A list of adventure modules. A module will have 2-4 Monster adventures, plus a final adventure against a Witch. All the adventures should have, very roughly, the same level of difficulty. WitchHammer Adventures

Module:

Beetle Locust and Beyond
The Mystery of the Villain
A Study in Rot Scorpion
Caracol Express
Knife Treason Hunter
The Lost Swamp Marsh
WitchHammer Adventures

Adventure 1: Beetle Locust and Beyond

Power Level: 33



Village Name: Calamonte
Tavern Name: The Golden Mountain

Traits:
VillageResource: On a lake with plentiful fish and crustaceans
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Moderate
VillageSize: Medium
VillageLocation: Grain silo
VillageLocation: Loner's wattle-daub hut
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Orchard field
VillageLocation: Sheep paddock
VillageLocation: Large, multi-family farm house
VillageLocation: Wheat field, uncut



Creature1:
Hyberborean Mothseed
Power Level: 33
Nature, Poison, Pain, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 10
Init: 5
DefenseMod: 14
AttackMod: 2

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons. Has 1 Natural armor and + 10 hp.
Frame: Bug
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Agonizing Touch: This attack is applied by Touch.
Ability: Lucky: The creature is unnaturally lucky. Whenever something could go the creature's way it does. Gains a +1 bonus on all rolls, and in addition the GM should try to be especially bastardish when adjudicating events associated with it.
Defense: Trojan Beast: When killed, an entirely separate creature emerge from its corpse. The new creature has the same Aspect as the original, but can be larger and more powerful.
Weakness: Vulnerable to light: Hates all light. Depending on the severity of the light, takes -1 to -10 Malus. A torch or a full moon would be -2, full sun would be -10.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Weakness: Blinding hunger: Once it starts feeding, finds it extremely difficult to stop. If it is being attacked or is facing imminent harm, can make Hard Will Saves to break free of this compulsion. Can make one such save per round.
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Birds commit suicide. They collide with windows and house walls, or commit mass drownings in ponds. They really seem to want to die.
VictimChoice: Taste for depressed people
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.



Arrive at afflicted Village
4:00 PM -- Wheat field, uncut
The adventures arrive at a village that has been attacked by an Hyberborean Mothseed (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.



Meet the Monster Cultists
6:00 PM -- Wheat field, uncut
The WitchHammers run into Callway and Hannaford. Callway is rubbernecking at a cart with a broken wheel. They are insane and atavistic cultists who wish to use the HexBeast as an instrument of their violent desires. They have been setting up altars in the woods and sacrificing animals, which may or may not have summoned the HexBeast to the village. They stick together and maintain a sufficient facade of normality. They will both have a coldness and quietly intense dislike of the WitchHammers and will do what they can to get them killed.



Foul house smells
8:00 PM -- Orchard field
A WitchHammer notices a foul smell coming from the house of the traitor Callway. This is because the house contains several dead bodies hidden in the walls/basement, of those that the traitor has killed in order to stop them from interfering with the HexBeast. If pressed, the traitor will try to pass it off as their new soup recipe.



Blood Sign from the Traitor
12:00 PM -- Wheat field, uncut
The traitor Hannaford leave a horribly mutilated animal at the WitchHammer's doorstep while they sleep. If they have time, will also paint bloody rune on their door. Characters should have a slight chance to catch the traitor, but only slight. The traitor will be on guard and will abort and run off into the night if they think they are in danger of being caught.



Villager beats off monster (false)
6:00 AM -- Dramatic, 100ft waterfall
The villager Reinhard reports that they were attacked! Will say this loudly and too anybody that will listen, how they were attacked but drove off the monster. This made up to make them look brave and to cover up the fact that a cat badly scratched them.



Copy cat killing
8:00 AM -- Grain silo
The traitor Callway kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).



Blood Altar found in woods
10:00 AM -- Loner's wattle-daub hut
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.



Goose Chase
12:00 AM -- Loner's wattle-daub hut
The villager Sparrowish accidentally reports a sighting of the HexBeast at a distant location and potentially sends them on a goose chase, e.g.a days travel there and back again. Will claim to have heard of a sighting of the creature there. Will inaccurately describe the creature, since the Sparrowish has never seen it firsthand. Will try to avoid going with the WitchHammers, since Sparrowish does not want to be killed by the creature.



Poison by Traitor
2:00 PM -- Wheat field, uncut
The traitor Callway will try to poison the WitchHammers using Hallucinogenic Poison added to their Mushroom Soup. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will excuse themselves and them flee into the woods once the poison has been delivered.



False accusation by villager
4:00 PM -- Wheat field, uncut
The villager Hannaford accuses Brackenbury of being in league with the HexBeast. They should be beaten, confined, and or killed!



Poison and knives by Traitor
6:00 PM -- Sheep paddock
The traitor Callway will try to poison the WitchHammers using Agonizing Poison added to their Fried Fish. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.



Wounded villager is used to bait a trap by the beast
8:00 PM -- Ancient, large, and lightning-blasted oak
Reinhard has been taken by the beast and severely wounded. The beast hopes to use their screams to draw out people from the village so that they can be picked off more easily. This is still a probing maneuver, and they will not follow through on the attack unless they see a juicy target.



Honeypot Traitor
12:00 PM -- Cliff face with a 30 ft drop into mining pit
The traitor Callway will try seduce one of the WitchHammers and separate them from the group. They will then call the Hexbeast to murder the WitchHammer. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive.



False report by tattle-tale child
6:00 AM -- Orchard field
A child reports that they have seen Sparrowish out in the woods at night doing strange things. The child is making this up, because they are an asshole.



Call the Vicious HexBeast
8:00 AM -- Cliff face with a 30 ft drop into mining pit
The Traitor Callway dramatically calls the HexBeast Hyberborean Mothseed to fight the WitchHammers, and declares their attachment to it. The creature will answer the call, but it feels no loyalty to its caller and if convenient will kill Callway bloodily at the start of the fight. Callway will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.



NPC 1:
Brackenbury

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Village Constable
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: putting up a wanted poster for bandits
CommonTask: watching the birds and clouds
CommonTask: dragging an insensible drunk in to a cell to sleep it off



NPC 2:
Breyer

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Helpful; Is somewhat fearful/nervous due to the WitchHammer's reputation for violence.
CommonTask: drawing water from the town well
CommonTask: walking to their job
CommonTask: hawking their wares in the main street



NPC 3:
Beene

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Village Idiot
VillagerQuirk: Has an old, bad burn scar across 1/3 of face
VillagerPcRelation: Unhelpful; he finds WitchHammers to be arrogant bastards, and will do what he can to bring them down a notch without overly risking himself.
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 4:
Hannaford

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Cat Burglar
VillagerQuirk: Falsely believes themself to be agent of Mercatoria power on earth.
VillagerPcRelation: Helpful and comically bad at flirting. They like people in general and will try to get with the WitchHammer/player who most obviously would be made uncomfortable by that.
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds



NPC 5:
Reinhard

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Rebel
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern



NPC 6:
Sparrowish

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Card Sharp
VillagerQuirk: Albino
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel



NPC 7:
Gimli

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Monument Carver
VillagerQuirk: Missing an ear (bitten off by Bear)
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: walking to their job
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 8:
Torson

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Rebel
VillagerQuirk: One arm is oddly larger than the other (used to be professional arm wrestler)
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: selling stolen trade goods silks(?)
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 9:
Callway

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Butcher
VillagerQuirk: Hunchbacked
VillagerPcRelation: Unhelpful; he finds WitchHammers to be arrogant bastards, and will do what he can to bring them down a notch without overly risking himself.
CommonTask: grimly drinking self into a stupor
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: cutting apart a cow carcas with brutal strength


Adventure 2: The Mystery of the Villain

Power Level: 24



Village Name: Artabia
Tavern Name: The Golden Pony

Traits:
VillageResource: Frontier Fort
VillageOddity: Grudge against neighboring Village
VillageProsperity: Rich
VillageSize: Small
VillageLocation: Loner's wattle-daub hut
VillageLocation: Windmill
VillageLocation: Creek bed flowing with water
VillageLocation: Grain silo
VillageLocation: Large, multi-family farm house
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Horse barn
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Creek bed, dry
VillageLocation: Shop
VillageLocation: Townhall
VillageLocation: Pond with ducks, and/or angry geese



Creature1:
Detestable Northern Carafboon
Power Level: 24
Mirror, Mystic, Agile, Brutal
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 20
Init: 3
DefenseMod: 4
AttackMod: 3

Traits:
Aspect: Glass: Made out of animated and oddly fluid glass. Immune to most poisons. Increased damage from crushing weapons.
Frame: Baboon
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Olympian strength: This creature is as strong as any mortal in the world. It can hurl stones and bodies across a room. +2 atk, +6 dmg.
Attack: Fury X: Can attack multiple enemies within range all at once.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Bell Fear: The creature hates and fears the sound of bells. The larger and purer the bell tone, the more the creature will quake and the more pain it feels in its bones. Malus ranges from -1 to -10, depending on the size and closeness of the bell tone.
Appearance: Eyes never point in same direction
Appearance: Ram Horns: The creature has a thick and curling set of ram's horns on its head
NumAppearing: Solitary
Spore: Tramps down odd geometric patterns in crops and fields
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
Smell: No smell at all
VictimChoice: Taste for Children
VictimWound: Twists and crushes victims together to make horrific flesh-castles.



Arrive at afflicted Village
8:00 AM -- Pond with ducks, and/or angry geese
The adventures arrive at a village that has been attacked by an Detestable Northern Carafboon (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.



Villager is severely wounded by beast
10:00 AM -- Windmill
Sagestar limps into the village, having been severely wounded by Detestable Northern Carafboon. They can gasp a few words, but will be largely unresponsive and on deaths door even if they get prompt care. Without prompt care, will die within the hour.



Meet the Kind Monster Tamer
12:00 AM -- Cliff face with a 30 ft drop into mining pit
The WitchHammers run into Strug who is trying to tame the monster. Strug is walking to their job. Strug is kind hearted but badly misguided, and cares for the beast like one might for a favorite pet. They are worried that the WitchHammers will kill or drive away the creature, which has been coming to them regularly for (non-human) food. They think they can tame the beast and make it safe and useful to be around. Despite their delusions, not willing to kill or hurt people to defend the beast.



Find a large pile of meat-treats
2:00 PM -- Cliff face with a 30 ft drop into mining pit
The traitor Strug has been leaving food (mostly cow meat) out in the woods for the HexBeast to eat, as part of the effort to study and tame the HexBeast. The villager Novans has found the meat (or the PCs if they are pro-active enough in searching) and reported it to the group. A large amount of the meat has been eaten.



Goose Chase
4:00 PM -- Windmill
The villager Varnell accidentally reports a sighting of the HexBeast at a distant location and potentially sends them on a goose chase, e.g.a days travel there and back again. Will claim to have heard of a sighting of the creature there. Will inaccurately describe the creature, since the Varnell has never seen it firsthand. Will try to avoid going with the WitchHammers, since Varnell does not want to be killed by the creature.



Bad Traitor no traiting
6:00 PM -- Horse barn
A child will try to tell the WitchHammers info about the Traitor Strug. E.g. that they've seen them in the woods with scary things, or smelled weird things from their house, found gnawed bones in their backyard, or seen odd lights from their home at night. Will not be 100% believable, since it is just a kid.



Scary Tales from Traitor
8:00 PM -- Shop
The traitor Strug tries to scare off the WitchHammers by telling them the HexBeast is very, very, very dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. Will try to get WitchHammers to leave early and move on to the next adventure.



Boozing by traitor
12:00 PM -- Pond with ducks, and/or angry geese
The traitor Strug tries to get the WitchHammers passed out drunk, both to find out information from them and to help them die on the following day. Will pay for all the beer and food, will toast the WitchHammers, and will do their best to get them completely soused. Will hail them as heroes of the village, will suggest they try one more drink of the village's special brew, will challenge them to drinking contests.



Goose Chase by Traitor
6:00 AM -- Horse barn
The traitor Strug tries to mislead the WitchHammers and send them on a goose chase to a moderately far location, e.g.a days travel there and back again. Will claim to have heard of a sighting of the creature there. Will accurately describe the creature, since the Strug has seen it first hand. Will try to avoid going with the WitchHammers, since Strug wants to use the time to complete their own plans with the creature.



Defend the Precious the HexBeast
8:00 AM -- Townhall
The HexBeast has been found and the PCs prepare for battle. The traitor Strug steps up to defend their project/pet/love. They are killed by it and then the fight begins.



NPC 1:
Novans

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Outspoken Vegan
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: light heartedly drinking at the tavern
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well



NPC 2:
Gambini

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Crab hunter
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 3:
Pleasence

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Butcher
VillagerQuirk: Heavily tattooed
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 4:
Sagestar

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Painter
VillagerQuirk: Waist length hair
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: walking to their job
CommonTask: drawing a landscape painting of a scenic glade
CommonTask: watching the birds and clouds



NPC 5:
Lyan

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Grave Digger
VillagerQuirk: Flatulent
VillagerPcRelation: Secret Witch Sympathsizer. Will be as unhelpful/misleading as they think they can get away with, with occasional forays into trying to get the WitchHammers actively killed.
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: burying a corpse at in a blasted heath



NPC 6:
Varnell

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Wears far too much perfume
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: sitting outside and reading a book
CommonTask: walking to their job



NPC 7:
Nyte

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Likes to talk at length about their profession.
VillagerPcRelation: Moderately helpful. They are greasily obsequious and will try to curry the WitchHammers favor in hopes of reward/protection/good word to the Empire.
CommonTask: shopping for dry goods
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern



NPC 8:
Kreisler

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Monument Carver
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 9:
Strug

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Chimney Sweep
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: taking a break on a rooftop
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job


Adventure 3: A Study in Rot Scorpion

Power Level: 45



Village Name: Rona
Tavern Name: The Laughing Eel

Traits:
VillageResource: Goat Town. A centerpiece of the Goat trade in the area.
VillageOddity: Grudge against neighboring Village
VillageProsperity: Rich
VillageSize: Large
VillageLocation: Shop
VillageLocation: Graveyard
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Grain silo
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Small limestone cave
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Cross roads near town
VillageLocation: Thick woods outside town
VillageLocation: Windmill
VillageLocation: Wheat field, uncut
VillageLocation: Clear grove of flowers in the thick woods outside town



Creature1:
Abysian Rot Scorpion
Power Level: 45
Entropy, Mirror
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 65
Health: 40
Init: -2
DefenseMod: 0
AttackMod: 1

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Scorpion
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Combat Master: Inhumanely skilled at combat, with precise movements and immense speed. + atk/def, ++poise
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Is grossly fat.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
VictimChoice: Taste for Horses
VictimWound: Trepanates its victims, removing and eating the most succulent parts of the frontal cortex. Leaves the victims alive but disassociated and weird and with memory problems.



Arrive at afflicted Village
6:00 AM -- Pond with ducks, and/or angry geese
The adventures arrive at a village that has been attacked by an Abysian Rot Scorpion (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.



Meet the Nerrrrrd
8:00 AM -- Cliff face with a 30 ft drop into mining pit
The WitchHammers run into the traitor Unari, who is hurrying through the streets being made fun of by some local laborers. Unari is an angry nerd, bitter from years of social and romantic embarrassments, and wishes to use the HexBeast as an instrument of revenge on their community. They have seen the HexBeast kill, from a distance, and are now working in secret to help the HexBeast destroy the village. They are unhappy to see the WitchHammers, as the WitchHammers might foil their vengeance. However they are a physical and social coward, so their means of working against the WitchHammers are somewhat limited. They will be nervous (even more than usual) if talking to the WitchHammers and not particularly good about hiding their anger at the laborers and other townsfolk.



Scary Tales from Traitor
10:00 AM -- Cliff face with a 30 ft drop into mining pit
The traitor Unari tries to scare off the WitchHammers by telling them the HexBeast is very, very, very dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. Will try to get WitchHammers to leave early and move on to the next adventure.



Villager is severely wounded by beast
12:00 AM -- Grain silo
Eriol limps into the village, having been severely wounded by Abysian Rot Scorpion. They can gasp a few words, but will be largely unresponsive and on deaths door even if they get prompt care. Without prompt care, will die within the hour.



Meet the Angry Drunk
2:00 PM -- Grain silo
The WitchHammers run into the traitor Rossier, who is badly drunk and stumbling and smelly and being jeered by villagers. Rossier is an angry drunk, mean and bitter from years of humiliation and failure, and wishes to use the HexBeast as an instrument of revenge on their community. They have seen the HexBeast kill, from a distance, and are now working in secret to help the HexBeast destroy the village. They are unhappy to see the WitchHammers, as the WitchHammers might foil their vengeance.



Poison by Traitor
4:00 PM -- Cross roads near town
The traitor Unari will try to poison the WitchHammers using Emetic Poison added to their Vegetable Medly. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will excuse themselves and them flee into the woods once the poison has been delivered.



Goose Chase by Traitor
6:00 PM -- Grain silo
The traitor Unari tries to mislead the WitchHammers and send them on a goose chase to a moderately far location, e.g.a days travel there and back again. Will claim to have heard of a sighting of the creature there. Will accurately describe the creature, since the Unari has seen it first hand. Will try to avoid going with the WitchHammers, since Unari wants to use the time to complete their own plans with the creature.



Players see monster in distance, then it retreats
8:00 PM -- Cross roads near town
A player sees Abysian Rot Scorpion in the distance, on a hill or at the edge of the forest. The beast makes eye contact with the player, marking them for later destruction, and then fades back into the woods/hills. If appropriate it gives a fearsome hunting cry before disappearing.



Call the Cunning HexBeast
12:00 PM -- Dramatic, 100ft waterfall
The Traitor Unari dramatically calls the HexBeast Abysian Rot Scorpion to fight the WitchHammers, and declares their attachment to it. The creature will answer the call. It has some affection for its caller, and will not kill them until after everyone else is dead or fled. Unari will act and fight for the HexBeast, not realizing their eventual fate.



Venal and Officious Mayor
6:00 AM -- Shop
The mayor of the village, Rossier, gives the WitchHammers problems. He will attempt to charge them taxes for their wagon, horses, and equipment. Will also keep a tally of things (and people) broken during the adventure that they owe the community money for.



Copy cat killing
8:00 AM -- Small limestone cave
The traitor Rossier kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).



Scary Tales from Villager
10:00 AM -- Dramatic, 100ft waterfall
Mahad comes to the WitchHammer with tales of terror and telling them the HexBeast is very, very, very murderously dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. No real reason to tell the tales (they might even be true_, just like scaring people and feeling important



Villager reports false Spore.
12:00 AM -- Shop
Myracle comes to the players and reports that they have found Spore from the creature. The report is incorrect; it was just a result of rumor and fear and chance. Spore is:
Blood curdling howls and screeches at night



Quiet... too quiet
2:00 PM -- Cliff face with a 30 ft drop into mining pit
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.



Villager's property destroyed by monster (false)
4:00 PM -- Cross roads near town
The villager Eriol reports that their hovel was destroyed by the monster.



Villager reports a false sighting of the creature
6:00 PM -- Windmill
The villager Marquand comes to the player and reports seeing Abysian Rot Scorpion in the distance, on a hill or at the edge of the forest. The beast glared frightfully and then fades back into the woods/hills. It gave a fearsome hunting cry before disappearing.



Boozing by traitor
8:00 PM -- Graveyard
The traitor Rossier tries to get the WitchHammers passed out drunk, both to find out information from them and to help them die on the following day. Will pay for all the beer and food, will toast the WitchHammers, and will do their best to get them completely soused. Will hail them as heroes of the village, will suggest they try one more drink of the village's special brew, will challenge them to drinking contests.



Do we trust the WitchHammers?
12:00 PM -- Wheat field, uncut
While out searching, the WitchHammers come across two figures hidden in the dark. If they watch and wait, they will see them whispering. Then some arguing and low level shouting. Marquand and Marquand are arguing about whether to trust the WitchHammers, and whether the pair should help them, stand aside, or run. ROTH expand it so that the two NPCs both have rebel sentiments.



Villager reports spore.
6:00 AM -- Clear grove of flowers in the thick woods outside town
Myracle comes to the players and reports that they have found Spore from the creature. Spore is:
Livestock in the region becomes sick and covered with sores.



Eldritch sticks found in woods
8:00 AM -- Windmill
The villager Nardi reports to the WitchHammers that they have found strange signs and sigils in the woods. Will take the WitchHammers out there, but on inspection they will probably be able to tell that this was just random chance, pagan worshipers, an arts and crafts project, a fallen hut, etc. rather than actual deviltry.



Villager beats off monster (false)
10:00 AM -- Thick woods outside town
The villager Myracle reports that they were attacked! Will say this loudly and too anybody that will listen, how they were attacked but drove off the monster. This made up to make them look brave and to cover up the fact that a cat badly scratched them.



Quiet... too quiet
12:00 AM -- Pond with ducks, and/or angry geese
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.



Quiet... too quiet
2:00 PM -- Cross roads near town
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.



Goose Chase
4:00 PM -- Graveyard
The villager Marquand accidentally reports a sighting of the HexBeast at a distant location and potentially sends them on a goose chase, e.g.a days travel there and back again. Will claim to have heard of a sighting of the creature there. Will inaccurately describe the creature, since the Marquand has never seen it firsthand. Will try to avoid going with the WitchHammers, since Marquand does not want to be killed by the creature.



False report by tattle-tale child
6:00 PM -- Wheat field, uncut
A child reports that they have seen Faur out in the woods at night doing strange things. The child is making this up, because they are an asshole.



Separate Sheep from Flock
8:00 PM -- Thick woods outside town
The traitor Rossier will try to get one of the WitchHammers alone so that they can be killed. Will claim that they have an important secret that the WitchHammer needs to see, or a business proposal that they want to talk about in secret. Will bring the WitchHammer to the HexBeasts hunting grounds, where the beast will appear and attack. The traitor will want to watch and appreciate and not interfere with the attack. This is an interstital attack; the creature will flee if things look hairy. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive in response to calls for help.



Players find dead villager
12:00 PM -- Thick woods outside town
Players find the body of Mahad, killed by Abysian Rot Scorpion in its characteristic fashion.



Bad food
6:00 AM -- Dramatic, 100ft waterfall
The food, if any, supplied by the villagers is bad. It will result in stomach aches, vomiting, and general malaise for the a full day before the symptoms come somewhat under control. You can treat this as a -2 Malus to all rolls for the duration.



Call the Vicious HexBeast
8:00 AM -- Pond with ducks, and/or angry geese
The Traitor Rossier dramatically calls the HexBeast Abysian Rot Scorpion to fight the WitchHammers, and declares their attachment to it. The creature will answer the call, but it feels no loyalty to its caller and if convenient will kill Rossier bloodily at the start of the fight. Rossier will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.



NPC 1:
Berty

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: If unable to recall word, stops conversation and will not give up until can finally remember it
VillagerPcRelation: Moderately helpful. They are greasily obsequious and will try to curry the WitchHammers favor in hopes of reward/protection/good word to the Empire.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 2:
Mahad

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Terrible breathe (and even worse teeth; blackened, uneven, missing)
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 3:
Eriol

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Falsely believes themself to be agent of Mercatoria power on earth.
VillagerPcRelation: Surly. Wants nothing to do with strangers. Will do bare minimum.
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 4:
Myracle

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Beggar
VillagerQuirk: Gigantic. 7ft tall, easy 300 lbs. (due to genetics, not magic)
VillagerPcRelation: Potentially helpful; they believe in hard work and the common man and will respond well to salt-of-the-earth types. Will quickly turn sour and recalcitrant if faced with snobbishness or high-falutin' behavior.
CommonTask: diving through refuse dump for scraps
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 5:
Marquand

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Has an old, bad burn scar across 1/3 of face
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor
CommonTask: burying a corpse at in a blasted heath



NPC 6:
Nardi

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: Wooden nose; they lost their nose to a Boar
VillagerPcRelation: Fawning; is a fanboy of WitchHammers. Will do anything they ask and probably get killed doing it.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 7:
Colgan

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Butler
VillagerQuirk: Mute (due to mental trauma caused by time traveling kid)
VillagerPcRelation: Mildly helpful, but will do their best to claim credit for WitchHammer's successes while blaming them to the town for their failures.
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 8:
Faur

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Beggar
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: drawing water from the town well
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor



NPC 9:
Rossier

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Has naturally fire-red hair.
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 10:
Unari

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: Mute (due to mental trauma caused by time traveling kid)
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well


Adventure 4: Caracol Express

Power Level: 17



Village Name: Chajaco
Tavern Name: The Leaping Dog

Traits:
VillageResource: On a lake with plentiful fish and crustaceans
VillageOddity: Bustling Trade Routes
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Windmill
VillageLocation: Grain silo
VillageLocation: Thick woods outside town
VillageLocation: Sheep paddock
VillageLocation: Small limestone cave
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Large, multi-family farm house
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Creek bed, dry



Creature1:
Chelgrian Snail
Power Level: 17
Sleep, Music, Nature, Elusive
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 15
Health: 5
Init: -6
DefenseMod: 10
Bonus RangedDefenseenseMod: 15
AttackMod: -9

Traits:
Aspect: Flesh
Frame: Snail
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Lamia Blood: When its shed blood falls to the ground, weaker monsters spring up one round later. Usable 3 times per day when taking 3+ damage. The nature of the monsters is left to the GM.
Defense: Hole Hider: Can rapidly dig a hole, scrunch itself to hide in the hole, and then pull the dirt back over itself to hide. Uses this ability to evade danger or to lay ambushes.
Defense: Gale Winds: When the creature becomes agitated, gale force winds grow up around it and whip the landscape. The wind and screaming dust makes it difficult to see and very difficult to hit with missile weapons (-15). Even staying up right requires an easy strength save at the end of each round.
Defense: Shadow Armor: Wears armor made out of solid shadows. Provides 4 DR. Touching the armor drains heat from you, like a strong wind in Alaska. Drains 5 Poise per round of significant touch.
Weakness: Sensitive ears: Loud, jarring sounds cause this creature to distraction and pain. Depending on the loudness and dissonance of the sound, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
Weakness: Praise the Sun: The creature is confused idealist and ascribes to a somewhat counterproductive ideology. It believes itself to be evil and fears the good and true. It can sense those who have pure hearts, and against them it suffers a -1 to -10 Malus and it is unwilling/psychologically blocked from using its powers. The pureness of a given character's heart is a GM's decision, though NPCs can also be enlisted to help with this.
Appearance: Crown of shadow
Appearance: Skin is burnt and charred and blackened
NumAppearing: Packs of 4
Spore: Leaves deer-like pellets that are a bright Amber color.
Smell: Sulfur
VictimChoice: Taste for Babies
VictimWound: Snack Saver: Saves tasty bits of people by burying bits in small holes a few feet deep. Rarely leaves these snacks for more than 48 hours.



Arrive at afflicted Village
10:00 AM -- Large, multi-family farm house
The adventures arrive at a village that has been attacked by an Chelgrian Snail (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.



Quiet... too quiet
12:00 AM -- Large, multi-family farm house
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.



Meet the Kind Monster Tamer
2:00 PM -- Thick woods outside town
The WitchHammers run into Andras who is trying to tame the monster. Andras is brutally beating a recalcitrant slave. Andras is kind hearted but badly misguided, and cares for the beast like one might for a favorite pet. They are worried that the WitchHammers will kill or drive away the creature, which has been coming to them regularly for (non-human) food. They think they can tame the beast and make it safe and useful to be around. Despite their delusions, not willing to kill or hurt people to defend the beast.



Bad Traitor no traiting
4:00 PM -- Thick woods outside town
A child will try to tell the WitchHammers info about the Traitor Andras. E.g. that they've seen them in the woods with scary things, or smelled weird things from their house, found gnawed bones in their backyard, or seen odd lights from their home at night. Will not be 100% believable, since it is just a kid.



Scary Tales from Traitor
6:00 PM -- Ancient, large, and lightning-blasted oak
The traitor Andras tries to scare off the WitchHammers by telling them the HexBeast is very, very, very dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. Will try to get WitchHammers to leave early and move on to the next adventure.



Goose Chase by Traitor
8:00 PM -- Windmill
The traitor Andras tries to mislead the WitchHammers and send them on a goose chase to a moderately far location, e.g.a days travel there and back again. Will claim to have heard of a sighting of the creature there. Will accurately describe the creature, since the Andras has seen it first hand. Will try to avoid going with the WitchHammers, since Andras wants to use the time to complete their own plans with the creature.



Boozing by traitor
12:00 PM -- Windmill
The traitor Andras tries to get the WitchHammers passed out drunk, both to find out information from them and to help them die on the following day. Will pay for all the beer and food, will toast the WitchHammers, and will do their best to get them completely soused. Will hail them as heroes of the village, will suggest they try one more drink of the village's special brew, will challenge them to drinking contests.



Find a large pile of meat-treats
6:00 AM -- Small limestone cave
The traitor Andras has been leaving food (mostly cow meat) out in the woods for the HexBeast to eat, as part of the effort to study and tame the HexBeast. The villager Kotaro has found the meat (or the PCs if they are pro-active enough in searching) and reported it to the group. A large amount of the meat has been eaten.



Defend the Precious the HexBeast
8:00 AM -- Thick woods outside town
The HexBeast has been found and the PCs prepare for battle. The traitor Andras steps up to defend their project/pet/love. They are killed by it and then the fight begins.



NPC 1:
Dorkin

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Caravan Guard
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
VillagerPcRelation: Moderately helpful. They are greasily obsequious and will try to curry the WitchHammers favor in hopes of reward/protection/good word to the Empire.
CommonTask: watching the birds and clouds
CommonTask: looking at passers by with wariness and hostility
CommonTask: walking to their job



NPC 2:
Zedler

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Traveling Tinkerer
VillagerQuirk: If unable to recall word, stops conversation and will not give up until can finally remember it
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Kenz

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Village Idiot
VillagerQuirk: Eyes are two different colors. (It is genetics, not magic)
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: being chased by little kids
CommonTask: doing awkward somersaults
CommonTask: grimly drinking self into a stupor



NPC 4:
Brightmore

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Waist length hair
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 5:
Likens

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Flatulent, but only at completely inappropriate times (e.g. the king has been murdered by elven assassins!)
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: unloading a massive shipment of goods from an overloaded cart



NPC 6:
Hyogo

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Caravan Guard
VillagerQuirk: Rarely bathes, and it shows
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: looking at passers by with wariness and hostility



NPC 7:
Kotaro

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Boatman
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Potentially helpful; they believe in hard work and the common man and will respond well to salt-of-the-earth types. Will quickly turn sour and recalcitrant if faced with snobbishness or high-falutin' behavior.
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 8:
Oslo

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Caravan Guard
VillagerQuirk: Has naturally fire-red hair.
VillagerPcRelation: Deceitfully helpful. Will give assistance, but will try to sell it at a high price or otherwise profit from situation. Taxes, fees, family members that need medicine, sell their guide services when not needed, etc.
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: looking at passers by with wariness and hostility



NPC 9:
Andras

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Slave Driver
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: brutally beating a recalcitrant slave


Adventure 5: Knife Treason Hunter

Power Level: 44



Village Name: Alzagate
Tavern Name: The Golden Badger

Traits:
VillageResource: Has a large library and many scholars
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Small
VillageLocation: Graveyard
VillageLocation: Sheep paddock
VillageLocation: Large, multi-family farm house
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Townhall
VillageLocation: Tavern
VillageLocation: Creek bed, dry



Creature1:
Estovokian Kugel Baboon
Power Level: 44
Mutant, Acid, Mind, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 20
Init: 3
DefenseMod: 4
AttackMod: 2

Traits:
Aspect: Umber Ooze: Made out of a Umber jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Has +10 Health. Can escape through any hole that is at least one inch wide.
Frame: Baboon
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Telepathic: This creature can read a target's mind at up to Long range. Can communicate with the target if it wishes, though often it will not. Mechanically, this can be reflected by letting the GM make use of meta-knowledge gained from player's table talk. Additionally, gives a +5 bonus vs target in all contests.
Ability: Hover: Floats 6-12 inches off the ground. Has normal movement speed, but is not impeded by ice, coals, bear traps, or any similar obstacle. Its feet still move as though they were walking/running on solid ground.
Attack: Mind Splinter: By deep-gazing or wounding, can infect target with a portion of its mind/desires. Tends to progress if monster is not killed.
Defense: False Death: When it is killed, only seems to die. It heart stops, its blood and organs spill out. However, unless thoroughly chopped, burned, and desecrated, its remains will reform at the beginning of the next night and it will hunt again.
Weakness: Sensitive nose: Strong odors cause this creature distraction and pain. Depending on the strength and offensiveness of the odor, takes a -1 to a -10 Malus and cannot use abilities.
Weakness: Fishes for compliments: Loves to be complimented. No matter what, will spare a person and hold off on attacking so long as they are being flattered.
Appearance: Wears a featureless white mask over its face.
Appearance: Has stumps instead of hands/feet. Does not interfere with its deadliness.
NumAppearing: Solitary
Spore: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: Nightmares spread throughout the region, becoming worse the more closely someone has come to the creature. The nighmares involve being eaten alive, insects, rot, cannabilism, etc. Difficult to get more than a few hours of uneasy sleep due to the nightmares. Afflicted people will be haggard and short tempered.
VictimChoice: Taste for elderly people
VictimWound: Preferentially eats the hands and feet of its victims



Arrive at afflicted Village
4:00 PM -- Graveyard
The adventures arrive at a village that has been attacked by an Estovokian Kugel Baboon (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.



Meet the Graft Mayor
6:00 PM -- Tavern
The mayor Bumpo has been stealing from the tax revenues that he should be sending back to the Capitol. What is more, he has been stealing a completely unreasonable amount. The mayor fears the WitchHammers as agents of Imperial power, and will do his best to make sure they never leave the town alive. The mayor will be polite but greasy in his interactions with the WitchHammers. The mayor has an absurd stash of gold coins hidden in his Backyard.



Mayoral Spy
8:00 PM -- Townhall
The mayor has set a henchman, Bumpo, to spy on the PCs. This henchman will follow them around and keep tabs on them as unobtrusively as possible. The henchman is not particularly loyal and is only moderately skilled; they will spill what they know if they are caught.



Official Vigilantism
8:00 PM -- Sheep paddock
The mayor has hired a group of thugs to try and kill/drive off the WitchHammers. They will try to set fire to the WitchHammer's residence, shoot them with crossbows, and then flee into the night. They are not committed to killing all of the WitchHammers, just want to wound/kill some of them and send a message to get out of town.



Graft becomes obvious
12:00 PM -- Large, multi-family farm house
The WitchHammers notice the poverty and ruin of the town. Starving women and kids, rundown streets and buildings, beggars and depression. Will seem odd given the richness of the surrounding lands. When asked, citizens will complain of the Mayor and his cronies and their ruinous taxes.



Monster taunts the WitchHammers with human venality
6:00 AM -- Graveyard
The next time the WitchHammers face the creature, it will taunt them that they are not even supported by their own people. Will bring up evidence of the mayor's peculation and the effect it has had on the town. Mention that its victims have all been weak, scrawny, and ill-fed.



Bribe Attempt by Mayor
8:00 AM -- Tavern
The mayor Bumpo is getting worried about the WitchHammers. If they seem at all amenable, will try to bribe them to leave the area. Will say that the town can take care of itself, and that they don't need the Empire getting involved in their day to day affairs.



Silence the Troublemakers
10:00 AM -- Creek bed, dry
The mayor and his cronies will try to silence the WitchHammers to prevent them from notifying the authorities. They will wait until the WitchHammers are engaged in combat with a monster, and then pile in to the combat at an in-opportune time.



NPC 1:
Boddicker

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Fisher
VillagerQuirk: Flatulent, but only at completely inappropriate times (e.g. the king has been murdered by elven assassins!)
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern



NPC 2:
Molen

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Bandit
VillagerQuirk: Has a rather enormous neck goiter
VillagerPcRelation: Neutral/cold; both parents died recently from illness and kind of checked out on life.
CommonTask: casing out the village, semi-inconspicously. Presents themself as a tourist.
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds



NPC 3:
Oakly

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Imperial Lieutenant
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: light heartedly drinking at the tavern
CommonTask: drilling Soldiers
CommonTask: walking to their job



NPC 4:
Lascelles

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Cat Burglar
VillagerQuirk: Silver nose; they lost their nose to an angry lover
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: walking to their job



NPC 5:
Ressler

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Apothecary
VillagerQuirk: Has wooden teeth
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: mixing together foul smelling herbs and chemicals in alembics
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well



NPC 6:
Carls

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Rebel
VillagerQuirk: Is accompanied by a small and yappy dog
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: talking with a towns-person they hope to recruit
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well



NPC 7:
Strasberg

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Miner
VillagerQuirk: Speaks about self in the third person
VillagerPcRelation: Very helpful; WitchHammers helped save their family back when they were a kid.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 8:
Leever

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Grossly overweight
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: hawking goods from store front



NPC 9:
Bumpo

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Lots of large and various facial warts
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 6: The Lost Swamp Marsh

Power Level: 36



Village Name: Prianes
Tavern Name: The Drunken Badger

Traits:
VillageResource: Shrine and medium sized ministry to X God
VillageOddity: Bustling Trade Routes
VillageProsperity: Poor
VillageSize: Small
VillageLocation: Horse barn
VillageLocation: Grain silo
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Wheat field, uncut
VillageLocation: Large, multi-family farm house
VillageLocation: Orchard field
VillageLocation: Shop
VillageLocation: Small limestone cave
VillageLocation: Graveyard
VillageLocation: Sheep paddock
VillageLocation: Creek bed, dry
VillageLocation: Windmill



Creature1:
Lewandowski
Power Level: 36
Nature, Vermin, Mirror, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 35
Health: 50
Init: -2
DefenseMod: 9
AttackMod: -4

Traits:
Frame: Man
WitchMotivation: Revenge on People: The Witch feels that people have wronged it. While it has changed greatly from its former existence, it does still remember a feeling of being injured, not appreciated, and taken advantage of by people in general. For that reason it will try to destroy people and cities.
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Size: Medium Sized
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Defense: Iron Skin: Has 3 armor. Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Vulnerable to Milk: Cannot stand Milk. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Weakness: Vulnerable to Mercury: Cannot stand Mercury. Will burn the creature's skin and poison its body. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
Appearance: Has three eyes.
VictimChoice: Taste for depressed people
VictimWound: Preferentially eats the hands of its victims



Arrive at afflicted Village
6:00 AM -- Orchard field
The adventures arrive at a village that has been attacked by an Lewandowski (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.



Meet the Graft Mayor
8:00 AM -- Shop
The mayor Danford has been stealing from the tax revenues that he should be sending back to the Capitol. What is more, he has been stealing a completely unreasonable amount. The mayor fears the WitchHammers as agents of Imperial power, and will do his best to make sure they never leave the town alive. The mayor will be polite but greasy in his interactions with the WitchHammers. The mayor has an absurd stash of gold coins hidden in his Chimney.



Graft becomes obvious
10:00 AM -- Horse barn
The WitchHammers notice the poverty and ruin of the town. Starving women and kids, rundown streets and buildings, beggars and depression. Will seem odd given the richness of the surrounding lands. When asked, citizens will complain of the Mayor and his cronies and their ruinous taxes.



Scary Tales from Villager
12:00 AM -- Grain silo
Koichi comes to the WitchHammer with tales of terror and telling them the HexBeast is very, very, very murderously dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. No real reason to tell the tales (they might even be true_, just like scaring people and feeling important



Mayoral Spy
2:00 PM -- Shop
The mayor has set a henchman, Danford, to spy on the PCs. This henchman will follow them around and keep tabs on them as unobtrusively as possible. The henchman is not particularly loyal and is only moderately skilled; they will spill what they know if they are caught.



Monster taunts the WitchHammers with human venality
2:00 PM -- Graveyard
The next time the WitchHammers face the creature, it will taunt them that they are not even supported by their own people. Will bring up evidence of the mayor's peculation and the effect it has had on the town. Mention that its victims have all been weak, scrawny, and ill-fed.



Villager reports a false sighting of the creature
4:00 PM -- Horse barn
The villager Blaustein comes to the player and reports seeing Lewandowski in the distance, on a hill or at the edge of the forest. The beast glared frightfully and then fades back into the woods/hills. It gave a fearsome hunting cry before disappearing.



Villager is severely wounded by beast
6:00 PM -- Dramatic, 100ft waterfall
Mannerheim limps into the village, having been severely wounded by Lewandowski. They can gasp a few words, but will be largely unresponsive and on deaths door even if they get prompt care. Without prompt care, will die within the hour.



Official Vigilantism
8:00 PM -- Orchard field
The mayor has hired a group of thugs to try and kill/drive off the WitchHammers. They will try to set fire to the WitchHammer's residence, shoot them with crossbows, and then flee into the night. They are not committed to killing all of the WitchHammers, just want to wound/kill some of them and send a message to get out of town.



Wounded villager is used to bait a trap by the beast
12:00 PM -- Creek bed, dry
Angharad has been taken by the beast and severely wounded. The beast hopes to use their screams to draw out people from the village so that they can be picked off more easily. This is still a probing maneuver, and they will not follow through on the attack unless they see a juicy target.



Players see monster in distance, then it retreats
6:00 AM -- Grain silo
A player sees Lewandowski in the distance, on a hill or at the edge of the forest. The beast makes eye contact with the player, marking them for later destruction, and then fades back into the woods/hills. If appropriate it gives a fearsome hunting cry before disappearing.



Bribe Attempt by Mayor
8:00 AM -- Shop
The mayor Danford is getting worried about the WitchHammers. If they seem at all amenable, will try to bribe them to leave the area. Will say that the town can take care of itself, and that they don't need the Empire getting involved in their day to day affairs.



Mayoral Bushwhacking
10:00 AM -- Creek bed, dry
The mayor has hired a group of thugs to try and remove the WitchHammers. They will attack from ambush and show no mercy, though as they are mercs their moral is not good.



Villager beats off monster (false)
12:00 AM -- Grain silo
The villager Amarah reports that they were attacked! Will say this loudly and too anybody that will listen, how they were attacked but drove off the monster. This made up to make them look brave and to cover up the fact that a cat badly scratched them.



Villager's property destroyed by monster (false)
2:00 PM -- Large, multi-family farm house
The villager Amarah reports that their wagon was destroyed by the monster.



Silence the Troublemakers
4:00 PM -- Large, multi-family farm house
The mayor and his cronies will try to silence the WitchHammers to prevent them from notifying the authorities. They will wait until the WitchHammers are engaged in combat with a monster, and then pile in to the combat at an in-opportune time.



NPC 1:
Whiterock

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Imperial Courier
VillagerQuirk: Has wooden teeth
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 2:
Kasim

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Antonovich

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Cut-purse
VillagerQuirk: Is accompanied by a small and yappy dog
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: light heartedly drinking at the tavern
CommonTask: walking to their job
CommonTask: drawing water from the town well



NPC 4:
Angharad

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: One arm is oddly larger than the other (used to be professional arm wrestler)
VillagerPcRelation: Deceitfully helpful. Will give assistance, but will try to sell it at a high price or otherwise profit from situation. Taxes, fees, family members that need medicine, sell their guide services when not needed, etc.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 5:
Mannerheim

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Village Idiot
VillagerQuirk: Albino
VillagerPcRelation: Humble and good hearted. Will do xir best to assist WitchHammers in any matter that is reasonably good/noble.
CommonTask: grimly drinking self into a stupor
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 6:
Blaustein

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Farmer
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern



NPC 7:
Koichi

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Cartographer
VillagerQuirk: Very soft voice
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 8:
Amarah

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Very helpful; has crush on one of the WitchHammers.
CommonTask: drawing water from the town well
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor



NPC 9:
Danford

Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Teamster
VillagerQuirk: One arm is oddly larger than the other (used to be professional arm wrestler)
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: feeding their oxen team
CommonTask: punching an unruly horse in the mouth
CommonTask: walking to their job