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:

The Curious Case of the Tamer
The Mystery of the Bog Toad
The War Against the Swamp Marsh
War of the Gelatinous
WitchHammer Adventures

Adventure 1: The Curious Case of the Tamer

Power Level: 43



Village Name: Sologuren
Tavern Name: The Laughing Eel

Traits:
VillageResource: Shrine and medium sized ministry to X God
VillageOddity: Bustling Trade Routes
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Orchard field
VillageLocation: Creek bed flowing with water
VillageLocation: Shop
VillageLocation: Small limestone cave
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Thick woods outside town
VillageLocation: Wheat field, uncut
VillageLocation: Horse barn
VillageLocation: Tavern
VillageLocation: Grain silo
VillageLocation: Large, multi-family farm house



Creature1:
Southern Marsh Buho
Power Level: 43
Nature, Vermin, Air, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 55
Init: -2
DefenseMod: -2
AttackMod: 3

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Very Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +25 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
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: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Siren Call/Chant/Howl/Mind Call: Draws the target to the monster in a trance like state, unless target resists.
Weakness: Avoidance Mirrors: Strongly avoids and will not approach Mirrors
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.
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.
Appearance: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
NumAppearing: Packs of 2
Spore: There is a region wide increase in vermin. In particular, Amber Butterflies can be found in much greater numbers.
Spore: Likes to nest in ponds and underwater
VictimChoice: Taste for Women
VictimWound: Twists and crushes victims together to make horrific flesh-castles.



Arrive at afflicted Village
6:00 AM -- Wheat field, uncut
The adventures arrive at a village that has been attacked by an Southern Marsh Buho (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 Kind Monster Tamer
8:00 AM -- Grain silo
The WitchHammers run into Pulliam who is trying to tame the monster. Pulliam is intercepting people traveling on forest road, to either Robbin Hood them or just hood them.. Pulliam 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
10:00 AM -- Grain silo
A child will try to tell the WitchHammers info about the Traitor Pulliam. 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
12:00 AM -- Orchard field
The traitor Pulliam 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's property destroyed by monster (false)
2:00 PM -- Shop
The villager Truss reports that their wagon was destroyed by the monster.



Find a large pile of meat-treats
4:00 PM -- Small limestone cave
The traitor Pulliam 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 Braidy 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 by Traitor
6:00 PM -- Small limestone cave
The traitor Pulliam 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 Pulliam has seen it first hand. Will try to avoid going with the WitchHammers, since Pulliam wants to use the time to complete their own plans with the creature.



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



NPC 1:
Taichi

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Bar Maid
VillagerQuirk: Has peg leg
VillagerPcRelation: Humble and good hearted. Will do xir best to assist WitchHammers in any matter that is reasonably good/noble.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern



NPC 2:
Treville

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Fisher
VillagerQuirk: Mute (tongue cut out by bandits?)
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well



NPC 3:
Truss

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Butcher
VillagerQuirk: Waist length hair
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 4:
Rayson

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Flatulent
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job
CommonTask: drawing water from the town well



NPC 5:
Sexbang

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Apothecary
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: drawing water from the town well
CommonTask: gathering herbs in nature
CommonTask: rubbernecking at a cart with a broken wheel



NPC 6:
Braidy

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Fisherman
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well
CommonTask: hawking their fish at market



NPC 7:
Manar

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rebel
VillagerQuirk: Somewhat senile
VillagerPcRelation: Potentially helpful; they believe in gentility and good breeding and will respond well to politeness. Will quickly turn sour and recalcitrant if faced with rudeness though.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: casing out the village, semi-inconspicously. Presents themself as a tourist.
CommonTask: talking with a towns-person they hope to recruit



NPC 8:
Souter

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Bar Maid
VillagerQuirk: Has a single, large wart on their nose, with two large hairs dangling temptingly from the wart
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: polishing beer glasses and getting ready for the evening rush



NPC 9:
Pulliam

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Rebel
VillagerQuirk: Is the scion of an Empire noble family who is slumming it and taking a role far below their status
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: intercepting people traveling on forest road, to either Robbin Hood them or just hood them.


Adventure 2: The Mystery of the Bog Toad

Power Level: 77



Village Name: Ben Nevis
Tavern Name: The Golden Badger

Traits:
VillageResource: Frontier Fort
VillageOddity: Has famous Alpaca festival
VillageProsperity: Poor
VillageSize: Small
VillageLocation: Grain silo
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Windmill
VillageLocation: Horse barn
VillageLocation: Graveyard
VillageLocation: Loner's wattle-daub hut
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Cross roads near town



Creature1:
Nauseating Corruptoad
Power Level: 77
Nature, Vermin, Mind, Air
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 63
Health: 70
Init: 3
DefenseMod: 6
AttackMod: 8

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Toad
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
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: 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.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
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.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Ink Vomit: Vomits a viscous black ink when threatened. The ink blinds, encumbers, and makes the ground slippery. Takes hours to scrub out of skin and clothes.
Defense: Turtle Shell: Carries a large, thick, turtle like shell on its back.
Weakness: Vulnerable at Night: Moves very slowly and cannot use special abilities at Night. Also suffers a -5 Malus.
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: 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: The creature's skin is covered in glowing Gray runes.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Smell: Cabbage
VictimChoice: Taste for Men
VictimWound: Preferentially eats the feet of its victims



Arrive at afflicted Village
4:00 PM -- Horse barn
The adventures arrive at a village that has been attacked by an Nauseating Corruptoad (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 Fan of Purity of Essence
6:00 PM -- Cross roads near town
The WitchHammers run into Crossland who has seen the HexBeast kill and admires its sublime ferocity. Crossland is rubbernecking at a cart with a broken wheel. Crossland is somewhat insane and not particularly nervous; they will want to see the HexBeast kill the WitchHammers and others, and will try to help the beast along with its divine violence. They will try to find out what they can about the WitchHammers. They will also try to attach themselves to the WitchHammers with offers of help, assistance, guidance, etc. This way they can better betray them later. The encounter should also give some hint as to the fact that Crossland is somewhat off in the head.



Meet the Angry Drunk
8:00 PM -- Horse barn
The WitchHammers run into the traitor Mottola, who is badly drunk and stumbling and smelly and being jeered by villagers. Mottola 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.



Copy cat killing
12:00 PM -- Loner's wattle-daub hut
The traitor Mottola 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).



Foul house smells
6:00 AM -- Graveyard
A WitchHammer notices a foul smell coming from the house of the traitor Crossland. 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.



Scary Tales from Traitor
8:00 AM -- Grain silo
The traitor Mottola 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
10:00 AM -- Windmill
The traitor Mottola 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 Mottola has seen it first hand. Will try to avoid going with the WitchHammers, since Mottola wants to use the time to complete their own plans with the creature.



Defend the Precious the HexBeast
12:00 AM -- Loner's wattle-daub hut
The HexBeast has been found and the PCs prepare for battle. The traitor Mottola steps up to defend their project/pet/love. They are killed by it and then the fight begins.



False accusation by villager
2:00 PM -- Horse barn
The villager Mottola accuses Macallister of being in league with the HexBeast. They should be beaten, confined, and or killed!



Villager reports spore.
4:00 PM -- Horse barn
Mithos comes to the players and reports that they have found Spore from the creature. Spore is:
Musical instruments warp. Even when repaired, they go out of tune again within minutes.



Bad food
6:00 PM -- Cliff face with a 30 ft drop into mining pit
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.



Honeypot Traitor
8:00 PM -- Graveyard
The traitor Crossland 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
12:00 PM -- Horse barn
A child reports that they have seen Fowlis out in the woods at night doing strange things. The child is making this up, because they are an asshole.



Villager beats off monster (false)
6:00 AM -- Graveyard
The villager Sengoku 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 reports a false sighting of the creature
8:00 AM -- Windmill
The villager Mithos comes to the player and reports seeing Nauseating Corruptoad 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
10:00 AM -- Loner's wattle-daub hut
Lyson limps into the village, having been severely wounded by Nauseating Corruptoad. 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.



Players see monster in distance, then it retreats
12:00 AM -- Windmill
A player sees Nauseating Corruptoad 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.



Scary Tales from Villager
2:00 PM -- Cliff face with a 30 ft drop into mining pit
Lyson 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



Eldritch sticks found in woods
4:00 PM -- Grain silo
The villager Aspinall 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.



Goose Chase
6:00 PM -- Grain silo
The villager Lyson 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 Lyson has never seen it firsthand. Will try to avoid going with the WitchHammers, since Lyson does not want to be killed by the creature.



Separate Sheep from Flock
8:00 PM -- Horse barn
The traitor Crossland 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.



Quiet... too quiet
12:00 PM -- 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.



Curse your sudden and inevitable support for the HexBeast
6:00 AM -- Cross roads near town
The Traitor Crossland waits for the WitchHammers to fight the Nauseating Corruptoad. Once combat has started, will betray the characters and attack them from behind. The HexBeast has no particular affection for the traitor, and will kill them if convenient. The traitor is smart enough to realize this and will try to stay out of the HexBeasts way during the combat, fleeing if need be if things go south.



NPC 1:
Mithos

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Lots of large and various facial warts
VillagerPcRelation: Potentially helpful; they believe in gentility and good breeding and will respond well to politeness. Will quickly turn sour and recalcitrant if faced with rudeness though.
CommonTask: fasting on top of a rock
CommonTask: sitting outside and reading a book
CommonTask: walking to their job



NPC 2:
Macallister

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Crab hunter
VillagerQuirk: Grossly underweight
VillagerPcRelation: Helpful; finds WitchHammers to be exotic and piquaresque.
CommonTask: shopping for dry goods
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job



NPC 3:
Aspinall

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Apothecary
VillagerQuirk: Falsely believes themself to be agent of Mercatoria power on earth.
VillagerPcRelation: Helpful; Is somewhat fearful/nervous due to the WitchHammer's reputation for violence.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 4:
Sengoku

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Traveling Merchant
VillagerQuirk: Albino
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: haggeling furiously with a customer



NPC 5:
Fowlis

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Country Doctor
VillagerQuirk: Gigantic. 7ft tall, easy 300 lbs. (due to genetics, not magic)
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: sitting outside and reading a book
CommonTask: walking to their job
CommonTask: watching the birds and clouds



NPC 6:
Knell

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Vacationing Mercenary
VillagerQuirk: Wears a Umber sash, very vain about it
VillagerPcRelation: Very helpful; was raised on tales of the WitchHammer's and their adventures.
CommonTask: casing out the village, semi-inconspicously. Presents themself as a tourist.
CommonTask: grimly drinking self into a stupor
CommonTask: passed out drunk in street



NPC 7:
Saru

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Crab hunter
VillagerQuirk: Devout believer in Mercatoria. Extremely intolerant of people who contradict that faith.
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds



NPC 8:
Lyson

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Bar Maid
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Neutral to unhelpful/antagonistic; they have been unfortunate in life recently and caused their mood to sour (e.g. financial loss, enemy promoted, bad harvest).
CommonTask: serving drinks and chatting with customers
CommonTask: polishing beer glasses and getting ready for the evening rush
CommonTask: watching the birds and clouds



NPC 9:
Crossland

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Farmer
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: rubbernecking at a cart with a broken wheel



NPC 10:
Mottola

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 3: The War Against the Swamp Marsh

Power Level: 46



Village Name: Dingwall
Tavern Name: The Leaping Mountain

Traits:
VillageResource: Frontier Fort
VillageOddity: Bustling Trade Routes
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Large, multi-family farm house
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Small limestone cave
VillageLocation: Grain silo
VillageLocation: Sheep paddock
VillageLocation: Wheat field, uncut
VillageLocation: Creek bed flowing with water
VillageLocation: Creek bed, dry
VillageLocation: Townhall



Creature1:
Akkadian Marsh Orugo
Power Level: 46
Nature, Vermin, Mutant, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 63
Health: 30
Init: 3
DefenseMod: 0
AttackMod: 6

Traits:
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons. Has +10 Health.
Frame: Caterpillar
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Whip-blade Tail: Has a long, thick Tail that ends in a razor-sharp blade. Extra action slot for tail abilities.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Defense: Weapon Immunity 2: Max of 1 damage normal weapons
Weakness: Vulnerable to Lead weapons: Will do 3X damage. In addition, cannot use its abilities next turn. Depending on amount of exposure, and takes a -1 to -4 Malus per application. Lasts until next full rest.
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.
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.
Appearance: Has human skulls attached to its body near its joints. The skulls still have flaps of dried flesh on them, and will gibber wildly during combat.
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Packs of 2
Spore: Paranoia Aura: Over time, people in the region become distrustful, fearful, and aggressive. At its peak, can lead to assaults and murders.
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
Smell: Burning Sugar
VictimChoice: Taste for Men
VictimWound: Prefers to cripple its victims before eating them alive



Arrive at afflicted Village
2:00 PM -- Wheat field, uncut
The adventures arrive at a village that has been attacked by an Akkadian Marsh Orugo (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.



Venal and Officious Mayor
4:00 PM -- Townhall
The mayor of the village, Rawling, 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.



Meet the Graft Mayor
6:00 PM -- Townhall
The mayor Rawling 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.



Mayoral Spy
8:00 PM -- Sheep paddock
The mayor has set a henchman, Rawling, 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.



False report by tattle-tale child
8:00 PM -- Wheat field, uncut
A child reports that they have seen Hidan out in the woods at night doing strange things. The child is making this up, because they are an asshole.



Official Vigilantism
12:00 PM -- Townhall
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.



Goose Chase
6:00 AM -- Small limestone cave
The villager Demir 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 Demir has never seen it firsthand. Will try to avoid going with the WitchHammers, since Demir does not want to be killed by the creature.



Graft becomes obvious
8:00 AM -- Sheep paddock
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
10:00 AM -- Large, multi-family farm house
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
12:00 AM -- Townhall
The mayor Rawling 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
2:00 PM -- Townhall
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:
Greensborough

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Beggar
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern
CommonTask: being chased by little kids



NPC 2:
Hidan

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Imperial Spy
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: drawing water from the town well
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: walking to their job



NPC 3:
Hilshire

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Rat Catcher
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Very helpful; WitchHammers helped save their family back when they were a kid.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 4:
Hideo

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Cut-purse
VillagerQuirk: Stutters
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 5:
Kanja

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Albino
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 6:
Klashnikov

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Helpful due to an obedience/belief in the established order.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 7:
Musaki

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Lucky. Improbably survives situations that would leave 99 percent of people dead.
VillagerPcRelation: Cheerful and Generous. A fortunate person who has a positive outlook on life.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 8:
Demir

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Beggar
VillagerQuirk: Waist length hair
VillagerPcRelation: Cheerful and Generous. A fortunate person who has a positive outlook on life.
CommonTask: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well



NPC 9:
Rawling

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: walking to their job


Adventure 4: War of the Gelatinous

Power Level: 39



Village Name: Tayport
Tavern Name: The Drunken Jester

Traits:
VillageResource: Grape Vines
VillageOddity: Has famous Cow festival
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Horse barn
VillageLocation: Orchard field
VillageLocation: Creek bed flowing with water
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Cross roads near town
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Shop
VillageLocation: Grain silo
VillageLocation: Graveyard
VillageLocation: Townhall
VillageLocation: Creek bed, dry
VillageLocation: Cliff face with a 30 ft drop into mining pit



Creature1:
Loper
Power Level: 39
Mutant, Acid, Mind, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 48
Health: 15
Init: 3
DefenseMod: 2
AttackMod: -3

Traits:
Frame: Man
WitchMotivation: Desire for Knowledge: The Witch traveled to the Rift in order to gain knowledge. They thought that only at the Rift would they have access to the information and spirits needed to answer their questions. As a Witch, they still seek knowledge, and are prone to strange experiments, vivisection, and making endless and meaningless scrawls on volumes of parchment.
Aspect: Red Ooze: Made out of a Red 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.
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 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.
Attack: Telekinesis: Can move and throws things up to human size by using just its concentration. Usable 10 times per day. Can be avoided by taking cover, dodging at close range, or possibly other means.
Attack: Control Crows: Able to control crows and direct them to swarm, buffet, and attack.
Defense: Trapped Gasses: This creatures has nauseating gasses trapped beneath its skin. When wounded, these escape, sickening those around it (Hard Con Save or -10). Can only trigger three times in a fight.
Weakness: Avoidance Obsidian: Strongly avoids and will not approach Obsidian
Appearance: Glass Horn: The creature has a single >Glass horn rising from its head.
Smell: Ozone
VictimChoice: Does not target women
VictimWound: Only eats its victim's femurs.



Arrive at afflicted Village
8:00 AM -- Shop
The adventures arrive at a village that has been attacked by an Loper (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
10:00 AM -- Townhall
The mayor Longden 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 Basement.



Venal and Officious Mayor
12:00 AM -- Shop
The mayor of the village, Longden, 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.



Mayoral Bushwhacking
2:00 PM -- 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.



Meet the Fan of Purity of Essence
4:00 PM -- Townhall
The WitchHammers run into Croissant who has seen the HexBeast kill and admires its sublime ferocity. Croissant is shopping for dry goods. Croissant is somewhat insane and not particularly nervous; they will want to see the HexBeast kill the WitchHammers and others, and will try to help the beast along with its divine violence. They will try to find out what they can about the WitchHammers. They will also try to attach themselves to the WitchHammers with offers of help, assistance, guidance, etc. This way they can better betray them later. The encounter should also give some hint as to the fact that Croissant is somewhat off in the head.



Copy cat killing
6:00 PM -- Grain silo
The traitor Croissant 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).



Official Vigilantism
8:00 PM -- Horse barn
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.



Ain't saying he's a gold digger
12:00 PM -- Grain silo
If the PCs are on patrol or otherwise watchful at night, will notice a party of men trying to move stealthily near the edges of town. The men are set to dig up one of the mayor's treasure stashes so that they can get away with it by wagon. If followed quietly, they will lead to one of the mayor's buried stashes. If followed after that, will lead back to the main stash where all the misappropriated monies are being collected.



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



Silence the Troublemakers
8:00 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.



Foul house smells
10:00 AM -- Shop
A WitchHammer notices a foul smell coming from the house of the traitor Croissant. 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.



Villager reports false Spore.
12:00 AM -- Cross roads near town
Kosygin 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:
Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.



Goose Chase
2:00 PM -- Dramatic, 100ft waterfall
The villager Diddley 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 Diddley has never seen it firsthand. Will try to avoid going with the WitchHammers, since Diddley does not want to be killed by the creature.



Quiet... too quiet
4:00 PM -- Horse barn
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)
6:00 PM -- Graveyard
The villager Lockland reports that their wagon was destroyed by the monster.



Separate Sheep from Flock
8:00 PM -- Cross roads near town
The traitor Croissant 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.



Honeypot Traitor
12:00 PM -- Creek bed flowing with water
The traitor Croissant 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.



Scary Tales from Villager
6:00 AM -- Horse barn
Diddley 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



Bad food
8:00 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.



Curse your sudden and inevitable support for the HexBeast
10:00 AM -- Graveyard
The Traitor Croissant waits for the WitchHammers to fight the Loper. Once combat has started, will betray the characters and attack them from behind. The HexBeast has no particular affection for the traitor, and will kill them if convenient. The traitor is smart enough to realize this and will try to stay out of the HexBeasts way during the combat, fleeing if need be if things go south.



NPC 1:
Ogino

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Imperial Spy
VillagerQuirk: Is accompanied by a small and yappy dog
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: drawing water from the town well
CommonTask: sitting outside and reading a book
CommonTask: walking to their job



NPC 2:
Jenifer

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Village Headman
VillagerQuirk: Silver nose; they lost their nose to an angry lover
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: drawing water from the town well
CommonTask: organazing a party of men to act as a guard
CommonTask: watching the birds and clouds



NPC 3:
Diddley

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Imperial Lieutenant
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: drilling Soldiers
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 4:
Mitsumi

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Chimney Sweep
VillagerQuirk: Wooden nose; they lost their nose to the pox
VillagerPcRelation: Neutral to unhelpful/antagonistic; they have been unfortunate in life recently and caused their mood to sour (e.g. financial loss, enemy promoted, bad harvest).
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor



NPC 5:
Dafydd

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
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: coming into town with a dead Hog slung over back
CommonTask: drawing water from the town well



NPC 6:
Lockland

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Neutral to unhelpful/antagonistic; they have been unfortunate in life recently and caused their mood to sour (e.g. financial loss, enemy promoted, bad harvest).
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: gambling



NPC 7:
Kosygin

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Herder
VillagerQuirk: Terrible body odor and cleanliness due to never bathing (fear of water; nearly drowned as a child)
VillagerPcRelation: Neutral/cold; was involved in heavy fighting while putting down a rebellion and does not want to experience anything like that ever again.
CommonTask: resting peacefully in nature
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 8:
Seacreast

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Has an extra-ordinary beard. Long and flowing and lush
VillagerPcRelation: Neutral/cold; was involved in heavy fighting while putting down a rebellion and does not want to experience anything like that ever again.
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 9:
Croissant

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Imperial Lieutenant
VillagerQuirk: Hunchbacked
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: drilling Soldiers



NPC 10:
Longden

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Village Headman
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
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: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: organazing a party of men to act as a guard