Primarily occupied by TTHQ patrols throughout the year this region sees regular threats blow in from the neighbouring region of Redsands, Firebrax and MothDrakes hunt close to the huge TTHQ dig site and Snatching Vines grow and creep beneath the rocky surfaces, looking for an unsuspecting leg to snag.

All across the outskirts of Redspine Rows you may find the unfortunate tales of how some bears’ good luck ran out. Take heed and mind you don’t become one of those cautionary patrols yourself. Ears up Teddy.

WELCOME TO ROCK CAMP

Sling your pack Ted, I’m Watch-bear Jasper.
Don’t take too long heading down for a patrol. You’re needed out there.

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 LM1
cost: 10 tedcreds

Suppressive Fire.
For every successful hit during combat rolls, roll one bonus die. Regardless of the result this die stays in your dice pool for the rest of the encounter to a maximum of 8 dice total.

STANISS SLUGGER
cost: 5 tedcreds

Close and Personal.
During a combat roll, if you roll two results against a shield icon on your opponents combat grid then one of the dice becomes a successful hit.

- 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
crows rest

Rolling Hills and open skies sounds quite relaxing until you realise there’s nowhere to hide.

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 PATROL

1

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

As you march cautiously down a narrow and crude rock stair way you hear the sound of scattered stones peppering the floor around you. You raise your weapon and quickly scan your surroundings, glancing upward just in time to see two bulky Firebrats skittering down the rock face towards you at an alarming speed! 


Face off against the Firebrax in the Encounters section.

2

ABANDONED VEHICLE.
Instant.

Whilst patrolling a long illumated road you spot clear signs of an incident, rubber marks swerve and careen off the roadside leaving smashed rock and bits of vehicle in its wake. You peer down the craggy drop to see a smashed up Hunchback buggy, no sign of the passengers bar a few scraps of cloth and a boot still sat in the well of the drivers seat.

You investigate the buggy further and find a few useful items.

Roll one die and using the resulting number, count that many into the items at the Tuck Shop back at camp. You find this item in the abandoned vehicle.

Make a note in your inventory.

You also gain 1 Repair Kit.

3

SNATCHING VINES.
Instant.

Wandering along the patrol path that runs full circle around Razorhammer, the towering dig site at the centre of Respsine Rows, you stop for a drink and listen to the deep rumble of the drill working tirelessly, deep beneath the surface.
A quick gear check and you’re ready to roll, but as you try to march off you realise your leg is stuck to the floor. Looking down to see that vines had grown quietly around your boot, leg and even threaded itself into some of your gear!
You whip your knife from it’s sheath at the same speed it snatches you from your standing position and begins dragging you away into the darkness at a speed that makes you feel like you were tied onto a buggy!


Make a saving throw.

1 to 5 = You have to cut through some of your gear to get free of it’s grasp and get tot safety. Break your Gear Bonus.
6 to 10 = Luckily you cut your way free quickly and get to safety.

4

HUNTER SHOWDOWN.
Instant.

A narrow canyon passage opens out into a decommissioned dig site. High rock faces all around it make it feel like some kind of arena. Old tools lie rusting against partially cracked rocks. Carts full of coal and dilapidated rails run like veins across the cold open space. You are stood admiring the sense of history in the air when you are snapped out of your thoughts by a seemingly polite cough to garner your attention.

Leaning against a splintered wooden framework of a tunnel opening, a raggedy clothed Bear flicks the rim of his cowboy hat and silently shoots a finger gun at you, grinning broadly, eyes unblinking through a pale painted face. A few other Bears emerge from different points around the dig site and begin unholstering their weapons, closing in on you without a word.


Make a saving throw.

1 to 7 = You are outnumbered and outgunned. Lose 2FP and they get away with 2 of your loot results if you have any (erase them from your loot box).

8 to 10 = They may have the numbers but you have the strategy. In few expert manoeuvres you manage to spook them enough to retreat, you search what they’ve left behind. Roll 2 Loot!

5

MOTHDRAKE HOARD.
Instant.

You pick up a trail that leads across a densely rocky plain, disturbances in the hardy plants, scratches across rocks and tattered remnants of cloth play the part of breadcrumbs that lead straight into a dark cave way out from any roads or paw-paths. You crack a few glow sticks and toss them in. Everything in the cave is still and you enter cautiously, checking the many dark crevices along the walls and ceiling. It’s clear.
In a deepest part of the cave you witness a shocking sight, a large mulched wad of damp stuffing piled into a corner while tattered gear, broken weapons and torn packs create a low wall around it. The smell overwhelms you momentarily and you know the wisest thing to do is leave immediately. This is a Mothdrake nest.
A few items catch your eye and you grab them before you leave swiftly.


Roll 2 Loot!
Gain 1 First Aid Kit.

6

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

What seems like a quiet patrol takes a sudden turn as you are snatching from the well-lit path and dropped from a short height into the dark rocky plains some distance away. The sounds of heavy wings rapidly beat the air around you as you quickly snap a paw-ful of glow sticks and scatter them to light your surroundings. A burly Mothdrake settles nearby the lights, gigantic eyes scrutinise the soft glow before zeroing its gaze on you. An other-worldly hiss gargles from somewhere in its body as it lurches towards you.


Face off against the Mothdrake in the Encounters section.

7

BROKEN BRIDGE.
Instant.

A well worn looking bridge lies ahead of you. Missing slats and some tired looking fixtures join the two anchor points either side of a steep gully but it still looks ok for one bear travelling on paw.
You are half way across when you hear the sharp reverberating snap of a wire, then another, and another. The bridge tilts sharply and you brace against the paw-rail as the dark drop below appears to rush upwards to meet you.


Make a saving throw.

1 to 3 = Lose 1FP

4 to 10 = Lose 2FP and Break your Primary Weapon.

8

BEDBUG MIGRATION!
Instant.

What’s that noise?
You raise your weapon and scan the dark rocky plain that stretches out around the paw-path you’re patrolling. Training your sights into the shadows. Nothing… Wait… The ground is… rippling? A noise like a thousand tapping fingers rolls in like thunder and before you can find a higher ground you are in the migrating path of countless bedbugs the size of your backpack. You are knocked off balance and you feel them nicking at your fur as they pass over you, thrashing does little to fight them off.


Roll 8 dice.
For every result of 1 to 5 you take 1FP damage.

9

FRIENDLY PATROL.
Insant.

At a crossroads overlooking Razorhammer, the massive prospecting site, you stop to take in the view. Smoke billows endlessly out of the enormous chasm beneath the drill tower. Just before you move on you are joioned at the crossroads by two other Teds on patrol, one of them has a strange lantern strapped to their pack, the flame within it glows green and you spot a pair of small eyes peering through the light.
A hinkypunk!?
They are very keen to talk about the trader they just met on the road who has a number of curiosities for sale! They point down a worn path off to the eastern edge of Redspine and wish you luck on your patrols.


You may move directly to the Scrapper Special Event (Patrol result 10) at no extra time cost.

10

SPECIAL EVENT: SCRAPPER TRADER.
Friendly Encounter.

Near the eastern border of Redspine the wind blows wild. Dust from the nearby desert hitches a ride on the air and makes it especially difficult to see on an already dark night. You consider turning back but then you spot a dim light in the darkness. A lantern of some sort? Or a Hinkypunk? You proceed cautiously and you are greeted by a figure shrouded in cloth. Shielded goggles and a large sandy scarf obscure its face entirely you almost wonder if there’s a bear in there at all. It gestures to it’s cart where a few interesting wares are laid out, illuminated by a bright jar of light. The trader makes a universal paw-sign for trade.


Go to the Scrapper Section in Encounters. This is not a Combat Encounter.

NIGHT PATROL

1

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

As you march cautiously down a narrow and crude rock stair way you hear the sound of scattered stones peppering the floor around you. You raise your weapon and quickly scan your surroundings, glancing upward just in time to see two bulky Firebrats skittering down the rock face towards you at an alarming speed! 


Face off against the Firebrax in the Encounters section.

2

ABANDONED VEHICLE.
Instant.

Whilst patrolling a long illumated road you spot clear signs of an incident, rubber marks swerve and careen off the roadside leaving smashed rock and bits of vehicle in its wake. You peer down the craggy drop to see a smashed up Hunchback buggy, no sign of the passengers bar a few scraps of cloth and a boot still sat in the well of the drivers seat.

You investigate the buggy further and find a few useful items.

Roll one die and using the resulting number, count that many into the items at the Tuck Shop back at camp. You find this item in the abandoned vehicle.

Make a note in your inventory.

You also gain 1 Repair Kit.

3

SNATCHING VINES.
Instant.

Wandering along the patrol path that runs full circle around Razorhammer, the towering dig site at the centre of Respsine Rows, you stop for a drink and listen to the deep rumble of the drill working tirelessly, deep beneath the surface.
A quick gear check and you’re ready to roll, but as you try to march off you realise your leg is stuck to the floor. Looking down to see that vines had grown quietly around your boot, leg and even threaded itself into some of your gear!
You whip your knife from it’s sheath at the same speed it snatches you from your standing position and begins dragging you away into the darkness at a speed that makes you feel like you were tied onto a buggy!


Make a saving throw.

1 to 5 = You have to cut through some of your gear to get free of it’s grasp and get tot safety. Break your Gear Bonus.
6 to 10 = Luckily you cut your way free quickly and get to safety.

4

HUNTER SHOWDOWN.
Instant.

A narrow canyon passage opens out into a decommissioned dig site. High rock faces all around it make it feel like some kind of arena. Old tools lie rusting against partially cracked rocks. Carts full of coal and dilapidated rails run like veins across the cold open space. You are stood admiring the sense of history in the air when you are snapped out of your thoughts by a seemingly polite cough to garner your attention.

Leaning against a splintered wooden framework of a tunnel opening, a raggedy clothed Bear flicks the rim of his cowboy hat and silently shoots a finger gun at you, grinning broadly, eyes unblinking through a pale painted face. A few other Bears emerge from different points around the dig site and begin unholstering their weapons, closing in on you without a word.


Make a saving throw.

1 to 7 = You are outnumbered and outgunned. Lose 2FP and they get away with 2 of your loot results if you have any (erase them from your loot box).

8 to 10 = They may have the numbers but you have the strategy. In few expert manoeuvres you manage to spook them enough to retreat, you search what they’ve left behind. Roll 2 Loot!

5

MOTHDRAKE HORDE.
Instant.

You pick up a trail that leads across a densely rocky plain, disturbances in the hardy plants, scratches across rocks and tattered remnants of cloth play the part of breadcrumbs that lead straight into a dark cave way out from any roads or paw-paths. You crack a few glow sticks and toss them in. Everything in the cave is still and you enter cautiously, checking the many dark crevices along the walls and ceiling. It’s clear.
In a deepest part of the cave you witness a shocking sight, a large mulched wad of damp stuffing piled into a corner while tattered gear, broken weapons and torn packs create a low wall around it. The smell overwhelms you momentarily and you know the wisest thing to do is leave immediately. This is a Mothdrake nest.
A few items catch your eye and you grab them before you leave swiftly.


Roll 2 Loot!
Gain 1 First Aid Kit.

6

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

What seems like a quiet patrol takes a sudden turn as you are snatching from the well-lit path and dropped from a short height into the dark rocky plains some distance away. The sounds of heavy wings rapidly beat the air around you as you quickly snap a paw-ful of glow sticks and scatter them to light your surroundings. A burly Mothdrake settles nearby the lights, gigantic eyes scrutinise the soft glow before zeroing its gaze on you. An other-worldly hiss gargles from somewhere in its body as it lurches towards you.


Face off against the Mothdrake in the Encounters section.

7

BROKEN BRIDGE.
Instant.

A well worn looking bridge lies ahead of you. Missing slats and some tired looking fixtures join the two anchor points either side of a steep gully but it still looks ok for one bear travelling on paw.
You are half way across when you hear the sharp reverberating snap of a wire, then another, and another. The bridge tilts sharply and you brace against the paw-rail as the dark drop below appears to rush upwards to meet you.


Make a saving throw.

1 to 3 = Lose 1FP

4 to 10 = Lose 2FP and Break your Primary Weapon.

8

BEDBUG MIGRATION!
Instant.

What’s that noise?
You raise your weapon and scan the dark rocky plain that stretches out around the paw-path you’re patrolling. Training your sights into the shadows. Nothing… Wait… The ground is… rippling? A noise like a thousand tapping fingers rolls in like thunder and before you can find a higher ground you are in the migrating path of countless bedbugs the size of your backpack. You are knocked off balance and you feel them nicking at your fur as they pass over you, thrashing does little to fight them off.


Roll 8 dice.
For every result of 1 to 5 you take 1FP damage.

9

FRIENDLY PATROL.
Insant.

At a crossroads overlooking Razorhammer, the massive prospecting site, you stop to take in the view. Smoke billows endlessly out of the enormous chasm beneath the drill tower. Just before you move on you are joioned at the crossroads by two other Teds on patrol, one of them has a strange lantern strapped to their pack, the flame within it glows green and you spot a pair of small eyes peering through the light.
A hinkypunk!?
They are very keen to talk about the trader they just met on the road who has a number of curiosities for sale! They point down a worn path off to the eastern edge of Redspine and wish you luck on your patrols.


You may move directly to the Scrapper Special Event (Patrol result 10) at no extra time cost.

10

SPECIAL EVENT: SCRAPPER TRADER.
Friendly Encounter.

Near the eastern border of Redspine the wind blows wild. Dust from the nearby desert hitches a ride on the air and makes it especially difficult to see on an already dark night. You consider turning back but then you spot a dim light in the darkness. A lantern of some sort? Or a Hinkypunk? You proceed cautiously and you are greeted by a figure shrouded in cloth. Shielded goggles and a large sandy scarf obscure its face entirely you almost wonder if there’s a bear in there at all. It gestures to it’s cart where a few interesting wares are laid out, illuminated by a bright jar of light. The trader makes a universal paw-sign for trade.


Go to the Scrapper Section in Encounters. This is not a Combat Encounter.

REGION ENCOUNTERS

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

 

Firebrax
Lint Eaters

SPECIAL ABILITY:

Barbed Maw.

If Firebrats have rolled any Counter Attack  results during this Combat Roll they deal 1 extra FP damage each.

REWARD:
15 TEDCREDS

Mothdrake
Lint Eaters

SPECIAL ABILITY:

Dust cloud.

A sharp wing beat throws up a cloud of dust as it thrusts itself away from your attack. Any Successful Hit dealt to the Mothdrake on this Combat Roll is ignored.

REWARD:
10 TEDCREDS
1 LOOT

SCRAPPER TRADER

The Scrapper looks you up and down as you approach and a gentle nod lets you know to approach for trade.

Make a note of anything you purchase in your Inventory box on your character sheet.

Scrapper Trader

Friendly Encounter

WARES:

Smoke Grenade.
Cost: 1 First Aid Kit
One Use Only: Before any Combat Roll you can use smoke grenade to flee!

Hinkypunk in a jar.
Cost: 2 Loot (erase from your loot box)
One Use Only: Instead of rolling your Patrol you may choose the result you would like. Or perhaps it might have a better use elsewhere…

Strange Medallion. (Can only be bought once)
Cost: 3 Fluff Points
Add 1 die to your standard dice pool.

Expanding silk pill.
Cost: Secondary Weapon (erase it from your character sheet)
One Use Only:  Regain all Fluff Points.

All trades are final, no refunds!

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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