Part of The Vale of Aldermoor: see the world map

The Owlbear in the Whispering Woods
A huge, roaring owlbear is blocking the only trail through the Whispering Woods, and Jory the woodcutter cannot get his logs to the mill. The heroes go to clear the path, and find out what the beast is really guarding.
Ages 6–12 · gentle, with one sad note. The beast blocking the trail is hurt and protecting her cub; the danger is a misunderstanding, and a kind word ends it as surely as a fight would.
How long do you have?
Who’s playing?
Tap a hero for each child. Their Heart Points come with you into the game.
For the guide: who you meet, rewards and tips
The map
Who’s in this adventure
Giant Spider
- Heart Points
- 4
- Guard
- 12
- Attack
- Sticky Bite +2 (1d4 Heart Points)
Shy, not hungry. Scuttles up into the trees after one hit. A hero caught in its web is stuck until a friend spends a turn pulling them free.
Mossback, the Owlbear
- Heart Points
- 16
- Guard
- 13
- Attack
- Big Paw +3 (1d6 Heart Points)
Once per fight, a great flap of her wings knocks every hero close by onto their bottom: nobody is hurt, but they miss their next move. Gives up at 8 Heart Points: she only wants her cub safe.
Rewards
- The trail to the mill, open again, and fresh bread from the miller.
- A soft grey feather from Mossback. Once in your next adventure, it calms one scared animal.
- If you made the quiet hollow ready: Mossback’s trust. In your next adventure in the woods, she comes when you call, once.
- A real-world bonus, if you like: go for a walk tomorrow and look for a feather.
Tips for running this one
- Mossback looks scary at first and gentle up close: a mother keeping her hurt baby safe. Roar big when she rears up, then let her go soft. That change is the whole point of this adventure.
- None of the fights here are dangerous. The spiders scuttle off after one hit, and Mossback gives up at 8 Heart Points.
- Short on time? The Quick Quest is the first scene and the climax, and it still has the twist: see the climax’s DM notes.
- Playing with 5- and 6-year-olds? Take 3 off every DN and skip the roll for anything kind. For 9- and 10-year-olds, add 2.
- Every roll here says what happens when it works and when it doesn’t. A failed roll never stops the story; it only changes what happens next.
Play together, online
Run “The Owlbear in the Whispering Woods” online with friends
Can’t get everyone around the same table? Run it at a live online table instead. You direct the game from your screen; your players open a link on theirs and see the same scene art, the same “you are here” map pin, the same dice, their own character sheets, and a party chat. Free, in the browser, nothing to install.
The whole adventure is already loaded there, scene by scene, so you just step the party through it.
No sign-in, nothing saved. Share the link so the family can roll together.
Nobody needs an account: you start a table on this device in one step, and your players join with the code or invite link you send them.
The adventure, scene by scene
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Scene 1
The Blocked Trail
Read this aloud
Hoo. Hoo. The Whispering Woods are full of soft sounds. At the edge of the trail, a woodcutter sits on his cart of logs, looking glum. "I’m Jory," he says. "Nobody can get to the mill. There’s a beast on the path, big as a hut. Feathers like an owl. Paws like a bear. It roars at anyone who comes near." A great mossy log lies right across the trail.
What do the heroes try?
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No roll needed
Jory tells you three things. The beast roars, but it has never chased anyone. It came three days ago, the night of the big storm. And once, he heard a second hoot, a tiny squeaky one.
Nearly!
If nobody can think of a question, Jory tells them the three things anyway and hands each hero a red apple. "For the walk. And maybe for the beast."
- Hero’s bonus
Rolled your own die?
Made it!
There are big claw marks on the log. Something very strong dragged it here, like a fence. Tucked in the bark are two feathers: a big grey one, and a tiny fluffy one.
Nearly!
You end up mossy from head to toe. But as you climb down, a tiny fluffy feather floats onto your nose. Something small lives up that trail, too.
Notes for the guide
What the heroes want: Find out about the beast, then head up the trail.
Keep the beast mysterious for now: big, loud and scary, but never mean. Jory is worried for his work, not angry at the beast. The apples, the feathers and anything the heroes notice can all help later. Then head up the trail.
Questions to ask
- Ask each player in turn: What do you think the beast on the trail is? What does your hero think?
- Ask the table: How do you get past the great mossy log: climb, crawl under or go round?
Where they are on the map
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Scene 2
The Webbed Path
Read this aloud
The trail squeezes between two old trees. Silver spider webs hang between them, sparkling with dew. In the middle sit two big spiders, each as big as a dinner plate. They do not look hungry. They look worried. They stamp their hairy feet and wave their front legs. Go away, they seem to say. You worked hard on these webs.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
Duck. Wriggle. Tiptoe. You get through without breaking a single strand. The spiders stop stamping and go back to their knitting.
Nearly!
You get tangled. It is sticky and tickly, and you look like a mummy. A friend pulls you free. The spiders tut, and start mending the hole.
- Hero’s bonus
Rolled your own die?
Made it!
You step back and point politely at the path. The spiders look at each other. Then one of them lifts the bottom of the web, like a curtain, and you walk right under.
Nearly!
The spiders don’t understand. But you find a long way round, through the brambles. It is scratchy and slow, and nobody’s socks will ever be the same.
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No roll needed
Use the Giant Spider cards, one spider for every two heroes. Each one scuttles up into the trees after one hit.
Nearly!
If the fight goes badly, the spiders get bored anyway and climb up out of the way. They only wanted their webs left alone.
Notes for the guide
What the heroes want: Get past the webs and the two worried spiders.
Keep this quick: it builds up to the woods’ big secret, it is not the main event. The spiders are shy, not hungry. However it goes, everyone gets past.
Questions to ask
- Ask the quietest player: A tiny baby spider dangles down right in front of your hero’s nose. What do you do? Whatever they do is right. If they are gentle with it, the big spiders relax at once.
Where they are on the map
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Scene 3
The Hidden Cub
Read this aloud
Squeak. Hoo. A tiny sound comes from the roots of a fallen tree. You crouch down and look. Two big round eyes look back at you. It is a baby owlbear, fluffy as a dandelion. One little wing is bent and drooping. The cub tries to back away, trips over its own feet and sits down hard. "Hoo," it says, very sadly.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
You lie on your tummy and speak softly. The cub creeps out and sniffs your hand. His wing is sore from the storm, but it will mend. "Hoo!" he says, and tugs your sleeve. Follow me!
Nearly!
The cub hides deeper in the roots. Then he hoots, and from up the trail comes a big, worried answer: HOOOO-ROAR. Now you know who is looking after him.
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No roll needed
Big paw prints go round and round this tree, and then up the trail, and then back again. Somebody keeps coming to check on this cub. Give the heroes the woodcutter’s sketch.
Nearly!
If nobody looks, Jory’s sketch blows along the trail and sticks to someone’s boot. Give the heroes the woodcutter’s sketch.
Notes for the guide
What the heroes want: Find out what is wrong with the cub, and where its family is.
This is the heart of the story: the beast on the trail is the cub’s mother, Mossback. She is not mean. She is guarding him while his sore wing mends, and roaring at anyone who comes near. The heroes do not carry the cub off: whatever happens, he waddles back up the trail toward his mother, and they can follow. Hand over the woodcutter’s sketch here.
Questions to ask
- Ask each player in turn: The cub needs a name. What does your hero call him? Pick the name the table likes best. Use it from now on, and in the endings too.
- Ask the table: Who do you think is looking after this cub?
Where they are on the map
Show your players this
A Woodcutter’s Hasty Sketch
Jory’s charcoal sketch, on a scrap of bark: big paw prints going round and round one tree, again and again. A little drawing of a feather, a very small one. Under it, in Jory’s wobbly writing: NOT HUNTING. GUARDING SOMETHING. SOMETHING SMALL?
Print this handout -
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A side path
The Cub’s Secret Way
Read this aloud
The cub hops up and gives a happy little "Hoo!" Then he waddles off, wing tucked tight, and looks back at you. Come on, he seems to say. He squeezes under a bramble arch. He scoots through a hollow log. You crawl after him, knees and elbows everywhere. Everything smells of wet moss and mushrooms. At a wall of ferns, he puffs out his fluffy chest and pushes through. Something glows pale blue, just ahead.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
You wriggle through and pop out the other end, covered in leaves. The cub hoots and does a happy little wiggle.
Nearly!
You get stuck halfway, bottom in the air. The cub comes back, tugs your sleeve with his beak, and out you pop. "Hoo!" On you go.
- Hero’s bonus
Rolled your own die?
Made it!
You duck when he ducks and hop when he hops. Soon you are all waddling in a line, like ducklings. The cub looks very proud.
Nearly!
You copy him a bit too well, trip over your own feet and sit down hard. The cub thinks it is the funniest thing ever. Off you go again.
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No roll needed
You lift him gently over a big muddy puddle. He snuggles into your arms for a moment, then wriggles down to lead the way again.
Nearly!
If nobody helps, he tries to jump the puddle and lands in it. SPLAT. He shakes himself dry all over you, and trots on, very pleased.
Notes for the guide
What the heroes want: Follow the cub along his own secret way.
Play this scene only when the heroes chose Check on the cub at The Hidden Cub. The story then goes on to The Silverleaf Glade, or straight to Mossback’s Den at a length that skips the glade. Nothing later needs this scene. The cub trusts the heroes now, so he leads them home his own way. He walks on his own: nobody carries him off. Keep it quick and silly, and let the children be as daft as they like.
Questions to ask
- Ask the table: The cub keeps looking back to check you are still there. How do you show him you are coming?
- Ask the quietest player: The cub stops and drops a tiny present at your hero’s feet. What is it? Whatever they say is right: it is his thank-you.
Where they are on the map
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Scene 4
The Silverleaf Glade
Read this aloud
The trees open into a little glade. Silverleaf grows all over it, glowing pale blue in the shade. Jory’s grandma always said silverleaf helps sore paws and sore wings. Then you see her. Across the glade, half hidden by the trees, a huge shape is watching you. Two big round eyes. A feathery head. She does not come closer. She just watches, to see what you will do.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
You pick only the leaves and leave the roots, so it can grow back. Soon you have a big soft handful. Across the glade, the huge shape huffs, quietly.
Nearly!
You pull too hard, and a whole plant comes up, roots and all, in a shower of mud. You plant it back, and pat it down. You still get a handful of leaves.
- Hero’s bonus
Rolled your own die?
Made it!
You hold up a leaf and point back toward the cub. The huge shape tilts her head. Then she turns and goes back up the trail, slowly. She is not growling.
Nearly!
She growls, low and rumbly, and goes back up the trail. But she does not stop you. You pick a handful of silverleaf and follow.
Notes for the guide
What the heroes want: Gather some silverleaf for the cub’s sore wing.
Mossback only watches here: she never comes into the glade. The silverleaf is a real help at the climax: bringing it for the cub means making friends needs no roll. Let the children be as careful as they like with the plants.
Questions to ask
- Ask the quietest player: The huge shape is still watching you. What does your hero do?
Where they are on the map
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Scene 5
Bonus: A Quiet Hollow
Read this aloud
Past the glade, a stream rushes and splashes over round stones. On the far side, under a willow, is a hollow in the hill. It is dry, mossy and quiet, far from the busy trail. No carts. No shouting. It would make a perfect den for a mother and a cub with a sore wing. But first you have to get across that stream.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
Hop, hop, hop! You land on the far side with dry boots, and help the others over.
Nearly!
SPLASH! In you go, up to your knees. The water is cold but shallow. You wade out squelching and giggling, and you are across.
- Hero’s bonus
Rolled your own die?
Made it!
A fallen branch, a push, a pull, and there it is: a bridge. Everyone walks over, arms out wide.
Nearly!
The first branch is too short and floats away. The second one wobbles, but it holds. You all get across holding hands.
Notes for the guide
What the heroes want: Cross the stream and make the hollow ready for Mossback and her cub.
Play this scene only at the Epic length. Nobody gets hurt here: a slip is a cold, giggly splash. Making the hollow ready means making friends with Mossback needs no roll, and in the ending she moves her cub there, far from the busy trail.
Questions to ask
- Ask each player in turn: What does your hero put in the hollow to make it cosy for the cub? Moss, leaves, a blanket, an apple: whatever they say is perfect. Tell Mossback about it at the climax.
Where they are on the map
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Scene 6
Mossback’s Den
Read this aloud
The trail opens into a clearing. ROOOAR! The beast rises up on her back legs. She is as big as a hut, with feathers like an owl and paws like a bear. Her great wings spread wide. This is Mossback. Then you hear a tiny "Hoo." A fluffy head peeks out from behind her. Mossback steps in front of it at once. She is not guarding the trail. She is guarding her baby.
What do the heroes try?
- Hero’s bonus
Rolled your own die?
Made it!
You crouch down low and keep very still. Slowly, Mossback folds her wings. She sniffs your hand. Then she nudges you, gently, toward her cub. Read "If you made friends."
Nearly!
Mossback roars again, but she does not come any closer. The heroes get one more try with a different idea: a gift, a soft song, a promise. The second try needs no roll if it is kind.
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No roll needed
One small step back. Then another. You sit down quietly at the edge of the clearing and wait. Mossback watches you for a long time. Then she lies down by her cub. Read "If you backed away."
Nearly!
If someone moves too fast, Mossback huffs once, very loudly, and everyone freezes. Then start again, more slowly. It works in the end.
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No roll needed
Use Mossback’s card. She never chases anyone; she only stands her ground. When she is down to 8 Heart Points, she gives up. Read "If you faced her."
Nearly!
If the fight goes badly for the heroes, Mossback stops anyway and wraps her wings round her cub. Go to Make friends. It needs no roll.
How it ends
Read the ending that happened, then the homecoming.
If you made friends.
Where your choices led
Mossback lowers her great head and lets you come close. The cub tumbles out and climbs into somebody’s lap. "Hoo!" Mossback rumbles, low and soft, like a purr. Then she walks over to the big mossy log and rolls it off the trail, all by herself. The way to the mill is open.
If you backed away.
Where your choices led
You wait, quiet as mice. Little by little, Mossback stops growling. She curls round her cub and closes her eyes. You tiptoe past at the very edge of the clearing. She opens one eye, and lets you go. In the morning, the big log has been rolled off the trail.
If you faced her.
Where your choices led
Mossback sinks down and wraps her wings round her cub. She is shaking. "Hoo," says the cub, and peeks out at you. Now you can see it. She was never fighting for the trail. She was only keeping her baby safe. You step aside, and Mossback carries her cub off into the quiet woods.
Homecoming
Every ending: home to the mill.
Jory’s cart rolls down the trail at last. At the mill, the great wheel turns again, and everybody gets fresh warm bread. Jory puts up a new sign at the edge of the woods. It says: QUIET, PLEASE. BABY OWLBEAR. And now and then, people hear a happy little "Hoo!" from deep in the Whispering Woods.
Notes for the guide
What the heroes want: Get the trail open again, and keep the cub safe.
Making friends: no roll if the heroes bring silverleaf for the cub’s wing, or made the quiet hollow ready and tell her about it. Otherwise roll with +2 if they were gentle with the cub, got past the spiders without a fight, or offer her one of Jory’s apples (+2 once, however many are true). Short on time? Every length gets the twist: the cub peeks out from behind her in the read-aloud, and waddles out the first time anyone asks why she is roaring. Mossback never chases anyone. When it is over, read the ending that happened, then the homecoming.
Questions to ask
- Ask the table: Why do you think Mossback is roaring at everyone? If the heroes have not met the cub yet, he waddles right out between Mossback’s feet and hoots at them, sore wing drooping. That is the twist, at every length.
- Ask the quietest player: The cub is looking right at your hero. What does your hero do?
Where they are on the map
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