It’s known by most as Big Sky. Crows Rest has the most open horizon you’ll see before hitting the coastline and for all it’s dangers it is a beautiful place. Rolling hills divided by streams and hedgerows, the odd tree or low ancient wall breaking up the soft horizon line. For most of the year it is a peaceful place to cross straight out from the Capital and setting you on the path to places like Rainbow Mountain, Icemantle and other far more treacherous regions.

WELCOME TO HILL CAMP

Hey Boxfresh! Make yourself at home, I’m Watch-bear Orion.
Whenever you’re ready you can head down for a patrol.

If you need to rest or fix your gear you can always head back here.

Rest or Repair as many time as you need before heading back out.

REST to regain 1FP – Time Cost: 1 Hour
REPAIR 1 Broken Item  – Time Cost: 1 Hour
Visit the Camps Tuck Shop – Time Cost: Free
- TUCK SHOP -

Grab whatever you need from the store so long as you’ve got the TedCreds.
Make a note in your inventory of anything you buy, erase it or strike it through when used.

stun grenade
cost: 10 tedcreds

Use during combat: Negate all opponent results in a combat roll.

smoke grenade
cost: 10 tedcreds

Use during combat: Negate all combat roll results. You may also flee combat.

cluster bomb
cost: 10 tedcreds

Use during combat: Resolve the current combat roll then (before making the next combat roll) roll three dice that successful hit on 5 or higher, ignoring the opponents combat grid.

flare
cost: 10 tedcreds

Use when making a saving throw: Roll 3 die instead of one and choose a result from them.

fixit tape
cost: 15 tedcreds

Add 2 Repair Kits.

Ration pack
cost: 15 tedcreds

Add 2 First Aid Kits.

hot tip
cost: 20 tedcreds

Use instead of rolling a patrol: You can choose the result you would prefer based on the time of day you use it.

training manual
cost: 60 tedcreds

Add 1 die to your standard dice pool.

STANISS BAR-A1
cost: 30 tedcreds

Sharpest Shot.
At the start of an encounter, before making the first combat roll, you may choose to bench one die and instantly use another die as a hit to your opponent.

STANISS Hotshot
cost: 30 tedcreds

Kickback.
For every successful hit on your opponent during a combat roll you can reroll one of the other dice from that same roll.

- TRANSPORT TO A NEW REGION -

If you are feeling like a change of scenery and you still have the time to spare why not visit one of the other destinations for new enemies and events!

time cost: 1 hour
whispwood

The darkness beyond the treeline is made of more than just shadows.

time cost: 2 hours
redspine rows

Time to rock and roll. Watch out for falling rocks and rolling creatures!

time cost: 1 hour
ratrun

TTHQ tried to make the way to the desert impassable. It became a labyrinth of horrors.

TIME COST: 1 hour
The capital

If you are out of time you can travel back to the Capital for free to end the Patrols.

Foraging and tracking

The Tedland wilds may be a treacherous place, but it is also willing to aid your journey if you know what to look for.
Whether it’s naturally occurring wadding to heal your injuries, or a track in the dirt or bent foliage that might lead you to exactly what you’re looking for.

Foraging

– Foraging –

-Time cost: 2 hours –
Roll 3 D10.

If you roll two matching numbers then you discover the relevant wadding below.
Add it to your inventory or eat it straight away.

1, 2 or 3
grain sprouts

Heals 1FP

4, 5 or 6
bullrush heads

Heals 2FP

7, 8 or 9
Cotton flower

Heals 3FP

10
silk worm

Heals 5FP

Tracking

– Tracking –

-Time cost: 2 hours –
Roll 3 D10.

If you roll two matching numbers then you discover the clue below.
You can go straight to the patrol or encounter results without paying the patrol or additional time costs.

1 - 5
encounter tracks

Choose your target in the encounters section and begin combat.

6 - 9
instant markings

Choose your instant in the patrols section and play it out.

10
clear indications

You may choose any patrol result or encounter.

If it is an encounter then you start with 1 successful hit on your opponent before making your first Combat Roll.

HEAD OUT ON PATROL

– TIME Cost: 1 hour –

1. Head out on patrol by first checking the time of day on your “time spent” section. If the next available segment has no moon then you are about to go on a Day Patrol. If there is a moon then you are about to go on a Night Patrol.
2. Spend the 1 hour patrol cost and roll 1 D10.
3. Check the result to see what you found and follow its instruction, spending the additional time cost if there is one.
(If you spent your last time slot on the patrol cost you may ignore the additional time cost in the result, enjoy!)
4. Once the scenario has finished you may return here to patrol again or head to the camp for repairs so long as you have the time to spend.

DAY PATROLS

1

BOARFROG STAMPEED.
Encounter.
(Additional Time Cost: 1 Hour)

It starts as a low rumble in your ears, though twisting a stubby finger into it doesn’t seem to clear out the noise. It grows louder until, squinting into the darkness of the surrounding fields, you see a migration of Boarfrog thundering towards you. You are out of time to move and they are not showing signs of diverting. You ready your weapon!


Face off against the Boarfrog Stampeed in the Encounters section.

2

CAMP..?
Instant.

The region by torchlight is unrecognisable. Old familiar paths seem to criss cross and change. You spot a ruin with a dim light on the near horizon and try a shortcut to investigate but as you step over the low crumbling wall you are met by Watch-bear Orions bemused smile.
“Going well is it Boxfresh?”

You sigh, frustrated, as you realise you’ve just lost an hour going in circles.

3

SILVER SWARM.
Encounter.
(Additional Time Cost: 1 Hour)

Down at a river crossing you begin to hear something through the winds and the babbling water. Something rustling fast through the tall grass. Heavy yet spry. You know exactly what is coming as you take a defensive stance and raise your weapon. The Silver Swarm launch out of the reeds like hungry lions!


Face off against the Silver Swarm in the Encounters section.

4

BLEEDING DOLLS EYE.
Instant.

You wonder into a small patch of intriguing looking flowers. On closer inspection they look like porcelain eyes arranged like berries on a short, branch-like stem, and most uncomfortably they appear to follow your gaze and begin to weep a thick red fluid,
As you turn to leave you knock one of the plants and it instantly puffs out a thick cloudy spray of red noxious gas.


Roll 3 dice. If you have rolled a 5 Take 1FP damage and return to the Encampment.
If you did not roll a 5, take 1FP damage and reroll the 3 dice.
Repeat this until you roll a 5 or run out of Fluff Points.

5

CROWS!
Encounter.
(Additional Time Cost: 1 Hour)

Crossing through a clearing of tall grass you hear some commotion nearby. A ruffling and click clacking, pecking sound. You scan the large clearing and spot two large shapes shoving and butting at one another as if fighting over something on ground between them. It takes a moment to make out what it is as you edge closer when finally one of them flusters two great black wings in a show of intimidation to the other. Crows! You take a step back straight onto some dry bracken.
SNAP
Such a cliché that a twig would give you away and yet here you are. Both the crows heads snap around to spy your position and they take off at once, circling you ready to strike.


Face off against the Giant Crows in the Encounters section.

6

SLIPPERY SLOPE.
Instant.

You spot a small blue floating light disappear around a hillside. By the time you reach the corner you spot it entering a small cave. As you rush to catch up to it you lose your balance at the caves loose rocky entrance and fall into a pit of branch, bone and rock.
The floating light appears to chuckle cheerily before extinguishing. Leaving you to tend to your wounds.


Take 2FP damage.

7

FALLEN TED.
Instant.

Something took a considerable chunk out of a bear strewn in some long grass. Only legs and arms remain which suggests it was a strike from above. The bite is too rounded and clean for a crow though. Looks like the DragonMoth is at large.
On the belt kit you spy one repair kit and one smoke grenade. It’s of no use to them any more.

Smoke grenade: Before any combat roll you can “use” smoke grenade to flee!


Gain 1 Repair Kit.

8

BURIED TREASURE.
Instant.

You follow a small floating light into a dark cave, a few blind corners and you lose sight of the light, but it seems you have stumbled on some kind of treasure horde.


Roll 2 Loot!

9

SHRIEEEEEEK!
Encounter.
(Additional Time Cost: 1 Hour)

The patrol seems to be going nowhere, but then you realise it appears things just got quieter. Eerily quiet. Like all the chirruping bugs and small nocturnal birds just evacuated the area. Then you see it, in a dark rocky patch on a nearby hillside a few ghostly orbs smoulder silently, staring at you. The silence is broken suddenly with an ear splitting screech as the eyes dance apart from each other and swoop across the shadowy grassland as they make their speedy approach to flank you.


Face off against the Forgotten Shriekers in the Encounters section.

10

SPECIAL EVENT: BLACKHAWK DRAGONMOTH
Encounter.
(Additional Time Cost: 2 Hours)

A deafening pressure in the air rushes over you, almost pushing you to your knees. By the time you look up, there’s nothing to be seen, twinkling stars and a few whispers of clouds. Then you feel it again, pressure in the air swooping towards you. As you look up you see a vacuous space in the sky. Growing as though the stars are burning out. You break into a sprint and roll for cover under a nearby tree to witness a terrifying sight. A BlackHawk DragonMoth thuds into the grassland so close to you. Ragged wings settling and billowing like a gigantic black war banner.

You know it can smell you. For all the shadowy void that it is you can still feel its eyes fixed on your location. Little bear, hiding under a tree from an unavoidable winged death. You muster your courage and step out into the field to face the DragonMoth.


Face off against the BlackHawk DragonMoth in the encounters section.

NIGHT PATROLS

1

BOARFROG STAMPEED.
Encounter.
(Additional Time Cost: 1 Hour)

It starts as a low rumble in your ears, though twisting a stubby finger into it doesn’t seem to clear out the noise. It grows louder until, squinting into the darkness of the surrounding fields, you see a migration of Boarfrog thundering towards you. You are out of time to move and they are not showing signs of diverting. You ready your weapon!


Face off against the Boarfrog Stampeed in the Encounters section.

2

CAMP..?
Instant.

The region by torchlight is unrecognisable. Old familiar paths seem to criss cross and change. You spot a ruin with a dim light on the near horizon and try a shortcut to investigate but as you step over the low crumbling wall you are met by Watch-bear Orions bemused smile.
“Going well is it Boxfresh?”

You sigh, frustrated, as you realise you’ve just lost an hour going in circles.

3

SILVER SWARM.
Encounter.
(Additional Time Cost: 1 Hour)

Down at a river crossing you begin to hear something through the winds and the babbling water. Something rustling fast through the tall grass. Heavy yet spry. You know exactly what is coming as you take a defensive stance and raise your weapon. The Silver Swarm launch out of the reeds like hungry lions!


Face off against the Silver Swarm in the Encounters section.

4

BLEEDING DOLLS EYE.
Instant.

You wonder into a small patch of intriguing looking flowers. On closer inspection they look like porcelain eyes arranged like berries on a short, branch-like stem, and most uncomfortably they appear to follow your gaze and begin to weep a thick red fluid,
As you turn to leave you knock one of the plants and it instantly puffs out a thick cloudy spray of red noxious gas.


Roll 3 dice. If you have rolled a 5 Take 1FP damage and return to the Encampment.
If you did not roll a 5, take 1FP damage and reroll the 3 dice.
Repeat this until you roll a 5 or run out of Fluff Points.

5

CROWS!
Encounter.
(Additional Time Cost: 1 Hour)

Crossing through a clearing of tall grass you hear some commotion nearby. A ruffling and click clacking, pecking sound. You scan the large clearing and spot two large shapes shoving and butting at one another as if fighting over something on ground between them. It takes a moment to make out what it is as you edge closer when finally one of them flusters two great black wings in a show of intimidation to the other. Crows! You take a step back straight onto some dry bracken.
SNAP
Such a cliché that a twig would give you away and yet here you are. Both the crows heads snap around to spy your position and they take off at once, circling you ready to strike.


Face off against the Giant Crows in the Encounters section.

6

SLIPPERY SLOPE.
Instant.

You spot a small blue floating light disappear around a hillside. By the time you reach the corner you spot it entering a small cave. As you rush to catch up to it you lose your balance at the caves loose rocky entrance and fall into a pit of branch, bone and rock.
The floating light appears to chuckle cheerily before extinguishing. Leaving you to tend to your wounds.


Take 2FP damage.

7

FALLEN TED.
Instant.

Something took a considerable chunk out of a bear strewn in some long grass. Only legs and arms remain which suggests it was a strike from above. The bite is too rounded and clean for a crow though. Looks like the DragonMoth is at large.
On the belt kit you spy one repair kit and one smoke grenade. It’s of no use to them any more.

Smoke grenade: Before any combat roll you can “use” smoke grenade to flee!


Gain 1 Repair Kit.

8

BURIED TREASURE.
Instant.

You follow a small floating light into a dark cave, a few blind corners and you lose sight of the light, but it seems you have stumbled on some kind of treasure horde.


Roll 2 Loot!

9

SHRIEEEEEEK!
Encounter.
(Additional Time Cost: 1 Hour)

The patrol seems to be going nowhere, but then you realise it appears things just got quieter. Eerily quiet. Like all the chirruping bugs and small nocturnal birds just evacuated the area. Then you see it, in a dark rocky patch on a nearby hillside a few ghostly orbs smoulder silently, staring at you. The silence is broken suddenly with an ear splitting screech as the eyes dance apart from each other and swoop across the shadowy grassland as they make their speedy approach to flank you.


Face off against the Forgotten Shriekers in the Encounters section.

10

SPECIAL EVENT: BLACKHAWK DRAGONMOTH
Encounter.
(Additional Time Cost: 2 Hours)

A deafening pressure in the air rushes over you, almost pushing you to your knees. By the time you look up, there’s nothing to be seen, twinkling stars and a few whispers of clouds. Then you feel it again, pressure in the air swooping towards you. As you look up you see a vacuous space in the sky. Growing as though the stars are burning out. You break into a sprint and roll for cover under a nearby tree to witness a terrifying sight. A BlackHawk DragonMoth thuds into the grassland so close to you. Ragged wings settling and billowing like a gigantic black war banner.

You know it can smell you. For all the shadowy void that it is you can still feel its eyes fixed on your location. Little bear, hiding under a tree from an unavoidable winged death. You muster your courage and step out into the field to face the DragonMoth.


Face off against the BlackHawk DragonMoth in the encounters section.

REGION ENCOUNTERS

Grab all the dice from your dice pool and get ready for combat!

 

Boarfrog STAMPEED
territorial wildlife

SPECIAL ABILITY:

CHARGE!

Suddenly it seems Boarfrogs are all around you! Disorientated by the shaking ground you are at the mercy of the stampeed. Take 2FP damage.

REWARD:
1 looT roll

Silver swarm
Lint Eaters

SPECIAL ABILITY:

Crunchy Cadavers!

The Silvers gobble up any dead creatures they can spy, including their own. They heal for 1HP and the damage dice is benched.

REWARD:
10 TEDCREDS
1 looT

Giant Crows
territorial wildlife

SPECIAL ABILITY:

Opportunity strikes.
If Giant Crows have rolled any Counter Attack  results during this combat roll they deal 1 extra FP damage each.

REWARD:
10 TEDCREDS
2 looT

Forgotten Shriekers
bears

SPECIAL ABILITY:

Reinforcements!

More Shriekers show up, negating any Successful Hits you made this combat round. Keep shooting Soldier!

REWARD:
10 TEDCREDS

Blackhawk DragonMoth

The DragonMoths shadowy shape seems to bow, in your heart you feel like this is a gesture of some respect, facing your opponent like a hero. But in your head you can already tell it’s simply sizing you up and preparing to rush you as its wings unfurl behind it.

Special Encounter Effect: You cannot Flee from the BlackHawk DragonMoth unless you have a smoke grenade or ability that allows it.


BLACKHAWK DRAGONMOTH

LINTEATERS

SPECIAL ABILITY:

Terrifying Maw!

You are frozen in place as this massive shadow-like shape opens its gaping jaws to reveal something darker than itself. A cavernous mouth glistening with barbed teeth. It drops onto you with a screech like shattering glass.

Make a saving throw to avoid being chomped! If you roll a 1 to 7 you fail the saving throw, you are badly shredded. Take 4FP damage and a weapon of your choice is broken.

REWARD:
20 TEDCREDS
2 looT
1 dragonmoth silk gland

Finished Patroling?

Whether you’ve run out of time, out of hit points or you’re just plain exhausted, report back to the Capital!

Here you’ll be able to cash in any loot and spend your creds at the Trade Quarter, Hope you had fun out here tonight!

travel to the capital

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