The first dense treeline between the Capital and the Cathedral of Lint. Walking this direction requires cautious steps as you walk the way of the Forgotten. During the Hallowed Moon the Forgotten aren’t the only creatures to become more brazen under the growing cover of darkness.

Creatures from fireside stories, myths and even common threats-made-greater by the tainting touch of the Nightmare all roam the lands in this direction. But where great evil lurks, great treasures also reside. Keep a sharply buttoned eye on the shadows while patrolling these woods, little bear. What you don’t know can most definitely hurt you here.

WELCOME TO WOOD CAMP

Welcome to Camp, buddy. I’m Watch-bear Lacy.
Get yourself bombed up and 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 R6
cost: 10 tedcreds

Old Reliable.
+ one die to your standard dice pool.

STANISS P12
cost: 5 tedcreds

Double Tap.
If your other weapon is broken then this weapon can reroll one die during any combat 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
Crows Rest

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

time cost: 2 hours
Ratrun

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

time cost: 1 hour
redspine rows

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

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

WOODKINN SCAVENGER.
Instant.

You hear something shuffling nearby through the leafy floor of the woodland towards you. Taking cover behind the large trunk of a fallen grey tree you stay ready for anything when suddenly, through the dense foliage a curious creature shoves its way into the clearing. A stubby, mossy creature no larger than your backpack, covered in mushrooms and grass, two beady eyes peer through its mostly obscured face, its skin deeply contoured and dry like tree bark. You have heard of these Mytho creatures but this is the first time you’ve seen one, it is a Woodkinn.
It’s stout legs and arms put a lot of effort into pulling something from the bushes it had emerged from, squeaking exasperatedly it finally pulls a large weathered sack into the clearing with it. Just as you had heard, Woodkinn are scavengers by nature, clearing the forest of debris left by Bears. You adjust your position to get a better look but the cracking of branches catches the creatures attention, it lets out a high pitched yelp as soon as it spots you, tucking into itself it vanishes with a pop as though it had imploded. Leaving the satchel in the clearing.
You investigate the contents.


Choose a weapon of your choice to add to your inventory,
Roll 2 Loot!

2

PRETTY FLOWERS.
Instant.

Somewhere deep into the forest you come across a beautiful flowery clearing. Captivated by them you wonder into the clearing to study them closer before you realise what they are.
Lunablooms, sparkling night blue petals with a soft white glowing tendril in the centre that seem to lean in to sense you. You stand slowly and look for the shortest way out of the clearing but it’s too late, in unison the flowers coil momentarily and then fill the air with a sparkling bright blue powdery noxious gas.
The trees around you immediately seem to twist and bow. The floor tilts this way and that and making your way out of the previously flat clearing is now like climbing an almost vertical hill of flowers.
You crawl on your paws and knees to escape the clearing as thin blue and white tendrils begin to envelop and tighten around you. 


Make a saving throw.
1 to 8 = Lose 1 Time and 1FP.
9 or 10 = Lose 1FP but you escape the clearing.

3

FORGOTTEN SHRIEKERS.
Encounter.
(Additional Time Cost: 1 Hour)

You patrol alongside a dark river deeper into the woodland when something catches your eye up ahead. The faint outline of a bear, a shadow against the darkness of the forest. It is unnervingly still and you take a knee to study it quietly for a moment. Nothing, you start to wonder if it’s a bear at all when suddenly it turns with such a snap it makes your fur stand on end. It’s looking right at you, Eyes smoking white, a Forgotten! You raise your weapon and quickly check your surroundings, a deep sense of dread fills your chest as you spot another quiet pair of eyes, and another, surrounding you.
All at once they break into an animalistic sprint, screaming towards you, shredding their path through the foliage with ease.


Face off against the Forgotten Shriekers in the Encounters section.

4

SNAGGED AND TAGGED.
Instant + Encounter.

As cautiously as you are attempting to tread through the undergrowth of the forest you are still caught off guard by a Snatching Vine that lassos your ankle, cracking you like a whip against the hard forest floor before dragging you through the bracken and bushes. It pulls you straight through a quiet huddle of Forgotten bears who all catch sight of you and begin to hungrily pursue your trail.


Make a saving throw.

1 to 7 = Lose 1FP
Continue to be dragged and pursued. Make another saving throw.
8 to 9 = Lose 1FP and 1 Time
You cut yourself free and face off against the Forgotten Shriekers in the Encounters section.
10 = Lose 1FP
You cut yourself free and manage to roll out of sight. The Forgotten run off still pursuing the noise of the Snatching Vine.

5

WEBBED!
Instant.

After coming across a blockage caused by fallen rubble you attempt a shortcut through a narrow rocky passage threaded by thick roots. As you push your way over and under this natural assault course you find yourself having to put more and more effort into pulling your paws and boots away from the root trunks. They are coated in a fine sticky gossamer.
A few poorly placed steps later and you find yourself suspended by an inconceivably intricate intersection of strong gum-like web. The eight legged homeowners don’t seem to be around but you know you have to break out without causing another avalanche of rocks.


Make a saving throw.
1 to 6 = Lose 1 Time.
You remain stuck fast, you try again to free yourself. Make another saving throw.
7 – 10 = Lose 1FP.
You free yourself and fall to the gravelly floor with a thud. Bruised but alive you make your escape from the webbed passage.

6

WINDEGOBEAR.
Instant + Encounter.
(Additional Time Cost: 1 Hour)

A deep, gargling roar breaks the dark woodland silence so suddenly that it makes your stuffing curl and your fur stand on end. You instantly pick up on the sound of heavy paws thumping the dirt and hurtling towards you but you can’t place the direction in time.
A hulking great mass of a creature smashes into your side and sends you hurtling into a nearby tree.


Make a saving throw.
1 to 6 = Lose 2FP and break your primary weapon.
7 to 10 = Lose 1FP.

Either way. Face off against the Windegobear in the Encoutners section.

7

PESKY WOODKINN.
Instant.

You wander through a grove of mushrooms somewhere in the forest. The air is stifling here and you decide to stop for a moment to rehydrate, placing your pack down you grab your canteen but just as you unscrew the cap there is a damp pop sound that startles you, next to your backpack a small, mossy creature covered in mushrooms and weeds appears to have popped into existence. It unclips your weapon from the side of your pack with practiced ease and speeds off over the roots and rocks deeper into the forest.
You drop your canteen and chase after it!


Make a saving throw.
1 to 6 = Woodkinn gets away with one of your weapons. Choose from your primary or secondary weapon and erase it from your character sheet.
7 to 10 = You catch the Woodkinn and retrieve your weapon as well as its sack before it seems to pop out of existence. Roll 1 Loot!

8

BURROWING LINTWORM.
Encounter.
(Additional Time Cost: 1 Hour)

Whilst investigating a small ruin on a hillside you notice a disturbance in the ground, like a giant molehill of powdery, churned up mud. Then another nearby, and another. You spot some movement under the dirt heading directly towards you and have the good sense to hop onto a stone wall in time to dodge several rows of swirling fangs that burst from the ground. It coils to spring at you as you ready your weapon!


Face off against the Burrowing Lintworm in the Encounters section.

9

STUCK IN THE MUD.
Instant.

What starts as a frustrating inconvenience hauling yourself through a boggy part of the forest quickly turns into a serious problem as you realise you can no longer pull your legs forward, sinking another inch with every attempt to move forward!


Choose one:
Lose your Gear. Erase it from your character sheet.
You unclip your load-bearing kit and throw it onto the surface of the mud, using it as a stepping stone to climb out of the bog.
– OR –
Make a saving throw.
1
to 8 = Lose 1 Hour. Make another saving throw.
9 to 10 = Successfully pull yourself from the bog.

10

SPECIAL EVENT: PHOBUS ARACHNO
Encounter.
(Additional Time Cost: 2 Hours)

The deeper into the woods you go the more you notice something disturbing. It starts off as a few webbed trees here and there, then silk-wrapped and gutted wildlife starts to show, before you know it it’s as though any form of light has been blocked out by the silken nest you have found yourself in, save for your torchlight guiding your way.
You hear a hefty scuttle in the shadows ahead, then again behind you. The forest seems impossibly dark and as you peer into the abyssal woodland you begin to see a set of white smouldering eyes staring back at you, more than you are happy to see, perhaps even more than you are terrified to see!
You are so outside of yourself that it seems your weapon raises itself as the creature rushes out of the shadows at you.

Face off against the Phobus Arachno in the Encounters section.

NIGHT PATROL

1

WOODKINN SCAVENGER.
Instant.

You hear something shuffling nearby through the leafy floor of the woodland towards you. Taking cover behind the large trunk of a fallen grey tree you stay ready for anything when suddenly, through the dense foliage a curious creature shoves its way into the clearing. A stubby, mossy creature no larger than your backpack, covered in mushrooms and grass, two beady eyes peer through its mostly obscured face, its skin deeply contoured and dry like tree bark. You have heard of these Mytho creatures but this is the first time you’ve seen one, it is a Woodkinn.
It’s stout legs and arms put a lot of effort into pulling something from the bushes it had emerged from, squeaking exasperatedly it finally pulls a large weathered sack into the clearing with it. Just as you had heard, Woodkinn are scavengers by nature, clearing the forest of debris left by Bears. You adjust your position to get a better look but the cracking of branches catches the creatures attention, it lets out a high pitched yelp as soon as it spots you, tucking into itself it vanishes with a pop as though it had imploded. Leaving the satchel in the clearing.
You investigate the contents.


Choose a weapon of your choice to add to your inventory,
Roll 2 Loot!

2

PRETTY FLOWERS.
Instant.

Somewhere deep into the forest you come across a beautiful flowery clearing. Captivated by them you wonder into the clearing to study them closer before you realise what they are.
Lunablooms, sparkling night blue petals with a soft white glowing tendril in the centre that seem to lean in to sense you. You stand slowly and look for the shortest way out of the clearing but it’s too late, in unison the flowers coil momentarily and then fill the air with a sparkling bright blue powdery noxious gas.
The trees around you immediately seem to twist and bow. The floor tilts this way and that and making your way out of the previously flat clearing is now like climbing an almost vertical hill of flowers.
You crawl on your paws and knees to escape the clearing as thin blue and white tendrils begin to envelop and tighten around you. 


Make a saving throw.
1 to 8 = Lose 1 Time and 1FP.
9 or 10 = Lose 1FP but you escape the clearing.

3

FORGOTTEN SHRIEKERS.
Encounter.
(Additional Time Cost: 1 Hour)

You patrol alongside a dark river deeper into the woodland when something catches your eye up ahead. The faint outline of a bear, a shadow against the darkness of the forest. It is unnervingly still and you take a knee to study it quietly for a moment. Nothing, you start to wonder if it’s a bear at all when suddenly it turns with such a snap it makes your fur stand on end. It’s looking right at you, Eyes smoking white, a Forgotten! You raise your weapon and quickly check your surroundings, a deep sense of dread fills your chest as you spot another quiet pair of eyes, and another, surrounding you.
All at once they break into an animalistic sprint, screaming towards you, shredding their path through the foliage with ease.


Face off against the Forgotten Shriekers in the Encounters section.

4

SNAGGED AND TAGGED.
Instant + Encounter.

As cautiously as you are attempting to tread through the undergrowth of the forest you are still caught off guard by a Snatching Vine that lassos your ankle, cracking you like a whip against the hard forest floor before dragging you through the bracken and bushes. It pulls you straight through a quiet huddle of Forgotten bears who all catch sight of you and begin to hungrily pursue your trail.


Make a saving throw.

1 to 7 = Lose 1FP
Continue to be dragged and pursued. Make another saving throw.
8 to 9 = Lose 1FP and 1 Time
You cut yourself free and face off against the Forgotten Shriekers in the Encounters section.
10 = Lose 1FP
You cut yourself free and manage to roll out of sight. The Forgotten run off still pursuing the noise of the Snatching Vine.

5

WEBBED!
Instant.

After coming across a blockage caused by fallen rubble you attempt a shortcut through a narrow rocky passage threaded by thick roots. As you push your way over and under this natural assault course you find yourself having to put more and more effort into pulling your paws and boots away from the root trunks. They are coated in a fine sticky gossamer.
A few poorly placed steps later and you find yourself suspended by an inconceivably intricate intersection of strong gum-like web. The eight legged homeowners don’t seem to be around but you know you have to break out without causing another avalanche of rocks.


Make a saving throw.
1 to 6 = Lose 1 Time.
You remain stuck fast, you try again to free yourself. Make another saving throw.
7 – 10 = Lose 1FP.
You free yourself and fall to the gravelly floor with a thud. Bruised but alive you make your escape from the webbed passage.

6

WINDEGOBEAR.
Instant + Encounter.
(Additional Time Cost: 1 Hour)

A deep, gargling roar breaks the dark woodland silence so suddenly that it makes your stuffing curl and your fur stand on end. You instantly pick up on the sound of heavy paws thumping the dirt and hurtling towards you but you can’t place the direction in time.
A hulking great mass of a creature smashes into your side and sends you hurtling into a nearby tree.


Make a saving throw.
1 to 6 = Lose 2FP and break your primary weapon.
7 to 10 = Lose 1FP.

Either way. Face off against the Windegobear in the Encoutners section.

7

PESKY WOODKINN.
Instant.

You wander through a grove of mushrooms somewhere in the forest. The air is stifling here and you decide to stop for a moment to rehydrate, placing your pack down you grab your canteen but just as you unscrew the cap there is a damp pop sound that startles you, next to your backpack a small, mossy creature covered in mushrooms and weeds appears to have popped into existence. It unclips your weapon from the side of your pack with practiced ease and speeds off over the roots and rocks deeper into the forest.
You drop your canteen and chase after it!


Make a saving throw.
1 to 6 = Woodkinn gets away with one of your weapons. Choose from your primary or secondary weapon and erase it from your character sheet.
7 to 10 = You catch the Woodkinn and retrieve your weapon as well as its sack before it seems to pop out of existence. Roll 1 Loot!

8

BURROWING LINTWORM.
Encounter.
(Additional Time Cost: 1 Hour)

Whilst investigating a small ruin on a hillside you notice a disturbance in the ground, like a giant molehill of powdery, churned up mud. Then another nearby, and another. You spot some movement under the dirt heading directly towards you and have the good sense to hop onto a stone wall in time to dodge several rows of swirling fangs that burst from the ground. It coils to spring at you as you ready your weapon!


Face off against the Burrowing Lintworm in the Encounters section.

9

STUCK IN THE MUD.
Instant.

What starts as a frustrating inconvenience hauling yourself through a boggy part of the forest quickly turns into a serious problem as you realise you can no longer pull your legs forward, sinking another inch with every attempt to move forward!


Choose one:
Lose your Gear. Erase it from your character sheet.
You unclip your load-bearing kit and throw it onto the surface of the mud, using it as a stepping stone to climb out of the bog.
– OR –
Make a saving throw.
1
to 8 = Lose 1 Hour. Make another saving throw.
9 to 10 = Successfully pull yourself from the bog.

10

SPECIAL EVENT: PHOBUS ARACHNO
Encounter.
(Additional Time Cost: 2 Hours)

The deeper into the woods you go the more you notice something disturbing. It starts off as a few webbed trees here and there, then silk-wrapped and gutted wildlife starts to show, before you know it it’s as though any form of light has been blocked out by the silken nest you have found yourself in, save for your torchlight guiding your way.
You hear a hefty scuttle in the shadows ahead, then again behind you. The forest seems impossibly dark and as you peer into the abyssal woodland you begin to see a set of white smouldering eyes staring back at you, more than you are happy to see, perhaps even more than you are terrified to see!
You are so outside of yourself that it seems your weapon raises itself as the creature rushes out of the shadows at you.

Face off against the Phobus Arachno in the Encounters section.

REGION ENCOUNTERS

Grab all the D10s from your dice pool and get ready for combat!.

Forgotten Shriekers
Bears

SPECIAL ABILITY:

Tainted Claws.

Take 1FP of permanent damage by putting an X in the fluff points box. This cannot be healed by Med Kits or resting at camp.

REWARD:
5 TEDCREDS

Burrowing Lintworm
Lint eaters

SPECIAL ABILITY:

Noxious spray!

Make a saving throw to avoid Noxious Spray.
If you roll a 1 to 3 you are hit and take 2FP damage.

REWARD:
5 TEDCREDS

 

Windegobear
Mytho / bear

SPECIAL ABILITY:

Insatiable hunger!

If Windegobear has rolled any Counter Attack  results during this Combat Roll they deal 2 FP damage each and are rerolled, dealing 1 more FP damage for every result of 9 or 10.

REWARD:
15 TEDCREDS
1 looT

Phobus Arachno

In the sickly luminescence of your torchlight you witness the many legs and eyes charge out of the shadow with such ferocity that it could knock you off your paws without even touching you.
For a moment, somewhere in the shadow and light cast by your torch, amidst the bulwark of prickly hairs and the gaping venomous maw you see a ghastly apparition of a fellow teddy, it puts a fear so deep inside you that you wonder if you can snap out of it.

Special Encounter Effect:
If, in real life, you would say you have a phobia of spiders then you must make a saving throw to see if your bear does not flee.

If you roll a 1 then permanently lose your primary weapon (erase it from your sheet) and return to the encampment at once.

If you roll anything else then you enter combat.
EVERY Counter Attack made by Phobus Arachno is Permanent Damage.
Mark permanent damage by putting an X in the fluff points box. This cannot be healed by Med Kits or resting at camp.


PHOBUS ARACHNO

MYTHO / BEAR

SPECIAL ABILITY:

STUCK FAST!

Make a saving throw with the same die that caused the Special Ability.
If you roll a 1 then you break an item on your character sheet of your choice before making the next combat roll.
If there is nothing left to break then bench 1 die.

REWARD:
25 TEDCREDS
2 looT
Phobus venom sack

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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