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Paws and Claws RPG

Paws & Claws is a fantasy tabletop roleplaying game where players take on the roles of anthropomorphic animal characters. Players choose their character's animal type, job, stats, and magic spells. Characters then embark on adventures together, completing skill checks, battling enemies, making animal friends, and restoring health through resting. The introductory adventure involves a missing queen, with clues pointing to a group of hooded badgers holding her captive in a cavern beneath a mountain range.

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Stephan Böhm
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0% found this document useful (0 votes)
195 views2 pages

Paws and Claws RPG

Paws & Claws is a fantasy tabletop roleplaying game where players take on the roles of anthropomorphic animal characters. Players choose their character's animal type, job, stats, and magic spells. Characters then embark on adventures together, completing skill checks, battling enemies, making animal friends, and restoring health through resting. The introductory adventure involves a missing queen, with clues pointing to a group of hooded badgers holding her captive in a cavern beneath a mountain range.

Uploaded by

Stephan Böhm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Paws & Claws: A Fantasy Adventure Tail

An adorable tabletop roleplaying game for the whole family

Character Creation Paws & Claws takes place in Thrandyr, a whimsical and Battles
fantastical world filled with magical anthropomorphic animals.
Choose an Animal Type to determine your character’s Without the threat of humans, critters across the animal Battles take place on a gridless map filled with terrain
skill check modifiers: kingdom live harmoniously in idyllic villages, underground and obstacles. Battles end when all Baddies or all
● Little (ex. mouse): +1 to Speed checks caves and kingdoms made of coral. Many set out to explore Allies are knocked out.
Thrandyr, seeking snow-capped mountains, white sand
● Amphibious (ex. frog): +1 to Cleverness checks
beaches and bustling burrows in search of magical artifacts.
● Shelled (ex. turtle): +1 to Toughness checks Each round:
But all who leave their villages know there are perils waiting 1.) One at a time (order determined by rolling Speed
Choose a Job to determine your character’s battle for them on the road…For not all creatures in Thrandyr are as adventuring die), all Allies move then execute a
welcoming as they are cute.
abilities: battle action
● Warrior: Use 1d8 instead of 1d6 for battles 2.) One at a time, all Baddies move and execute a
● Archer: Can attack from any range Adventuring battle action
● Magician: Chooses an additional Magic Spell Skill Checks require players to roll adventuring dice
associated with the type of check required for a task. Each character can move up to 6”, with an additional
Determine your battle stats by distributing 3 modifier inch for their Move battle stat.
points across battle skills (Attack, Defense, Move)
Task Difficulty Target Number
ex. +2 Attack, +1 Move A battle action on a turn can be one of four options:
Low 1-2 ● Attack: Attack a Baddie within 1” for melee attack
Determine your adventuring dice by distributing a d6, Medium 3-4 or anywhere in sight for ranged attack
d8 and d10 to your adventuring skills (Toughness, ○ Attacker rolls 1d6 and adds Attack battle stat.
High 5-6
Speed, Cleverness) ○ Defender rolls 1d6 and adds Defense battle stat
Making Friends is an important part of Paws & Claws. ○ Defender loses health equal to the difference
Choose an adventuring Super Power to make your between total attack and total defense values
Throughout their adventures, characters may come
character unique. This can be anything to make ● Cast a Spell: Use a single Magic Spell. Each spell
across other animals who may join them and can be
adventuring easier or more interesting. can only be used once per battle per character.
controlled in battles by any player or the GM.
● Hide: If the character is touching an obstacle, they
Choose 2 Magic Spells for battles: cannot be targeted by ranged attacks or Magic
Animals will choose to join the party based on their
● Fireball: Ranged Attack roll with +3 damage Spells until their next turn.
Friendship Target Number. The GM determines this
● Lightning Blast: 1d4 to two Baddies in sight ● Run: Make another Move
number based on how strong the persuasion of the
● Hidden Claws: 1d12 Attack roll to Baddie within 1”
characters is. The players then do a Cleverness skill
● Poison Spit: Baddie loses 3 health when it moves If a character’s attack deals no damage to a Baddie,
check against the Friendship Target Number.
● Peekaboo: Move anywhere they may take a 1d4 Determination Die if they do not
● Lick Wounds: Heal 1d10 to Ally within 1” have one. This die can be rolled in addition to their
Each Friend can only be attempted to be befriended
● Helping Paw: Allies can’t lose health this round attack die on a future attack.
once by the party until they rest.
● Not Dead Yet!: Heal a knocked out Ally to 5 health

Resting is an option characters can choose while they The GM determines the stats and Magic Spells of
Each character has 10 health. If their health reaches each Baddie and how many Baddies are in each battle
are adventuring in a safe place like a town or calm
0, they are knocked out and can’t participate in battle based on total number of players and desired
forest. All characters fully restore their health,
until they are healed or rested. difficulty.
including those who are knocked out.
First Adventure: The Missing Stars
First Paws & Claws campaign for you and your favorite furry friends

Story After arriving at the forest palace, the queen’s rabbit Friends
bodyguard Chuu WIndfeet (TN 1d10, little) tells the party
This adventure starts in the peaceful farming village of Furhaven. The bolded names are Friends that can be
Home to rabbits, mice, moles and squirrels, the villagers have that he saw her being escorted by a group of hooded
encountered during this campaign. Roll 1d8 to
enjoyed peace and prosperity for countless years. Nestled in a badgers toward Stinkbelch Cavern, a dark tunnel that
determine their Magic Spells and battle stats if they
valley of gigantic mountains, the animals remain safe from harsh runs all the way through The Dragon Spine mountain.
weather and the eyes of fearsome predators. are befriended.

Stinkbelch Cavern
Lately, however, the citizens of Furhaven have been puzzled by
Stinkbelch Cavern is, well, stinky. Some characters Roll Magic Spell Attack Defense Move
changes in the sky. The stars didn’t seem to twinkle as brightly
as they used to and it seemed as if some were disappearing may find it hard to do simple tasks like breathing and 1 Fireball 1 1 1
each night. Where did they go? Did they fall down onto the walking. It is very difficult terrain, making traversing
ground? Or maybe they just went on a vacation. Did stars go on 2 Lightning Blast 2 0 1
over the rocky ground especially difficult for those
vacation? 3 Hidden Claws 0 2 1
animals that can’t see in the dark.
Liza Wigglenose, the mayor of Furhaven, loved a good mystery 4 Peekaboo 1 2 0
so she sent a request for the best detectives across Furhaven to There is a bubbling, sludgy, green slime river that runs
5 Lick Wounds 0 0 3
help her figure out what was happening to the night sky. This is throughout the cavern, which is the source of the
why you are here…to figure out what was happening to the stars. pungent smell. After turning the first bend in the 6 Not Dead Yet! 1 0 2
And what, if anything, could the detectives of Furhaven do to
cavern, a tiny shrew merchant named Penny Pinches 7 Poison Spit 3 0 0
stop it before the night sky was completely empty.
(TN 1d4, little) pops out and warns them not to touch
8 Helping Paw 0 3 0
the slime. She tells the party that she is a frequent
Furhaven
traveler through the caverns and that just a day ago
The campaign starts in Furhaven, a small, idyllic
saw a group of badgers and a frog with a crown go Bestiary
farming village full of small woodland critters. The
out to the other side of The Dragon Spine towards Roll 1d8 to determine which Baddie(s) to fight.
adventure begins with Mayor WIgglenose explaining
Whiskerwood School of Magic.
the situation to the characters. She encourages the
characters to meet the townsfolk and search for clues Roll Animal Attack Defense Health Move
Whiskerwood School of Magic
around Furhaven. Here, the characters can meet
possible Friends Willow Tidestomper (TN 1d4, The party ends up at Whiskerwood School of Magic, 1 Toad -1 -1 5 5

amphibious) and Barefoot Billie (TN 1d6, shelled).


the prestigious magic academy, where they’ll discover 2 Rat -1 0 6 8
the truth of the missing stars. The school has a secret
3 Mole 0 -1 6 6
After talking to other animals around town, the party group, called The Brightest Badgers of the Bunch, that
is guided to Goldwillow Forest to investigate rumors was practicing forbidden Astromagic. These 4 Badger 0 0 7 6

about a group of hooded badgers seen running into experiments had the unseen consequence of sucking 5 Crow 1 -1 7 10
the forest at night. energy out of stars until they shriveled up into
6 Spider 1 0 8 6
nothingness. After being confronted with their
mishap, they used their magic to put the stars back. 7 Weasel 2 1 8 7
Goldwillow Forest
But this time their organization looked a little 8 Fox 3 2 10 9
Upon entering Goldwillow Forest, the party is
different…They made a constellation based off of
confronted by Wendell Hopabout (TN 1d8, amphibious), 9 Eagle 4 2 8 12
each character in the party.
a wizened frog who tells them that the Frog Queen,
Witch Queen Pelowyn of Goldwillow, needs their help.

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