
Cozy Witch Solo Journaling RPG | A Year at the Witch's Cottage | Creative Writing Prompts, Printable PDF
Published 13 October 2026 Β· On Quisicosas since 18 October 2026
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18 October 2026 (on Substack)
What it is about
π―οΈ The candle is lit on the table and the red thread is on the reel. Somebody is knocking, and you will not know who until you roll. You keep the last cottage before the trees, and the village walks out to your door with whatever it will not say in daylight. You write down what happened. That is the whole game β one die, one pen, and about twenty minutes an evening. βββββββββββββββββββββββββββββ π WHAT THIS IS A solo RPG journal β a solo journaling game about one year as the witch at the edge of a village. You are not a hero and there is nothing to defeat. You have a cottage, a candle and a reel of red thread, and the village brings you what it cannot fix by itself: a lost ring, a bad dream, a new barn that wants a charm against lightning. The magic is small, and you are never quite sure it was the charm and not the walk home. You play one evening at a time: π² Roll for who comes to the door. π² Roll for what they want. βοΈ Write three or four lines: what you did for them, what it cost, and what you did not say. If the two rolls do not fit together β the vicar's sister in a veil, on a borrowed horse, asking for three dry days for a wedding β that tension IS the evening. You do not reroll. You write your way through it. βοΈ You never roll to find out whether you succeed. The die says what happens. You say what you did about it. There is no failure in this game, only what it cost. βββββββββββββββββββββββββββββ π¦ WHAT YOU GET βͺ 162 written entries across 25 tables β every one of them rolled on a single d6 βͺ 4 seasons, with 72 entries that belong to the seasons alone, and not one repeated βͺ 12 writing prompts, three per season, for evenings when you would rather write than roll βͺ 3 ending tables β which one you roll on depends on how you kept the cottage βͺ One night worked through from the first roll to the written entry, so the first evening does not start with a decision βͺ A quiz, "What kind of witch are you?", that you answer as yourself instead of rolling: each answer picks a line from the tables, so the year starts with somebody a little like you βͺ 8 journal sheets: 4 of The door book, 2 of Charms, knots and candles and 2 ruled, because in a game you play by writing, the writing space is the product βͺ 72 cards to cut out, each with a piece of its season's painting, six of each for every season: who comes to the door, what they want, and what the season brings. Draw instead of rolling if you prefer βͺ 4 paintings, one opening each season on a page of its own, and a strip of the same painting across the top of its tables βͺ A page that is yours to fill in, for who you are and the cottage you keep, and the three tracks drawn as things you colour in βͺ 35 pages Β· 4 PDFs Nothing here is a stub. Every table is written out in full. βββββββββββββββββββββββββββββ ποΈ HOW THE YEAR STARTS Six rolls and a name, and the cottage is yours. Three for you β why the cottage is yours, what you are good at, and what you do not say. Three for the place β the cottage itself, what hangs from the beams, and what needs doing before winter. Then you give it a name. The village already has one for it, which they use when they think you cannot hear. βββββββββββββββββββββββββββββ π FOUR SEASONS, AND THE VILLAGE KNOCKS FOR DIFFERENT THINGS IN EACH π± SPRING β Sowing and asking The ground opens, the lambs come, and everybody who sat out the winter wondering about something walks out to the cottage to ask it. βοΈ SUMMER β Short nights The nights are barely dark, the fair comes and goes, and people walk out to the cottage in the long evenings wanting things they would not ask for in daylight. π AUTUMN β The turning The apples come in, the evenings close up, and the dead are on everybody's mind at once, so the knocking starts a little earlier every week. βοΈ WINTER β The long nights It is dark by four, the lane is ice, and the people who walk out to the cottage now have usually left it until it could not be left any longer. βββββββββββββββββββββββββββββ βοΈ THREE THINGS YOU ARE KEEPING π―οΈ Candles π§΅ Thread π€ Goodwill Anything worked by candlelight takes a Candle. Anything knotted, tied or bound takes a Thread. Anything kind gives a Goodwill. They come back up too: Wax or tallow adds a Candle, wool or thread adds a Thread. Turning somebody away costs a Goodwill. A day moves one of them, never more, and together they are the reason the year has a shape instead of being a pile of evenings. Whichever one is highest when the year ends decides which ending you roll on. βββββββββββββββββββββββββββββ π A FEW LINES FROM INSIDE "The vicar comes to you at night by the back path, and you have never told a soul what for." "Three dry days for a wedding, and they will pay whatever it costs." "A charm for the door, against something they will not name, which turns out to be the landlord." "Carol singers, who sing your door last and fastest, and are gone before you can open it." "You bake, badly, for nobody, and eat all of it." βββββββββββββββββββββββββββββ β¨ THIS IS FOR YOU IF βͺ You like cozy witches, candlelight, folk charms and the people who knock after dark βͺ You want magic that is quiet and small, not fireballs βͺ You want a cozy game that still has structure and consequences βͺ This would be your first solo RPG and you want one that explains itself βͺ You keep a journal and want prompts that build on each other instead of starting over βͺ You want twenty quiet minutes in the evening that are not a screen βͺ You own one six-sided die and nothing else, and would like that to be enough βββββββββββββββββββββββββββββ π WHAT YOU NEED βͺ This book βͺ A pen βͺ One six-sided die βͺ Somewhere quiet That is the list. No second die, no app, and no account. No die at all? Cut out the cards at the back and draw one instead. It is made for one player, and nobody else is needed. βββββββββββββββββββββββββββββ π« WHAT IS NOT IN IT No combat. No monsters. No stat blocks, no spell slots and no character sheet. Nothing here is fought. There is magic, but it is small: a knot, a candle, a lost thing found. If somebody knocks with something you cannot help, you cannot help them, and you write that down. It is a cottage, a village, and four seasons of people who need something small and strange. βββββββββββββββββββββββββββββ π THE A YEAR ATβ¦ SERIES This is the sixth book. A Year at the Wayside (an inn on a quiet road), A Year at the Lending Library (a small town library), A Year at the Ferry (a rope ferry on a river), A Year on the Salt Road (a salt cart on a long road) and A Year at the Apothecary (a country apothecary) use the same rules with a different place, different people and different things running out. Each book stands on its own. βββββββββββββββββββββββββββββ π THE FILES Two zip files, one for each paper size, so you only download the one you print on: βͺ A4 β colour and ink-saver βͺ US Letter β colour and ink-saver The ink-saver build drops the tint and the cover painting, prints the season paintings in grey, and keeps every word. Same book, same 35 pages, cheaper to run β and the journal sheets are the ones you will reprint. β¬οΈ Instant digital download. Nothing is posted to you. The whole shelf lives at onegoodevening.pages.dev β every adventure and printable, with what is inside each one before you decide. βββββββββββββββββββββββββββββ π―οΈ ONE GOOD EVENING Games for a table, and for a chair by the fire.





