it's a place for me. This obviously comes with a lot of D&D.” But another way to play across the forest is to have multiple groups of adventurers at the same time. The West Merchce campaign popularized by Ben Robbins has some unique conceits. Players organize themselves into parties on an ad hoc basis, allowing players from different groups to play on certain nights. These mixed groups drawn from a large pool of players do not necessarily focus on the main plot. Together and at that moment, they decide where to go that night, what to do, and how to spend their time in the world. Their adventure opens new possibilities to the groups that come later. Byrne says that West Marches style playthroughs are very ideal, using them as creative backstops across the woods. “Across the forest), we have a map representing what Tír Nascath's world was before this great cataclysm,” says Byrne. “There are several iconic landmarks, and you'll go outside and explore into hexagons. After that, you can customize the map as you play. Beyond Woods, the game master will be able to place the quest location wherever you like. Ideally, you can allow players to create a series of crumbs that can continue over and over. “GMs can place them anywhere on the map. And you'll try your way there, explore it, and if you do it, mark a little sticker on it and come back.” According to him, Byrne's favorite is the Irish take, especially against the bard called the Storyteller. “They're very different to the bard,” Byrne says. In each round, you start a new story, enter a poem, add another poem in the next round, and add another poem in the next round. They get worse on each other and it gives your enemies debuffs to all your friends (all your allies).

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