The Wandering Wood
A Module For Wanderhome
Wanderhome is copyright of Possum Creek Games Inc. The Wandering Wood is an independent
production by Andrew Aulenback and Eric Drew, borrowing a format by Elizabeth Rosenberg, and is not
affiliated with Possum Creek Games Inc. It is published under the Wanderhome Third Party License.
How to Use This Module
This module contains 1 location, a few kith, and a list of questions. It can be played with
or without a guide, though it was originally conceived as a guided module. Your group
can choose to use it as an adventure to resolve, a mystery to explore, or simply as an
environment to be amazed by and to pass through. It is meant to be just one part of the
greater journey you create.
If You Are A Guide
1. Get your party’s okay to deal with issues surrounding being lost.
Discuss everyone’s boundaries and comfort level.
2. Read through the module and decide what you think is going on here. Answer
the questions from the list, as many as you feel are necessary.
3. Decide what information you want to be openly available in advance, and what
information you want the players to work for.
4. Look up the natures for each location and make note of what they can do.
5. Fill the valley out with more kith, as you normally would.
6. Start guiding your players.
If You Are A Guideless Party
1. Discuss everyone’s boundaries and comfort level dealing with the issues of being lost
2. Read through the module together and let the mystery of it sink in.
3. Read the questions from the list and start thinking about them.
4. Look up the natures for each location and make note of what they can do.
5. Fill the valley out with more kith, as you normally would.
6. Ask your start of session questions, and reveal the mystery of what is going on in
this module through play.
The Story
Glenlivet is a thriving community. Here, where the Eelwater river meets the road, are
incredible grazing grounds. Yes, it is true, this means that there is a livestock market here
where bugs are brought from all over for trade or sale, but more importantly this means
that here is the place of the Wandering Wood.
The Wood is famous, but not for lumber, nor for fruit or nuts. It is famous for where it
grows: on the backs of a colony of absolutely massive trilobites, as if they were hills that
meander about the fields near the crossroads, eating and eating, and pooping.
The great bricks of waste from the gargantuan bugs are famed far and wide throughout
this part of the Haeth as the best fertilizer to be found. A thriving trade carts and carries
it away by road and by river. The monthly livestock fair, then, plays second fiddle to
Glenlivet’s real production, and that comes naturally.
Atop the enormous and ancient bugs, among the trees, paths lead through the woods
from house to garden, from arbor to inn. But the hills themselves are always, slowly, on
the move, making any maps temporary at best, their usefulness lasting only a few days.
The inn in question is the Wandering Seedling, famous for its cider and hospitality.
Wanderers travel far to be able to say they have had a cup and a song at the Seedling.
Time: It is currently just turning from Tillsoil to the first days of Monsoon (p. 194). You
might already know Tucker, if you have seen him before at another market.
Questions
➢ What happens when you cannot find what you are looking for?
➢ What can you do when you don’t know your way?
➢ What draws folks to visit natural wonders?
➢ Have you ever been lost?
➢ How does it feel to realize you don’t know where you are?
➢ How prepared are you for a change in the weather?
➢ ___?
Locations and Kith
In order to minimize the amount of content duplicated from the Wanderhome core
book, the module either does things slightly differently from the book or lists page
numbers rather than copying bullet points over from the text.
Each location has a description rather than a list of aesthetic elements. To see what each
location can always do, look up the natures listed at the beginning of its description.
Rather than each kith having assigned traits and dealing with deciding what the kith
can do based on that, each kith has a proportional number of things they can always do
that are not quite like any specific trait included in the book.
The Location: Glenlivet
Natures: Glen (p. 149), Port (p. 159), Market (p. 142), Tavern (p. 161)
Description: A map of Glenlivet cannot last. Perched among the trees atop the gigantic
trilobites that meander about the lush fields here, the position of the “hills” changes
month by month, week by week, day by day.
The landmarks here are few. The Eelwater river, the crossroads, and the moving hills
themselves.
And yet kith come from all around and far away to visit the famed Wandering Wood,
and to visit “The Seedling,” the cosy inn that huddles among the other houses of the
village that sits on the back of one of the hills.
Others come for the livestock market, which sets up its tents and wagons near the
crossroads, near the river, out of the way of whatever path the Wood are following about
the valley.
But many come to move fertiliser, to cart and carry it down-stream on the Eelwater and
away to farms and fields and orchards across the Haeth.
There are many reasons for wanderers to make sure their way takes them here, to
Glenlivit in Leap.
Near the Wandering Seedling inn, draped down the steep side of that trilobite, can be
found the hanging gardens, a near-vertical orchard of apple trees and herbs that grow
outward from the side of the hill, and which supply the cider press at the Seedling.
Several herbalists have made the trek here to examine the ancient breeds of herbs which
grow among the roots of the trees, and to learn the techniques of the kith who harvest this
incredible garden.
As Monsoon begins, you are likely to see local kith wearing raincones, a tall birch-bark
cone worn to cover the whole body, with holes cut for faces, all padded inside with
comfortable bumble-wool. A common board game played in the tavern room of the
Seedling is “the raincone game,” in which small cones move about a gridded board,
stacking atop smaller cones, to “capture” them. The rules seem complex for a stranger to
pick up, but a good match between locals can hold the attention of the room for even an
hour before singing breaks out again. Raincones can be rented during rainy weather from
a travelling stall in the livestock market, and are well worth it. Raincones get stacked in
the corner of the tavern room at the Wandering Seedling, next to the door, each arrival
adding to the stack, and each departure claiming whichever raincone is on the top.
The Wandering Seedling may take its name from the Wood, or from its extensive
hanging gardens, which supply the ingredients for not only their famed cider, but also for
the many infusions and “herbal teas” available in the tavern, but their sign shows a
blowing dandelion seed, a component of one of their breakfast teas.
Many travellers on their way to the Seedling for the night, trying to find their way
among the ever-shifting hills, say they have caught a glimpse of Luck, a local small and
forgotten god who brings good fortune to those who can catch up. Perhaps you may even
see Luck yourself!
Folklore:
➢ The kith who followed their luck.
➢ The first raincone.
➢ The boat that refused to sink.
➢ The ever-changing path.
Small and Forgotten Gods:
Luck
Pronouns: they/them
Description: A golden firefly, this small and forgotten god appears at dawn and at sunset,
bringing those who catch a close look buggy wealth and good fortune.
Luck can always:
● Dazzle and impress any who look at you.
● Grant someone the confidence to achieve their goal if they spend a token.
● Catch someone’s attention.
● Show someone the way.
Lost
Pronouns: they/them
Description: A golden will-o-the-wisp that lures folk astray between the trilobites of the
walking forest. Lost looks, of course, exactly like Luck, and appears near dawn and near
sunset.
Lost can always:
● Dazzle and impress any who look at you. They need to spend a token to not be
distracted.
● Lead someone astray.
● Catch someone’s attention.
● Whisk someone away.
Kith:
Mephit Mustel
Pronouns: she/her
Description: The innkeeper at the Wandering Seedling, this skunk also acts as bartender,
playing host every evening to locals and to visitors, while their raucous brood of kits take
orders, serve bowls of stew and cups of hot cider, and bus tables. And sing.
Mephit Mustel can always:
● Find room for just one more to stay, whether bench or bed.
● Barter room and board for service, if a wanderer has no coin.
● Get to know patrons easily, and help them feel at home.
● Mix up the names of your many kits.
Tucker
Pronouns: they/she/he
Description: A traveling potter, this mole seems to often have visited places just ahead of
you. Tucker makes bowls, jugs, cups, and spirit-beads, but is especially known for their
range of re-sealable redware clay pots. Some kith have even started to collect whole
cupboards of “Tuckerware.” Genuine Tuckerware is decorated with a pattern of
markings from Tucker’s long digging claws.
Tucker can always:
● Invent something new, both useful and pretty.
● Show off the results of an unlikely plan that turned out just right.
● Have just recently passed through somewhere that you are arriving.
● Make up an entertaining but completely untrue story about their pottery.
Kith: Of people, there are especially mice, shrews, and starlings. Of livestock there are
especially butterflies, grasshoppers, and bumbles all on show at the market. Of wild
bugs, there are of course the positively immense trilobites that are the hills of the
Wandering Wood.