The Adventures are still a work in progress. I have not decided whether to keep my current system, or to make it more granular and simulationist in order to have more flexibility in generation. Also, I need to add in many-many more plots, rather than just the vertical slice that I have right now. Currently I just have a few generalist plots plus some many traitor-type plots, which makes it seem like every NPC is a back-biting rebel cultist. That will change as more plot nodes are added with other themes. WitchHammer Adventures

Adventure 1: The War Against the Cisne

Power Level: 44



Village Name: Strathpeffer
Tavern Name: The Howling Dog
Population: 289

Traits:
VillageResource: Has a large dam and several important mills
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Moderate
VillageSize: Medium
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Creek bed flowing with water
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Creek bed, dry
VillageLocation: Library
VillageLocation: Orchard field
VillageLocation: Forest glade with a fairy ring of mushrooms



Creature1:
Western Ectoswan
Power Level: 44
Entropy, Elusive, Air, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 45
Health: 60
Init: 0
DefenseMod: 0
AttackMod: -3

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Swan
Size: Medium Sized
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Bite of Death: This attack is applied by Bite.
Ability: Extra power during Rain: Gains +10 atk/def during Rain. Prefers to do its hunting then.
Attack: Soul Eat: Deals death blow by eating the soul of its target. Gains the target's knowledge, and a portion of its strength. Leaves a mindless, soulless, vegetative husk behind. Might or might not eat the husk too.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Solitary
Spore: Creeks and streams run dry for no reason.
Spore: There is a region wide increase in vermin. In particular, Centipedes can be found in much greater numbers.
SporePoop: Enormous Blackish sludge pile that slowly eats its way into the ground
Smell: Week old dumpster
VictimChoice: Loves wine and alcohol
VictimWound: Consumes victims entirely, except for their hair.


Intro Scenes

Arrive at afflicted Village
Day -- Library
The adventures arrive at a village that has been attacked by an Western Ectoswan (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
Day -- Clear grove of flowers in the thick woods outside town
The WitchHammers run into Naria who is trying to tame the monster. Naria is walking to their job. Naria 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.


Meet the Nerrrrrd
Day -- Clear grove of flowers in the thick woods outside town
The WitchHammers run into the traitor Fabio, who is hurrying through the streets being made fun of by some local laborers. Fabio 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.


Potential Middle Scenes

Goose Chase by Traitor
Day -- Creek bed flowing with water
The traitor Fabio 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 Fabio has seen it first hand. Will try to avoid going with the WitchHammers, since Fabio wants to use the time to complete their own plans with the creature.


Scary Tales from Traitor
Night -- Orchard field
The traitor Fabio 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.


Poison by Traitor
Night -- Ruins of mansion that villagers say is haunted
The traitor Fabio will try to poison the WitchHammers using Petrifying 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.


Call the Vicious HexBeast
Day -- Orchard field
The Traitor Fabio dramatically calls the HexBeast Western Ectoswan 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 Fabio bloodily at the start of the fight. Fabio will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Baby Creature Invasion PlotNode
Day -- Ruins of mansion that villagers say is haunted
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Bad Traitor no traiting
Day -- Ruins of mansion that villagers say is haunted
A child will try to tell the WitchHammers info about the Traitor Naria. 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.


Tainted Love Traitor PlotNode
Day -- Boggy, muddy swamp. You could lose a horse in there.
Sandi and Sandi have had their hearts captured by the HexBeast's Glamour ability. They will volunteer to help the PCs; however when a fight against the HexBeast comes these characters will turn on the PCs and do everything they can to stop the WitchHammers from harming the beast.


Find a large pile of meat-treats
Day -- Forest glade with a fairy ring of mushrooms
The traitor Naria 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 Lancie 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.


Villager's property destroyed by monster (false)
Day -- Creek bed flowing with water
The villager Andreev (falsely) reports that their finest cow was destroyed by the monster. Will try to get compensation from the WitchHammers for failing to stop the creature.


Tainted Love PlotNode
Day -- Forest glade with a fairy ring of mushrooms
Andreev and Andreev have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Boozing by traitor
Night -- Creek bed, dry
The traitor Naria 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.


Villager is severely wounded by beast
Night -- Boggy, muddy swamp. You could lose a horse in there.
Garretts limps into the village, having been severely wounded by Western Ectoswan. 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. If they are well cared for and survive they will recover consciousness in 6-12 hours. They will have barely seen the creature, but can supply at least one RothClue.


Defend the Precious the HexBeast
Day -- Ruins of mansion that villagers say is haunted
The HexBeast has been found and the PCs prepare for battle. The traitor Naria steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Call the Vicious HexBeast
Day -- Orchard field
The Traitor Fabio dramatically calls the HexBeast Western Ectoswan 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 Fabio bloodily at the start of the fight. Fabio will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Defend the Precious the HexBeast
Day -- Ruins of mansion that villagers say is haunted
The HexBeast has been found and the PCs prepare for battle. The traitor Naria steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Garretts

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Only has one eye, other is covered with eye patch
VillagerPcRelation: Helpful; Is somewhat fearful/nervous due to the WitchHammer's reputation for violence.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: walking to their job



NPC 2:
Reddish

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Flatulent
VillagerPcRelation: Dutiful servant of the state. Will do what is required by law and for good of community, but nothing more and not with pleasure. Stickler for rules.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 3:
Takaki

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Is accompanied by a large and lovable golden-retriever like mutt
VillagerPcRelation: Humble and good hearted. Will do xir best to assist WitchHammers in any matter that is reasonably good/noble.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 4:
Sandi

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Slave Driver
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
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: brutally beating a recalcitrant slave
CommonTask: watching the birds and clouds



NPC 5:
Tomomi

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Cat Burglar
VillagerQuirk: Has golden tooth (is a family heirloom; passed down from parent to child)
VillagerPcRelation: Helpful due to an obedience/belief in the established order.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 6:
Ramia

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: House Servant
VillagerQuirk: Flatulent
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 7:
Andreev

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Butler
VillagerQuirk: Waist length hair
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 8:
Lancie

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Village Constable
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: organazing a party of men to act as a guard
CommonTask: walking to their job
CommonTask: shaking down a worker for small change



NPC 9:
Fabio

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Terrible body odor (not really cleanliness; just exudes smell)
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: quietly meditating in nature
CommonTask: fasting on top of a rock
CommonTask: rubbernecking at a cart with a broken wheel



NPC 10:
Naria

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: watching the birds and clouds
CommonTask: walking to their job
CommonTask: shopping for dry goods


Adventure 2: The Pale Scorpion League

Power Level: 10



Village Name: Strathpeffer
Tavern Name: The Prancing Mountain
Population: 207

Traits:
VillageResource: Rich soil that grows vast crops of Potatoes
VillageOddity: Has famous Llama festival
VillageProsperity: Poor
VillageSize: Small
VillageLocation: Lonely crossroads
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Wheat field, uncut
VillageLocation: Townhall
VillageLocation: Busy cross roads near town
VillageLocation: Creek bed, dry
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Tavern



Creature1:
Thessal Scorpossifer
Power Level: 10
Entropy, Brutal, Entropy, Poison
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 55
Health: 5
Init: 9
DefenseMod: 10
AttackMod: 1

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Scorpion
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: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Blinding Poison.
Ability: Death Curse: As the creature dies, it will try to pull down a powerful curse upon its most hated foe. This requires that the creature has a turn before death, can speak, and can see its target, and that the target can hear the curse. The curse will cause the target health problems and ill luck, and is usually fatal in 13 to 41 days. Some clever people have been able to outwit a poorly worded or inexact curse.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: The creature has horizontal pupils, like a goat does.
NumAppearing: Solitary
Spore: Showers of falling stars are seen at night, mostly in the hours just before dawn.
Spore: There is a region wide increase in vermin. In particular, Gray Moths can be found in much greater numbers.
SporePoop: Small Yellowish cubes
VictimChoice: Taste for bitter, angry old men
VictimWound: Victim's faces are chewed off


Intro Scenes

Arrive at afflicted Village
Day -- Pond with ducks, and/or angry geese
The adventures arrive at a village that has been attacked by an Thessal Scorpossifer (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
Day -- Townhall
The WitchHammers run into Soujiro and Enda. Soujiro is dragging an insensible drunk in to a cell to sleep it off. 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.


Potential Middle Scenes

Corpse Invasion PlotNode
Day -- Townhall
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


False accusation by villager
Day -- Pond with ducks, and/or angry geese
The villager Bouf accuses Bouf of being in league with the HexBeast. They should be beaten, confined, or killed!


Separate Sheep from Flock
Night -- Hot Springs, acid and flesh melting
The traitor Soujiro 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.


Villager beats off monster (false)
Night -- Tavern
The villager Rynolds 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
Day -- Lonely crossroads
The traitor Soujiro 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).


Poison by Traitor
Day -- Wheat field, uncut
The traitor Soujiro will try to poison the WitchHammers using Soporific 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 excuse themselves and them flee into the woods once the poison has been delivered.


Baby Creature Invasion PlotNode
Day -- Townhall
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Tainted Love PlotNode
Day -- Hot Springs, acid and flesh melting
Bouf and Bouf have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


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


Potential Finale Scenes

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





NPC 1:
Rynolds

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Herder
VillagerQuirk: Light case of Leprosy
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: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: resting peacefully in nature



NPC 2:
Roni

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: drawing water from the town well
CommonTask: coming into town with a dead Llama slung over back
CommonTask: shopping for dry goods



NPC 3:
Bouf

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Chimney Sweep
VillagerQuirk: Has overly large ears
VillagerPcRelation: Helpful; is just generally a people pleaser.
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 4:
Enda

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

Traits:
VillagerAge: ~8 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: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 5:
Wayde

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Stutters
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 6:
Saile

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 7:
Colleseum

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Likes to talk at length about their profession.
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: washing tailings into a river
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 8:
Olivares

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: Wears very little for the weather. If a guy, goes shirtless.
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: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 9:
Soujiro

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Light case of Leprosy
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: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: dragging an insensible drunk in to a cell to sleep it off


Adventure 3: The Mystery of the Barrow Seeing Eye

Power Level: 23



Village Name: Jirueque
Tavern Name: The Prancing Jester
Population: 447

Traits:
VillageResource: Frontier Fort
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Large, multi-family farm house
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Hot Springs, relaxing
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Tavern
VillageLocation: Graveyard
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Windmill
VillageLocation: Small limestone cave



Creature1:
Lesser Seeing Eye Larvagaunt
Power Level: 23
Entropy, Fear, Entropy, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 30
Health: 15
Init: -5
DefenseMod: -2
AttackMod: 2

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Maggot
Size: Medium Sized
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Oatmeal Air: The creature can "thicken" the air around it, making movement slow and laborious as in nightmare. Movement reduced by half for all enemies within Long range. Also imposes a -2 Malus to combat for creatures at Short range.
Ability: Wreathe of Eyes: The creature has a band of 99 eyes around its head. The eyes give it 360 degree vision and is quite difficult to surprise.
Attack: Mermogenic Breath: This attack is applied by Breath.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: Blind white eyes
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Packs of 3
Spore: Livestock in the region becomes sick and covered with sores.
SporePoop: Tiny Tar Black tubes
VictimChoice: Taste for bitter, angry old men
VictimWound: Grinds up the teeth of its victims and then eats the dust.


Intro Scenes

Arrive at afflicted Village
Day -- Ruins of mansion that villagers say is haunted
The adventures arrive at a village that has been attacked by an Lesser Seeing Eye Larvagaunt (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
Day -- Boggy, muddy swamp. You could lose a horse in there.
The WitchHammers run into Szyslak who has seen the HexBeast kill and admires its sublime ferocity. Szyslak is shopping for dry goods. Szyslak 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 Szyslak is somewhat off in the head.


Potential Middle Scenes

Copy cat killing
Day -- Boggy, muddy swamp. You could lose a horse in there.
The traitor Szyslak 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).


Goose Chase
Day -- Windmill
The villager Rear 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 Rear has never seen it firsthand. Will try to avoid going with the WitchHammers, since Rear does not want to be killed by the creature.


Foul house smells
Day -- Large, multi-family farm house
A WitchHammer notices a foul smell coming from the house of the traitor Szyslak. 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.


Separate Sheep from Flock
Night -- Ancient, large, and lightning-blasted oak
The traitor Szyslak 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
Night -- Tavern
The traitor Szyslak 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.


Defend the Precious the HexBeast
Day -- Graveyard
The HexBeast has been found and the PCs prepare for battle. The traitor Szyslak steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Defend the Precious the HexBeast
Day -- Graveyard
The HexBeast has been found and the PCs prepare for battle. The traitor Szyslak steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Rear

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: 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: shopping for dry goods
CommonTask: grimly drinking self into a stupor



NPC 2:
Kellor

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Imperial Lieutenant
VillagerQuirk: Has an extra-ordinary beard. Long and flowing and lush
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 3:
Monn

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Butler
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 4:
Allis

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Inn Keep
VillagerQuirk: Has overly large ears
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: polishing beer glasses and getting ready for the evening rush
CommonTask: drawing water from the town well
CommonTask: counting copper coins and going over profits and loss



NPC 5:
Kensi

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Boatman
VillagerQuirk: Falsely believes themself to be agent of Sithrak power on earth.
VillagerPcRelation: Unhelpful; used to be a WitchHammer until the trauma and terror became too much for him.
CommonTask: rowing a group of villagers across a river
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: grimly drinking self into a stupor



NPC 6:
Finck

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: shopping for dry goods
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well



NPC 7:
Levette

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Has overly large ears
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: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 8:
Enola

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 9:
Szyslak

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Farmer
VillagerQuirk: Has a hook hand
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: shopping for dry goods
CommonTask: grimly drinking self into a stupor


Adventure 4: The Bush Bull Connection

Power Level: 26



Village Name: Roda
Tavern Name: The Howling Badger
Population: 571

Traits:
VillageResource: Shrine and medium sized ministry to X God
VillageOddity: Bustling Trade Routes
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Tavern
VillageLocation: Loner's wattle-daub hut
VillageLocation: Lonely crossroads
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Crumbling 3 story tower
VillageLocation: Wheat field, uncut
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Windmill



Creature1:
Idiran Bullseed
Power Level: 26
Nature, Poison, Nature, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 33
Health: 50
Init: 3
DefenseMod: 8
AttackMod: -3

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons.
Frame: Bull
Size: Small Sized: -2 attack, +2 def, -5 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: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Tremor Sense: Can sense vibrations passing through the ground and uses that to locate hidden prey.
Ability: Cheap Frills: The creature has a frill of many colors that extends out from its neck. The Frill is covered in shifting patterns of color that have a hypnotic effect and can lull people into a dazed, unconscious state.
Attack: Monstrous Horn: This attack is applied by Horn.
Weakness: Over-calculator: Has difficulty sorting out scenes with many moving objects. A fall of leaves or a spray of marbles are extremely distracting to the creature and prevent it from focusing. Takes a -1 to -10 Malus depending on amount of visual chaff it is facing.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Vulnerable to Salt Water: Cannot stand Salt Water. 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: This creature is luminescent, and at night can be seen with flickering patterns of fire-fly light running across its body.
NumAppearing: Packs of 3
Spore: Frogs proliferate on land. They can be found by the dozens along the road, or hopping amongst the fields.
Spore: Mirrors warp where ever it goes. They will vibrate and bend until they crack and eventually shatter. This happens all over the region, at least to a slight degree. The closer the creature is, the more pronounced the effect.
SporePoop: Blood Red coffee bean shaped pellets
Smell: Yeast
VictimChoice: Does not target children
VictimWound: Only eats its victim's femurs.


Intro Scenes

Arrive at afflicted Village
Day -- Tavern
The adventures arrive at a village that has been attacked by an Idiran Bullseed (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
Day -- Tavern
The mayor Aton 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 Base of Town Statue.


Potential Middle Scenes

Monster taunts the WitchHammers with human venality
Day -- Wheat field, uncut
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.


Mayoral Bushwhacking
Day -- Dramatic, 100ft waterfall
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 common mercs their moral is not good.


Mayoral Spy
Night -- Wheat field, uncut
The mayor has set a henchman, Aton, 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
Night -- Tavern
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.


Corpse Invasion PlotNode
Night -- Tavern
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


Bribe Attempt by Mayor
Day -- Tavern
The mayor Aton 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. If that does not work, will try to convince them to leave so that they can hire/support more muscle to help take care of the situation.


Silence the Troublemakers
Day -- Cliff face with a 30 ft drop into mining pit
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 winning, and then will pile in to the combat at an in-opportune time.


Potential Finale Scenes

Silence the Troublemakers
Day -- Cliff face with a 30 ft drop into mining pit
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 winning, and then will pile in to the combat at an in-opportune time.





NPC 1:
Arabia

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Traveling Merchant
VillagerQuirk: Only has one eye, other is covered with eye patch
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: hawking their wares in the main street
CommonTask: walking to their job



NPC 2:
Witherton

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Fisherman
VillagerQuirk: Albino
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: drawing water from the town well
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 3:
Bausch

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Chimney Sweep
VillagerQuirk: Somewhat senile
VillagerPcRelation: Helpful; has a prized pig (default name: Muriel) and doesn't want any monster to eat it.
CommonTask: watching the birds and clouds
CommonTask: taking a break on a rooftop
CommonTask: shopping for dry goods



NPC 4:
Roxton

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Imperial Courier
VillagerQuirk: Flatulent
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: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 5:
Pheobe

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Caravan Guard
VillagerQuirk: Has naturally fire-red hair.
VillagerPcRelation: Very helpful; has crush on one of the WitchHammers.
CommonTask: looking at passers by with wariness and hostility
CommonTask: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern



NPC 6:
Karnack

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Bandit
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 7:
Grunwald

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Caravan Guard
VillagerQuirk: Missing an ear (bitten off by Eagle)
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: shopping for dry goods
CommonTask: walking to their job



NPC 8:
Migure

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: House Servant
VillagerQuirk: Completely and Brutally Honest
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: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 9:
Aton

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: As much as possible, will try to answer your questions by asking you a question
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: shaking down a worker for small change
CommonTask: shopping for dry goods
CommonTask: walking to their job


Adventure 5: Treasure of the Rat

Power Level: 7



Village Name: Ardvasar
Tavern Name: The Frowning Stag
Population: 339

Traits:
VillageResource: Alpaca Town. A centerpiece of the Alpaca trade in the area.
VillageOddity: Has famous Alpaca festival
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Loner's wattle-daub hut
VillageLocation: Large, multi-family farm house
VillageLocation: Crumbling 3 story tower
VillageLocation: Small limestone cave
VillageLocation: Cool artesian spring and pool
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Busy cross roads near town
VillageLocation: Horse barn



Creature1:
Accursed Northern Rat
Power Level: 7
Sleep, Music, Entropy, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 10
Init: 5
DefenseMod: 6
Bonus RangedDefenseenseMod: 10
AttackMod: -1

Traits:
Aspect: Flesh
Frame: Rat
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: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Attack: Malevolent Vibration: Emits an extremely low/high pitch vibration. Causes teeth and eye to bleed, and general cellular disruption when nearby. Good old bloody stool. Drives dogs and animals insane.
Defense: Storm Child: Creature can summon a cyclone about their body that A) lifts them up to 10 feet off the ground and B) makes them nearly immune to missile attacks.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: It continually cries tears of Crimson blood.
NumAppearing: Packs of 3
Spore: Inscribes odd geometric patterns in the bark of trees
SporePoop: Tiny Yellowish sludge pile
Smell: Flowers
VictimChoice: Taste for elderly people
VictimWound: Chops the victim into slices, e.g. like packaged lunch meat


Intro Scenes

Arrive at afflicted Village
Day -- Large, multi-family farm house
The adventures arrive at a village that has been attacked by an Accursed Northern Rat (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
Day -- Busy cross roads near town
The WitchHammers run into Spada and Nisha. Spada is being chased by little kids. 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.


Potential Middle Scenes

Baby Creature Invasion PlotNode
Day -- Horse barn
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Corpse Invasion PlotNode
Day -- Horse barn
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


Goose Chase by Traitor
Night -- Cool artesian spring and pool
The traitor Spada 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 Spada has seen it first hand. Will try to avoid going with the WitchHammers, since Spada wants to use the time to complete their own plans with the creature.


Poison by Traitor
Night -- Busy cross roads near town
The traitor Spada will try to poison the WitchHammers using Itching Poison added to their Roast Duck. 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.


Copy cat killing
Day -- Loner's wattle-daub hut
The traitor Spada 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).


Curse your sudden and inevitable support for the HexBeast
Day -- Crumbling 3 story tower
The Traitor Spada waits for the WitchHammers to fight the Accursed Northern Rat. 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.


Potential Finale Scenes

Curse your sudden and inevitable support for the HexBeast
Day -- Crumbling 3 story tower
The Traitor Spada waits for the WitchHammers to fight the Accursed Northern Rat. 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:
Newbery

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel



NPC 2:
Zobel

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Has an elaborately coiffed and curled mustache that is their pride and joy.
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: shopping for dry goods
CommonTask: walking to their job
CommonTask: watching the birds and clouds



NPC 3:
Whitiker

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Is accompanied by a canary that loves them very, very much. Will start a loud and shrill chirping sound at inopportune moments.
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: keeping grim watch over his field
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 4:
Harewood

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Body has numerous red and inflamed boils
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: asking people to fill in survey's about how they feel about the Empire
CommonTask: sitting outside and reading a book
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.



NPC 5:
Castra

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Bar Maid
VillagerQuirk: Stutters
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job
CommonTask: polishing beer glasses and getting ready for the evening rush



NPC 6:
Nisha

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Wooden nose; they lost their nose to an angry lover
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 7:
Bickham

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Bandit
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
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: grimly drinking self into a stupor
CommonTask: selling stolen trade goods silks(?)
CommonTask: casing out the village, semi-inconspicously. Presents themself as a tourist.



NPC 8:
Ayumu

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Wears an absurd Amber hat
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: sitting outside and reading a book
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 9:
Spada

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Village Idiot
VillagerQuirk: Hunchbacked
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: walking to their job
CommonTask: being chased by little kids
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 6: The Horror of Crawfish Rot

Power Level: 46



Village Name: Strathaven
Tavern Name: The Golden Pegasus
Population: 438

Traits:
VillageResource: On a lake with plentiful fish and crustaceans
VillageOddity: Has famous Goat festival
VillageProsperity: Rich
VillageSize: Small
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Library
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Tavern
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Cool artesian spring and pool
VillageLocation: Orchard field
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Townhall



Creature1:
Zemblan Craworpse
Power Level: 46
Entropy, Acid, Brutal, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 50
Health: 70
Init: -2
DefenseMod: 3
AttackMod: -2

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Crawfish
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 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: Death Explosion: As the creature dies, it explosively dissolves into a steaming pile of acidic goo. Creatures at Medium range make an Easy agility save, at Short range make a hard agility save. On failure, takes 3 points of Health damage as the acid flies. Armor and thick clothing can help block this. The acid tends to leave ugly, pock-marked scars.
Attack: Heart Ripper: This creature can rip the heart out of a person's chest. Difficult to land the attack though, the target usually must be restrained or badly injured for it to hit. (-10 attack)
Attack: Monstrous Bite: This attack is applied by Bite.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Vulnerable to Poison: 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.
Appearance: Vestigial Wings: The creature has small, raggedy wings on its back
Appearance: Has three sets of eyes, set one on top of another.
NumAppearing: Solitary
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
SporePoop: Large Grayish spherical pellets
Smell: Wet Dog
VictimChoice: Taste for Horses
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.


Intro Scenes

Arrive at afflicted Village
Day -- Townhall
The adventures arrive at a village that has been attacked by an Zemblan Craworpse (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
Day -- Ruins of village that was abandoned for unknown reasons.
The WitchHammers run into Schonberg and Millenia. Schonberg 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.


Meet the Monstropologist
Day -- Library
The WitchHammers run into Forello who has seen and wishes to study the HexBeast. Forello is rubbernecking at a cart with a broken wheel. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their research, and maybe even to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Potential Middle Scenes

Baby Creature Invasion PlotNode
Day -- Tavern
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Find a large pile of meat-treats
Night -- Cliff face with a 30 ft drop into mining pit
The traitor Forello 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 Kieth 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
Night -- Cool artesian spring and pool
The traitor Schonberg 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 Schonberg has seen it first hand. Will try to avoid going with the WitchHammers, since Schonberg wants to use the time to complete their own plans with the creature.


Scary Tales from Traitor
Day -- Ruins of an old library full of mouldering books
The traitor Forello 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.


Poison and knives by Traitor
Day -- Tavern
The traitor Schonberg will try to poison the WitchHammers using 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 stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.


Tainted Love PlotNode
Day -- Library
Cellier and Cellier have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Bad Traitor no traiting
Day -- Cool artesian spring and pool
A child will try to tell the WitchHammers info about the Traitor Schonberg. 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.


Foul house smells
Day -- Orchard field
A WitchHammer notices a foul smell coming from the house of the traitor Schonberg. 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.


Poison by Traitor
Day -- Ruins of mansion that villagers say is haunted
The traitor Forello will try to poison the WitchHammers using Emetic Poison added to their Shepard's Pie. 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.


Defend the Precious the HexBeast
Day -- Ruins of mansion that villagers say is haunted
The HexBeast has been found and the PCs prepare for battle. The traitor Forello steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Copy cat killing
Night -- Ruins of mansion that villagers say is haunted
The traitor Schonberg 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).


Tainted Love Traitor PlotNode
Night -- Ruins of village that was abandoned for unknown reasons.
Arlo and Arlo have had their hearts captured by the HexBeast's Glamour ability. They will volunteer to help the PCs; however when a fight against the HexBeast comes these characters will turn on the PCs and do everything they can to stop the WitchHammers from harming the beast.


Defend the Precious the HexBeast
Day -- Ruins of village that was abandoned for unknown reasons.
The HexBeast has been found and the PCs prepare for battle. The traitor Schonberg steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Defend the Precious the HexBeast
Day -- Ruins of mansion that villagers say is haunted
The HexBeast has been found and the PCs prepare for battle. The traitor Forello steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Defend the Precious the HexBeast
Day -- Ruins of village that was abandoned for unknown reasons.
The HexBeast has been found and the PCs prepare for battle. The traitor Schonberg steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Liselotte

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Vacationing Mercenary
VillagerQuirk: Stutters
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: arm Wrestling in a tavern
CommonTask: looking at passers by with wariness and hostility



NPC 2:
Arlo

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Has overly large ears
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well



NPC 3:
Cellier

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Has a terribly fashionable Black Hat
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: walking to their job
CommonTask: coming into town with a dead Llama slung over back
CommonTask: rubbernecking at a cart with a broken wheel



NPC 4:
Pausch

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Broken leg, is on crutches (from falling tree, both the legs and the crutches)
VillagerPcRelation: Helpful; has a prized pig (default name: Muriel) and doesn't want any monster to eat it.
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds



NPC 5:
Millenia

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Broken leg, is on crutches (from falling tree, both the legs and the crutches)
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well



NPC 6:
Profundis

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Monument Carver
VillagerQuirk: Heavily tattooed
VillagerPcRelation: Dutiful servant of the state. Will do what is required by law and for good of community, but nothing more and not with pleasure. Stickler for rules.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel



NPC 7:
Frisby

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Has no teeth
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: shopping for dry goods
CommonTask: sitting outside and reading a book
CommonTask: asking people to fill in survey's about how they feel about the Empire



NPC 8:
Kieth

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Slave Driver
VillagerQuirk: As much as possible, will only talk about themself. Will try to bend any conversation or question back to their own life and mood.
VillagerPcRelation: Suspicious and unhelpful unless verified. Has been burned before.
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 9:
Forello

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: As much as possible, will try to answer your questions by asking you a question
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 10:
Schonberg

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: light heartedly drinking at the tavern
CommonTask: grimly drinking self into a stupor


Adventure 7: Murderous City

Power Level: 45



Village Name: Pittenweem
Tavern Name: The Frowning Goat
Population: 330

Traits:
VillageResource: On a lake with plentiful fish and crustaceans
VillageOddity: Has famous Alpaca festival
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Library
VillageLocation: Loner's wattle-daub hut
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Creek bed flowing with water
VillageLocation: Crumbling 3 story tower
VillageLocation: Townhall
VillageLocation: Tavern
VillageLocation: Horse barn
VillageLocation: Sheep paddock



Creature1:
Seeing Eye Urseseed
Power Level: 45
Nature, Poison, Nature, Mutant
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 20
Health: 30
Init: -2
DefenseMod: 5
AttackMod: -3

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons.
Frame: Bear
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: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Tooth Spitter: Can spit its teeth in a surprisingly adept manner. Can hit 2 targets out to medium range.
Ability: Spider Eyes: The creature has a cluster of compound eyes that take up much of its face. The eyes give it amazing vision (and great peripheral vision) and make it quite difficult to surprise.
Ability: Aura of Reliable Murder: If this creature rolls a 5 or less on a D20, re-rolls and takes the next roll.
Attack: Multiple Mouths: Makes more than one bite attack. On more than one success, target is immobilized as one of the maws holds the target in place.
Attack: Exit, Pursued by Bears: This creatures is accompanied by a pair of Wolf. These creatures are not super-natural, but they are under the mental control of the creature and will follow its mental commands even at the cost of their own life. The creature can control its pets up to a distance of ~1 mile. If the creature is killed, the animals will revert to their natural behavior.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
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: Its eyes are made of Amethysts
NumAppearing: Packs of 2
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
SporePoop: Yellowish patties that slowly eats its way into the ground
Smell: Sulfur
VictimChoice: Rot Hungry: Cannot resist carrion. Will seek out rotting meat and plants. If it can, will let victim's bodies rot before consuming.
VictimWound: Drains every drop of blood from its victims.


Intro Scenes

Arrive at afflicted Village
Day -- Townhall
The adventures arrive at a village that has been attacked by an Seeing Eye Urseseed (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 Rebel Monster Lover
Day -- Creek bed flowing with water
The WitchHammers run into Belfield. Belfield is tending a sick child. The traitor hates the Empire with an insane passion, and wishes to use the HexBeast as an instrument of revenge on its citizens. They have seen the HexBeast kill, from a distance, and are now working in secret to help the HexBeast destroy the village. They are only too pleased to see the WitchHammers, as killing them would be an even more direct way to strike at the Empire.


Meet the Angry Drunk
Day -- Tavern
The WitchHammers run into the traitor Wemma, who is badly drunk and stumbling and smelly and being jeered by villagers. Wemma 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.


Potential Middle Scenes

Players find dead villager
Day -- Crumbling 3 story tower
Players find the body of Kiniski, killed by Seeing Eye Urseseed in its characteristic fashion.


Foul house smells
Day -- Tavern
A WitchHammer notices a foul smell coming from the house of the traitor Belfield. 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 spore.
Day -- Townhall
Godley comes to the players and reports that they have found Spore from the creature. Spore is:
Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.


Poison by Traitor
Day -- Tavern
The traitor Belfield will try to poison the WitchHammers using Thirst Poison added to their Cinnamon Rolls. 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.


Tainted Love PlotNode
Night -- Creek bed flowing with water
Myster and Myster have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Poison and knives by Traitor
Night -- Sheep paddock
The traitor Belfield will try to poison the WitchHammers using Petrifying 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.


Tainted Love Traitor PlotNode
Day -- Townhall
Barbaros and Barbaros have had their hearts captured by the HexBeast's Glamour ability. They will volunteer to help the PCs; however when a fight against the HexBeast comes these characters will turn on the PCs and do everything they can to stop the WitchHammers from harming the beast.


Baby Creature Invasion PlotNode
Day -- Horse barn
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Goose Chase by Traitor
Day -- Crumbling 3 story tower
The traitor Belfield 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 Belfield has seen it first hand. Will try to avoid going with the WitchHammers, since Belfield wants to use the time to complete their own plans with the creature.


Scary Tales from Traitor
Day -- Townhall
The traitor Wemma 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.


Curse your sudden and inevitable support for the HexBeast
Day -- Sheep paddock
The Traitor Belfield waits for the WitchHammers to fight the Seeing Eye Urseseed. 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.


Copy cat killing
Day -- Creek bed flowing with water
The traitor Wemma 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).


Corpse Invasion PlotNode
Day -- Horse barn
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


Separate Sheep from Flock
Night -- Sheep paddock
The traitor Wemma 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.


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


Potential Finale Scenes

Curse your sudden and inevitable support for the HexBeast
Day -- Sheep paddock
The Traitor Belfield waits for the WitchHammers to fight the Seeing Eye Urseseed. 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.


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





NPC 1:
Cabrillo

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Teamster
VillagerQuirk: As much as possible, will try to answer your questions by asking you a question
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel



NPC 2:
Chritmas

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Village Headman
VillagerQuirk: Only has one eye, other is a poorly made glass imitation eye
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 3:
Kiniski

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Painter
VillagerQuirk: Somewhat senile
VillagerPcRelation: Dutiful servant of the state. Will do what is required by law and for good of community, but nothing more and not with pleasure. Stickler for rules.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 4:
Barbaros

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Speaks about self in the third person
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: keeping grim watch over his field
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: burying a corpse at in a blasted heath



NPC 5:
Godley

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Bandit
VillagerQuirk: Wears a Gray sash, very vain about it
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 6:
Myster

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Lots of large and various facial warts
VillagerPcRelation: Surly. Wants nothing to do with strangers. Will do bare minimum.
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: rubbernecking at a cart with a broken wheel



NPC 7:
Handleman

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Painter
VillagerQuirk: Has an extra-ordinary beard. Long and flowing and lush
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: shopping for dry goods
CommonTask: walking to their job
CommonTask: drawing water from the town well



NPC 8:
Corea

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Teamster
VillagerQuirk: Devout believer in Mercatoria. Extremely intolerant of people who contradict that faith.
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: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job
CommonTask: punching an unruly horse in the mouth



NPC 9:
Wemma

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Miner
VillagerQuirk: Has peg leg
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: washing tailings into a river
CommonTask: grimly drinking self into a stupor



NPC 10:
Belfield

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: shopping for dry goods
CommonTask: dissecting a corpse
CommonTask: tending a sick child


Adventure 8: The Deadly Tiger Vine

Power Level: 29



Village Name: Kilbride
Tavern Name: The Howling Badger
Population: 357

Traits:
VillageResource: Rich soil that grows vast crops of Potatoes
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Cool artesian spring and pool
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Orchard field
VillageLocation: Large, multi-family farm house
VillageLocation: Horse barn
VillageLocation: Lonely crossroads
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Church



Creature1:
Idiran Vine Tiger
Power Level: 29
Nature, Poison, Mind, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 40
Health: 35
Init: 0
DefenseMod: 6
AttackMod: 5

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons.
Frame: Tiger
Size: Medium Sized
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: Human Reflexes: This creature has the reflexes of an average, active human being.
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: Siren Call: Draws the target to the monster in a trance like state, unless target resists.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: Wears a featureless Gold mask over its face.
NumAppearing: Solitary
Spore: Creepy cats are seen out at night. They congregate in groups of 20-40, quickly dispersing when anyone notices them.
SporePoop: Whitish polygons
VictimChoice: Taste for Women
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Horse barn
The adventures arrive at a village that has been attacked by an Idiran Vine Tiger (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
Day -- Horse barn
The mayor Ficlets 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 Base of Town Statue.


Potential Middle Scenes

Corpse Invasion PlotNode
Day -- Horse barn
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


Mayoral Bushwhacking
Day -- Forest glade with a fairy ring of mushrooms
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 common mercs their moral is not good.


Baby Creature Invasion PlotNode
Day -- Horse barn
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Bribe Attempt by Mayor
Day -- Church
The mayor Ficlets 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. If that does not work, will try to convince them to leave so that they can hire/support more muscle to help take care of the situation.


Official Vigilantism
Night -- 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.


I ain't saying he's a gold digger
Night -- Orchard field
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.


Silence the Troublemakers
Day -- Lonely crossroads
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 winning, and then will pile in to the combat at an in-opportune time.


Potential Finale Scenes

Silence the Troublemakers
Day -- Lonely crossroads
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 winning, and then will pile in to the combat at an in-opportune time.





NPC 1:
Buchanon

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Speaks very slowly and carefully (e.g. Obama)
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: hawking goods from store front
CommonTask: shopping for dry goods



NPC 2:
Ngyuen

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Blacksmith
VillagerQuirk: Grossly underweight
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: grimly drinking self into a stupor
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern



NPC 3:
Rano

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Broken leg, is on crutches (from falling tree, both the legs and the crutches)
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: passed out drunk in street
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 4:
Grund

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Imperial Courier
VillagerQuirk: Cross Eyed
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: light heartedly drinking at the tavern



NPC 5:
Komi

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: shopping for dry goods
CommonTask: walking towards the back entrance of the tavern with a string of 2 dozen rats around their neck
CommonTask: walking to their job



NPC 6:
Cranfield

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Is the scion of an Empire noble family who was exiled and now is occupying a role far below their family status.
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: grimly drinking self into a stupor



NPC 7:
Trino

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: Flatulent
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: walking to their job
CommonTask: looking at passers by with wariness and hostility
CommonTask: selling stolen trade goods silks(?)



NPC 8:
Jarvin

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Silver nose; they lost their nose to pirates
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: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor



NPC 9:
Ficlets

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Hermit
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: quietly meditating in nature
CommonTask: sitting outside and reading a book


Adventure 9: The Fuego League

Power Level: 37



Village Name: Fornelo
Tavern Name: The Golden Dolphin
Population: 467

Traits:
VillageResource: Ostrich Town. A centerpiece of the Ostrich trade in the area.
VillageOddity: Bustling Trade Routes
VillageProsperity: Moderate
VillageSize: Small
VillageLocation: Busy cross roads near town
VillageLocation: Library
VillageLocation: Small limestone cave
VillageLocation: Thick woods outside town
VillageLocation: Tavern
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Hot Springs, relaxing
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Graveyard
VillageLocation: Creek bed, dry
VillageLocation: Cool artesian spring and pool



Creature1:
Lemurian Gobfire
Power Level: 37
Fire, Fire, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 75
Health: 5
Init: 15
DefenseMod: 14
AttackMod: 10

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Goblin
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: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Fire Blood: Attacks that do 5+ health dmg cause a splashback fire attack
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.
Weakness: Song Appreciator: The creature can be hypnotized by the sound of beautiful singing. The creature becomes lost in the notes, and inattentive to combat and threats to its life. Malus' range from -1 to -10, depending on the quality of the music. If the creature is not actively in combat, it can also be lulled into complete inaction by song. The human voice is best for this, but even birds can have some effect.
Weakness: Sweet Tooth: Cannot resist Pastries, and will rarely pass up any opportunity to partake. To break free before finishing all the sweet food, must make a hard Will save. Can make one such save per round. While it prefers Pastries, it also has a fierce appetite for any kind of sweet food.
Weakness: Greedy: Cannot resist Gold, and will rarely pass up any opportunity to collect them. To not immediately try to grab all such treasure, must make a hard Will save. Can make one such save per round. And while it prefers Gold, it also has a fierce desire for any kind of treasure.
Appearance: Its pupils are formed of spiraling symbols
NumAppearing: Packs of 2
Spore: Leaves deer-like pellets that are a bright Gray color.
Spore: Unsettled earth; there are minor quakes and trembles in the ground every few hours. They are losely correlated with the creature's activity/emotional state/feeding.
SporePoop: Small coffee bean shaped pellets
VictimChoice: Taste for bitter, angry old men
VictimWound: Only eats its victim's femurs.


Intro Scenes

Arrive at afflicted Village
Day -- Hot Springs, relaxing
The adventures arrive at a village that has been attacked by an Lemurian Gobfire (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 Angry Drunk
Day -- Library
The WitchHammers run into the traitor Tuscano, who is badly drunk and stumbling and smelly and being jeered by villagers. Tuscano 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.


Potential Middle Scenes

Baby Creature Invasion PlotNode
Day -- Tavern
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Scary Tales from Traitor
Day -- Busy cross roads near town
The traitor Tuscano 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
Day -- Creek bed, dry
The traitor Tuscano 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 Tuscano has seen it first hand. Will try to avoid going with the WitchHammers, since Tuscano wants to use the time to complete their own plans with the creature.


Copy cat killing
Day -- Hot Springs, relaxing
The traitor Tuscano 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).


Defend the Precious the HexBeast
Day -- Graveyard
The HexBeast has been found and the PCs prepare for battle. The traitor Tuscano steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Defend the Precious the HexBeast
Day -- Graveyard
The HexBeast has been found and the PCs prepare for battle. The traitor Tuscano steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Betsey

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Boatman
VillagerQuirk: Mouth is very puckered. Reminds you a bit of a cat's ass.
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: smoking a pipe philosophically
CommonTask: shopping for dry goods
CommonTask: rowing a group of villagers across a river



NPC 2:
Flitter

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Terrible body odor (not really cleanliness; just exudes smell)
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: quietly meditating in nature
CommonTask: fasting on top of a rock
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Kasahara

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: watching the birds and clouds
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 4:
Academey

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Traveling Tinkerer
VillagerQuirk: Very Badly Flatulent
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: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 5:
Kouno

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Terrible breathe (and even worse teeth; blackened, uneven, missing)
VillagerPcRelation: Helpful; Is somewhat fearful/nervous due to the WitchHammer's reputation for violence.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: gambling



NPC 6:
Appearence

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Painter
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 7:
Demarchelier

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Painter
VillagerQuirk: Has an old, bad burn scar across 1/3 of face
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds



NPC 8:
Mcclain

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Imperial Spy
VillagerQuirk: Has no teeth
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 9:
Tuscano

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Beggar
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: piteously asking for alms on street
CommonTask: being chased by little kids
CommonTask: diving through refuse dump for scraps


Adventure 10: The Horror of Pale

Power Level: 145



Village Name: Matienzo
Tavern Name: The Prancing Badger
Population: 399

Traits:
VillageResource: Rich soil that grows vast crops of Wheat
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Large
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Library
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Graveyard
VillageLocation: Church
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Lonely crossroads
VillageLocation: Tavern



Creature1:
Cadaverous Necroscorp
Power Level: 145
Entropy, Brutal, Entropy, Brutal
Main Action Deck
Printable Main Action Deck
TailStabGroup Action Deck
Printable TailStabGroup Action Deck

Stats:
Poise: 77
Health: 35
Init: 7
DefenseMod: 8
Bonus RangedDefenseenseMod: 15
AttackMod: 17

Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
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: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Mono Horn: Has a single heavy horn that can be used for charges, goring, and tossing
Ability: Power from corpses: Gains power from corpses. Estimate of 1 Atk/Def, and 2 Poise per corpse consumed in the last day.
Ability: Anti-light: This creature can snuff out light with its gaze or touch. As a free action can snuff out a torch,fire,etc.
Ability: Dome of Night: This creature can extend an intangible, aetheric dome out to medium range. This dome will block all sun light and other light from passing the dome. From outside, the dome appears completely dark. From inside the Dome, the outside world appears completely dark. Note that if there are no light sources within the Dome, the area inside the Dome will also be completely dark.
Attack: Glamour: The creature can create a glamour of beauty around itself, disguising its true nature. The glamour is entrancing, and those fooled by it will desire to protect and cherish the creature. Once a person has fallen under the glamour, its effect will steadily increase over the days until the victim is entirely devoted and slavish. Using the glamour does cause a strain to the creature, and it can only apply the glamour on a few creatures at a time.
Attack: Bull Horns: Has sharp horns that can be used for charges, goring, and tossing
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Soft Underbelly. Takes 3x damage when prone or if attacker is beneath it.
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 if the party doesn't have any particular moral explars.
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: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Solitary
Spore: There is a region wide increase in vermin. In particular, Small Snakes can be found in much greater numbers.
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.
SporePoop: Whitish coffee bean shaped pellets with small bits of crunched up bone
Smell: Burning Pine Wood
VictimChoice: Prefers to attack sleeping targets
VictimWound: Brings victims bodies back to its lair to snack on later.


Intro Scenes

Arrive at afflicted Village
Day -- Graveyard
The adventures arrive at a village that has been attacked by an Cadaverous Necroscorp (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 Monstropologist
Day -- Library
The WitchHammers run into Ryouko who has seen and wishes to study the HexBeast. Ryouko is shopping for dry goods. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their research, and maybe even to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Meet the Angry Drunk
Day -- Ruins of mansion that villagers say is haunted
The WitchHammers run into the traitor Smathers, who is badly drunk and stumbling and smelly and being jeered by villagers. Smathers 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.


Potential Middle Scenes

False report by tattle-tale child
Day -- Library
A child reports that they have seen Smathers out in the woods at night doing strange things. The child is making this up, because they are an asshole.


Separate Sheep from Flock
Night -- Tavern
The traitor Smathers 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.


False accusation by villager
Night -- Tavern
The villager Bares accuses Meilin of being in league with the HexBeast. They should be beaten, confined, or killed!


Bad Traitor no traiting
Day -- Church
A child will try to tell the WitchHammers info about the Traitor Ryouko. 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.


Find a large pile of meat-treats
Day -- Ruins of mansion that villagers say is haunted
The traitor Ryouko 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 Boucicault 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
Day -- Ruins of mansion that villagers say is haunted
The traitor Smathers 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 Smathers has seen it first hand. Will try to avoid going with the WitchHammers, since Smathers wants to use the time to complete their own plans with the creature.


Copy cat killing
Day -- Lonely crossroads
The traitor Smathers 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
Day -- Cliff face with a 30 ft drop into mining pit
Mirah 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


Scary Tales from Traitor
Day -- Ruins of mansion that villagers say is haunted
The traitor Ryouko 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.


Call the Cunning HexBeast
Day -- Church
The Traitor Smathers dramatically calls the HexBeast Cadaverous Necroscorp 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. Smathers will act and fight for the HexBeast, not realizing their eventual fate.


Grave Robbery PlotNode
Night -- Graveyard
The creature shows up at the village graveyard in order to dig up corpses. The creature will dig up, and then use/consume approximately a dozen corpses if not interrupted. The process takes ~20 minutes and is fairly loud as coffins need to be broken open. If not interrupted, the creature will grow more powerful and then depart. If interrupted, it will evaluate the threat and then either kill the intruder, or flee if it seems in any real danger. The darkness of night, plus the fact that the creature is half-buried in the dirt, will make identification somewhat difficult. Still, sneaking up on and observing the creature could easily yield several RothClues.


Villager reports a false sighting of the creature
Night -- Graveyard
The villager Bares comes to the player and reports seeing Cadaverous Necroscorp 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.


Goose Chase
Day -- Graveyard
The villager Borchardt 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 Borchardt has never seen it firsthand. Will try to avoid going with the WitchHammers, since Borchardt does not want to be killed by the creature.


Poison by Traitor
Day -- Library
The traitor Ryouko will try to poison the WitchHammers using Agonizing Poison added to their Ham. 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.


Players find dead villager
Day -- Cliff face with a 30 ft drop into mining pit
Players find the body of Denker, killed by Cadaverous Necroscorp in its characteristic fashion.


Call the Vicious HexBeast
Day -- Tavern
The Traitor Ryouko dramatically calls the HexBeast Cadaverous Necroscorp 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 Ryouko bloodily at the start of the fight. Ryouko will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Potential Finale Scenes

Call the Cunning HexBeast
Day -- Church
The Traitor Smathers dramatically calls the HexBeast Cadaverous Necroscorp 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. Smathers will act and fight for the HexBeast, not realizing their eventual fate.


Call the Vicious HexBeast
Day -- Tavern
The Traitor Ryouko dramatically calls the HexBeast Cadaverous Necroscorp 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 Ryouko bloodily at the start of the fight. Ryouko 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:
Mirah

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Eyes are two different colors. (It is magic, not genetics)
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor



NPC 2:
Bares

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Imperial Courier
VillagerQuirk: Is accompanied by a large and lovable golden-retriever like mutt
VillagerPcRelation: Helpful; finds WitchHammers to be exotic and piquaresque.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: light heartedly drinking at the tavern



NPC 3:
Meilin

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Chimney Sweep
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
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: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: taking a break on a rooftop



NPC 4:
Asakawa

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Slave Driver
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: light heartedly drinking at the tavern
CommonTask: brutally beating a recalcitrant slave
CommonTask: rubbernecking at a cart with a broken wheel



NPC 5:
Boucicault

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Imperial Spy
VillagerQuirk: Has no teeth
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 6:
Keans

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Wears a Gray sash, very vain about it
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: unloading a massive shipment of goods from an overloaded cart
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: light heartedly drinking at the tavern



NPC 7:
Denker

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Has no teeth
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: walking to their job
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 8:
Borchardt

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Caravan Guard
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern



NPC 9:
Ryouko

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Has a rather enormous neck goiter
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: sitting outside and reading a book
CommonTask: shopping for dry goods



NPC 10:
Smathers

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Imperial Courier
VillagerQuirk: Albino
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: watching the birds and clouds
CommonTask: walking to their job
CommonTask: drawing water from the town well


Adventure 11: The Flight from the Ghost

Power Level: 57



Village Name: Sabuguido
Tavern Name: The Golden Dog
Population: 281

Traits:
VillageResource: Next to an old forest with valuable lumber
VillageOddity: Grudge against neighboring Village
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Thick woods outside town
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Crumbling 3 story tower
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Windmill
VillageLocation: Library



Creature1:
Ancient Uqbarian Ghost Spider
Power Level: 57
Entropy, Elusive, Entropy, Entropy
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck

Stats:
Poise: 67
Health: 10
Init: 7
DefenseMod: 5
AttackMod: 3

Traits:
Aspect: Ghost: Made out of ectoplasm and a cold and drifting light. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Spider
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 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.
Attack: Gaze of Death: This attack is applied by Gaze.
Ability: Grows from corpses: Gains additional Health and Poise by consuming corpses. Estimate that each corpse consumed in the last week adds 1 Health and 2 Poise. The creature grows slightly larger as well.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Weakness: Motion Sight: Cannot see creatures that are motionless. The less motion/movement a person makes, the more difficult it will be for this creature to see/target them. Can use scent and sound and intuition if it knows/suspects a character is at a certain area but "invisible".
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Solitary
Spore: At Noon and for several minutes after, a pillar of darkness surrounds this creature. Pillar is large enough to cover out to Short range away from the creature, and the pillar stretches for miles up into the air.
SporePoop: Tar Black spherical pellets
Smell: Burning Sugar
VictimChoice: Taste for Men
VictimWound: Loves to eat its victim's intestines.


Intro Scenes

Arrive at afflicted Village
Day -- Library
The adventures arrive at a village that has been attacked by an Ancient Uqbarian Ghost Spider (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
Day -- Clear grove of flowers in the thick woods outside town
The WitchHammers run into Ette and Watanbe. Ette is walking to their job. 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.


Meet the Angry Drunk
Day -- Forest glade with a fairy ring of mushrooms
The WitchHammers run into the traitor Clemm, who is badly drunk and stumbling and smelly and being jeered by villagers. Clemm 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.


Potential Middle Scenes

Goose Chase
Night -- Library
The villager Celebrian 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 Celebrian has never seen it firsthand. Will try to avoid going with the WitchHammers, since Celebrian does not want to be killed by the creature.


Goose Chase by Traitor
Night -- Thick woods outside town
The traitor Ette 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 Ette has seen it first hand. Will try to avoid going with the WitchHammers, since Ette wants to use the time to complete their own plans with the creature.


False accusation by villager
Day -- Library
The villager Tolkin accuses Holsinger of being in league with the HexBeast. They should be beaten, confined, or killed!


Poison and knives by Traitor
Day -- Library
The traitor Ette will try to poison the WitchHammers using Petrifying Poison added to their Cinnamon Rolls. 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.


Villager reports false Spore.
Day -- Crumbling 3 story tower
Vergil 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:
Nearby Metal rusts. The effect is very slight one mile out, but becomes stronger as you get closer to the creature. Spending more than a minute in combat will make metal weapons and armor brittle.


Blood Altar found in woods
Day -- Crumbling 3 story tower
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.


Scary Tales from Traitor
Day -- Windmill
The traitor Clemm 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.


Copy cat killing
Day -- Forest glade with a fairy ring of mushrooms
The traitor Clemm 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).


Separate Sheep from Flock
Night -- Library
The traitor Clemm 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.


Bad Traitor no traiting
Night -- Library
A child will try to tell the WitchHammers info about the Traitor Ette. 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.


Poison by Traitor
Day -- Library
The traitor Ette will try to poison the WitchHammers using Exploding Poison added to their Ham. 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.


Call the Cunning HexBeast
Day -- Windmill
The Traitor Clemm dramatically calls the HexBeast Ancient Uqbarian Ghost Spider 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. Clemm will act and fight for the HexBeast, not realizing their eventual fate.


Call the Vicious HexBeast
Day -- Forest glade with a fairy ring of mushrooms
The Traitor Ette dramatically calls the HexBeast Ancient Uqbarian Ghost Spider 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 Ette bloodily at the start of the fight. Ette will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Potential Finale Scenes

Call the Cunning HexBeast
Day -- Windmill
The Traitor Clemm dramatically calls the HexBeast Ancient Uqbarian Ghost Spider 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. Clemm will act and fight for the HexBeast, not realizing their eventual fate.


Call the Vicious HexBeast
Day -- Forest glade with a fairy ring of mushrooms
The Traitor Ette dramatically calls the HexBeast Ancient Uqbarian Ghost Spider 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 Ette bloodily at the start of the fight. Ette 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:
Vergil

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Country Doctor
VillagerQuirk: Heavily tattooed
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 2:
Twinkie

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Fortune Teller
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well



NPC 3:
Waldemar

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Grave Digger
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor



NPC 4:
Celebrian

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Helpful; finds WitchHammers to be exotic and piquaresque.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well



NPC 5:
Watanbe

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Vacationing Mercenary
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Cheerful and Generous. A fortunate person who has a positive outlook on life.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: gambling
CommonTask: walking to their job



NPC 6:
Trepes

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Speaks about self in the third person
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 7:
Holsinger

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Village Constable
VillagerQuirk: Extremely tall, somewhat lanky (e.g. 7 ft basketball player type)
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: shaking down a worker for small change
CommonTask: dragging an insensible drunk in to a cell to sleep it off
CommonTask: watching the birds and clouds



NPC 8:
Tolkin

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Gigantic. 7ft tall, easy 300 lbs. (due to genetics, not magic)
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: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 9:
Clemm

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Chimney Sweep
VillagerQuirk: Hunchbacked
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 10:
Ette

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: drawing water from the town well
CommonTask: walking to their job
CommonTask: shopping for dry goods


Adventure 12: Penguin Ubungsflugzeug Hall

Power Level: 42



Village Name: Goyena
Tavern Name: The Leaping Mountain
Population: 500

Traits:
VillageResource: Has a large dam and several important mills
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Small
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Crumbling 3 story tower
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Thick woods outside town
VillageLocation: Loner's wattle-daub hut
VillageLocation: Wheat field, uncut
VillageLocation: Cool artesian spring and pool
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Windmill



Creature1:
Azadian Pengrime
Power Level: 42
Ice, Ice, Ice, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 50
Health: 35
Init: -2
DefenseMod: -3
AttackMod: 10

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Penguin
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: Unstoppable strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. Even a glancing blow from the creature can be fatal. +6 atk, +15 dmg.
Attack: Ice Now: Can touch a body of water to rapidly turn it into ice. Can freeze anything a creek size or smaller in 1 round, trapping anyone inside in ice.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Weakness: Vain: Loves to look at self. Can become entranced by mirrors or still pools of water.
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: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Has long, thin spikes of iron piercing all the way through its body. The spikes stick out a few inches from the skin on either side, but do not seem to impede its movement.
NumAppearing: Packs of 2
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
Spore: Cold Weather, -10 to -20 degrees in region
SporePoop: Whitish patties that slowly eats its way into the ground
Smell: Cat urine
VictimChoice: Taste for sickly people
VictimWound: Kills and then beheads its victims. It keeps their dried heads on a cord around its waist.


Intro Scenes

Arrive at afflicted Village
Day -- Cool artesian spring and pool
The adventures arrive at a village that has been attacked by an Azadian Pengrime (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
Day -- Windmill
The WitchHammers run into the traitor Ingall, who is hurrying through the streets being made fun of by some local laborers. Ingall 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.


Potential Middle Scenes

Tainted Love PlotNode
Day -- Pond with ducks, and/or angry geese
Ingall and Ingall have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Poison by Traitor
Day -- Cool artesian spring and pool
The traitor Ingall will try to poison the WitchHammers using Choking 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.


Players find dead villager
Day -- Windmill
Players find the body of Varady, killed by Azadian Pengrime in its characteristic fashion.


Separate Sheep from Flock
Night -- Ruins of village that was abandoned for unknown reasons.
The traitor Ingall 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.


Scary Tales from Traitor
Night -- Cool artesian spring and pool
The traitor Ingall 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.


Eldritch sticks found in woods
Day -- Ruins of village that was abandoned for unknown reasons.
The villager Spisak 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.


Call the Cunning HexBeast
Day -- Windmill
The Traitor Ingall dramatically calls the HexBeast Azadian Pengrime 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. Ingall will act and fight for the HexBeast, not realizing their eventual fate.


Potential Finale Scenes

Call the Cunning HexBeast
Day -- Windmill
The Traitor Ingall dramatically calls the HexBeast Azadian Pengrime 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. Ingall will act and fight for the HexBeast, not realizing their eventual fate.





NPC 1:
Tati

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Wears very little for the weather. If a guy, goes shirtless.
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: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 2:
Barson

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Cartographer
VillagerQuirk: Has a terribly fashionable Black Vest
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: drawing water from the town well
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Bedwin

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Imperial Courier
VillagerQuirk: Eyes are two different colors. (It is magic, not genetics)
VillagerPcRelation: Helpful; has a Servile personality in general.
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: walking to their job



NPC 4:
Kendry

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Imperial Courier
VillagerQuirk: Has peg leg
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel



NPC 5:
Svensen

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Imperial Lieutenant
VillagerQuirk: Missing an ear (bitten off by Coyote)
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: writing plans for patrol routes, supplies, garrisons



NPC 6:
Varady

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Traveling Tinkerer
VillagerQuirk: Terrible body odor (not really cleanliness; just exudes smell)
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 7:
Spisak

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: One arm is oddly larger than the other (used to be professional arm wrestler)
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: sitting outside and reading a book
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 8:
Darcey

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Heavily tattooed
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: watching the birds and clouds
CommonTask: burying a corpse at in a blasted heath
CommonTask: shopping for dry goods



NPC 9:
Ingall

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Flatulent, but only at completely inappropriate times (e.g. the king has been murdered by elven assassins!)
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: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods


Adventure 13: The Vomitous Night

Power Level: 76



Village Name: Dunbeath
Tavern Name: The Drunken Eagle
Population: 541

Traits:
VillageResource: Carvan stop; is at the conjunction of 6 well trafficked roads
VillageOddity: Bustling Trade Routes
VillageProsperity: Moderate
VillageSize: Large
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Crumbling 3 story tower
VillageLocation: Sheep paddock
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Horse barn
VillageLocation: Tavern
VillageLocation: Hot Springs, relaxing



Creature1:
Hateful Karpashian Gloomworm
Power Level: 76
Entropy, Elusive, Air, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 105
Health: 35
Init: 15
DefenseMod: 10
AttackMod: 18

Traits:
Aspect: Shadow: Made out of animated shadows and unholy light. Bonus to stealth, bonus to resist ice. Immune to poisons. Can escape anything but an airtight room, has night vision.
Frame: Worm
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: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
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: Death Curse: As the creature dies, it will try to pull down a powerful curse upon its most hated foe. This requires that the creature has a turn before death, can speak, and can see its target, and that the target can hear the curse. The curse will cause the target health problems and ill luck, and is usually fatal in 13 to 41 days. Some clever people have been able to outwit a poorly worded or inexact curse.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
Attack: Rampage: Starts battle with +3 attk/def. This bonus decreases by 1 at end of each round, as the creature tires. So it would be +3 at first round, +1 after 2 rounds, -1 after 4 rounds, etc.
Defense: Prudent: In combat, will retreat if things do not look good. Will try again later when the odds are better.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Weakness: Skin Shield: Needs to wear the skin of other creatures in order to survive in the world. Otherwise loses powers, takes Malus.
Weakness: Greedy: Cannot resist Gold, and will rarely pass up any opportunity to collect them. To not immediately try to grab all such treasure, must make a hard Will save. Can make one such save per round. And while it prefers Gold, it also has a fierce desire for any kind of treasure.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature has horizontal pupils, like a goat does.
NumAppearing: Solitary
Spore: Cattle go mad, braining them selves against trees and writhing in agonized heaps on the ground.
Spore: By ones and twos, children grow sick. Some waste away for weeks, others die. Will get better if the creature is killed.
SporePoop: Enormous Greenish slugs
Smell: Cabbage
VictimChoice: Taste for Horses
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.


Intro Scenes

Arrive at afflicted Village
Day -- Sheep paddock
The adventures arrive at a village that has been attacked by an Hateful Karpashian Gloomworm (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 Angry Drunk
Day -- Horse barn
The WitchHammers run into the traitor Aguero, who is badly drunk and stumbling and smelly and being jeered by villagers. Aguero 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.


Meet the Monstropologist
Day -- Tavern
The WitchHammers run into Capiton who has seen and wishes to study the HexBeast. Capiton is making detailed measurements of people's crainiums. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their research, and maybe even to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Potential Middle Scenes

Eldritch sticks found in woods
Day -- Pond with ducks, and/or angry geese
The villager Brawne 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.


Boozing by traitor
Night -- Crumbling 3 story tower
The traitor Aguero 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.


Baby Creature Invasion PlotNode
Night -- Tavern
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Scary Tales from Traitor
Day -- Ruins of an old library full of mouldering books
The traitor Aguero 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.


Copy cat killing
Day -- Ruins of an old library full of mouldering books
The traitor Aguero 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).


Goose Chase by Traitor
Day -- Hot Springs, acid and flesh melting
The traitor Aguero 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 Aguero has seen it first hand. Will try to avoid going with the WitchHammers, since Aguero wants to use the time to complete their own plans with the creature.


Poison by Traitor
Day -- Horse barn
The traitor Capiton will try to poison the WitchHammers using Paralyzing Poison added to their Beef Stew. 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.


Call the Vicious HexBeast
Day -- Tavern
The Traitor Aguero dramatically calls the HexBeast Hateful Karpashian Gloomworm 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 Aguero bloodily at the start of the fight. Aguero will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Bad Traitor no traiting
Day -- Pond with ducks, and/or angry geese
A child will try to tell the WitchHammers info about the Traitor Capiton. 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.


Find a large pile of meat-treats
Night -- Hot Springs, acid and flesh melting
The traitor Capiton 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 Hallan 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
Night -- Tavern
The HexBeast has been found and the PCs prepare for battle. The traitor Capiton steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Call the Vicious HexBeast
Day -- Tavern
The Traitor Aguero dramatically calls the HexBeast Hateful Karpashian Gloomworm 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 Aguero bloodily at the start of the fight. Aguero will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Defend the Precious the HexBeast
Night -- Tavern
The HexBeast has been found and the PCs prepare for battle. The traitor Capiton steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Zuki

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Herder
VillagerQuirk: Completely and Brutally Honest
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: driving a flock of animals near the outskirts of town



NPC 2:
Siegfrids

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Imperial Lieutenant
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: drilling Soldiers
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Brawne

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Fortune Teller
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 4:
Hallan

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Boatman
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: rubbernecking at a cart with a broken wheel



NPC 5:
Zedden

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: House Servant
VillagerQuirk: Claw scars all over face (fought a bear once)
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: walking to their job
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 6:
Dragonia

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Likes to talk at length about their profession.
VillagerPcRelation: Very helpful; was raised on tales of the WitchHammer's and their adventures.
CommonTask: washing tailings into a river
CommonTask: grimly drinking self into a stupor
CommonTask: rubbernecking at a cart with a broken wheel



NPC 7:
Brodsky

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Is accompanied by a canary that loves them very, very much. Will start a loud and shrill chirping sound at inopportune moments.
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: unloading a massive shipment of goods from an overloaded cart
CommonTask: hawking their wares in the main street
CommonTask: drawing water from the town well



NPC 8:
Irishman

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Boatman
VillagerQuirk: Is missing two thirds of teeth
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: rowing a group of villagers across a river
CommonTask: walking to their job



NPC 9:
Capiton

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: making detailed measurements of people's crainiums
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 10:
Aguero

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Fortune Teller
VillagerQuirk: Speaks very slowly and carefully (e.g. Obama)
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: drawing water from the town well


Adventure 14: Swine and Beyond

Power Level: 47



Village Name: Brechin
Tavern Name: The Prancing Goat
Population: 347

Traits:
VillageResource: Works a Copper Mine
VillageOddity: Grudge against neighboring Village
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Creek bed, dry
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Sheep paddock
VillageLocation: Thick woods outside town
VillageLocation: Orchard field
VillageLocation: Busy cross roads near town
VillageLocation: Loner's wattle-daub hut
VillageLocation: Tavern
VillageLocation: Cliff face with a 30 ft drop into mining pit



Creature1:
Chelgrian Seedswine
Power Level: 47
Nature, Poison, Mind, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 100
Init: -2
DefenseMod: 1
AttackMod: -2

Traits:
Aspect: Vines: Made out of animated vines, leaves, and flowers. Immune to many poisons.
Frame: Pig
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 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.
Attack: Poison Bolt: Spits a bolt of Thirst Poison. Long range, single target.
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: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Vulnerable to strobing or flashing light: Movements will be jerky and imprecise. -5 Malus, and acts last in round.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will flee from its reflection in blind fear and panic.
Appearance: Perfectly reflective Amber eyes
Appearance: Has large iron pins embedded in its face and head at regular intervals. There are dozens of these pens, but they do not seem to impede the creatures actions.
NumAppearing: Packs of 2
Spore: Plants and trees grow thorns on its passing
Spore: Cold Weather, -10 to -20 degrees in region
SporePoop: Large Maroon coffee bean shaped pellets
VictimChoice: Does not target men
VictimWound: Tickles them until their hearts give out.


Intro Scenes

Arrive at afflicted Village
Day -- Tavern
The adventures arrive at a village that has been attacked by an Chelgrian Seedswine (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
Day -- Tavern
The mayor Sonne 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.


Meet the Monster Cultists
Day -- Thick woods outside town
The WitchHammers run into Hails and Conall. Hails is walking to their job. 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.


Potential Middle Scenes

Graft becomes obvious
Day -- Orchard field
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 and the lavish tastes of the elites. When asked, citizens will complain of the Mayor and his cronies and their ruinous taxes.


Mayoral Spy
Night -- Orchard field
The mayor has set a henchman, Sonne, 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.


Boozing by traitor
Night -- Orchard field
The traitor Hails 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.


Foul house smells
Night -- Tavern
A WitchHammer notices a foul smell coming from the house of the traitor Hails. 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.


Bad Traitor no traiting
Day -- Tavern
A child will try to tell the WitchHammers info about the Traitor Hails. 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.


Bribe Attempt by Mayor
Day -- Tavern
The mayor Sonne 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. If that does not work, will try to convince them to leave so that they can hire/support more muscle to help take care of the situation.


Blood Altar found in woods
Day -- 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 by Traitor
Day -- Cliff face with a 30 ft drop into mining pit
The traitor Hails 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 Hails has seen it first hand. Will try to avoid going with the WitchHammers, since Hails wants to use the time to complete their own plans with the creature.


Monster taunts the WitchHammers with human venality
Day -- Cliff face with a 30 ft drop into mining pit
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.


Poison and knives by Traitor
Day -- Tavern
The traitor Hails will try to poison the WitchHammers using Poison added to their Shepard's Pie. 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.


Mayoral Bushwhacking
Day -- 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 common mercs their moral is not good.


Tainted Love Traitor PlotNode
Night -- Cliff face with a 30 ft drop into mining pit
Adlington and Adlington have had their hearts captured by the HexBeast's Glamour ability. They will volunteer to help the PCs; however when a fight against the HexBeast comes these characters will turn on the PCs and do everything they can to stop the WitchHammers from harming the beast.


Silence the Troublemakers
Night -- Orchard field
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 winning, and then will pile in to the combat at an in-opportune time.


Copy cat killing
Day -- Loner's wattle-daub hut
The traitor Hails 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).


Call the Vicious HexBeast
Day -- Busy cross roads near town
The Traitor Hails dramatically calls the HexBeast Chelgrian Seedswine 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 Hails bloodily at the start of the fight. Hails will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Potential Finale Scenes

Silence the Troublemakers
Night -- Orchard field
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 winning, and then will pile in to the combat at an in-opportune time.


Call the Vicious HexBeast
Day -- Busy cross roads near town
The Traitor Hails dramatically calls the HexBeast Chelgrian Seedswine 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 Hails bloodily at the start of the fight. Hails 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:
Lapp

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Apothecary
VillagerQuirk: Lucky. Improbably survives situations that would leave 99 percent of people dead.
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: mixing together foul smelling herbs and chemicals in alembics
CommonTask: gathering herbs in nature
CommonTask: watching the birds and clouds



NPC 2:
Shado

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Imperial Spy
VillagerQuirk: Has no teeth
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: shopping for dry goods
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: drawing water from the town well



NPC 3:
Algren

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: Has golden tooth (is a family heirloom; passed down from parent to child)
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: shopping for dry goods
CommonTask: sneaking through the night with dimmed lantern and shovel
CommonTask: drawing water from the town well



NPC 4:
Adlington

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Fisher
VillagerQuirk: Is accompanied by a small and yappy dog
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: walking to their job
CommonTask: drawing water from the town well



NPC 5:
Hasse

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Herder
VillagerQuirk: Flatulent
VillagerPcRelation: Unhelpful; used to be a WitchHammer until the trauma and terror became too much for him.
CommonTask: grimly drinking self into a stupor
CommonTask: driving a flock of animals near the outskirts of town
CommonTask: walking to their job



NPC 6:
Fujikage

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: grimly drinking self into a stupor
CommonTask: washing tailings into a river
CommonTask: watching the birds and clouds



NPC 7:
Allnut

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Caravan Guard
VillagerQuirk: Has an elaborately coiffed and curled mustache that is their pride and joy.
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: looking at passers by with wariness and hostility
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 8:
Conall

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Crab hunter
VillagerQuirk: Has no teeth
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: grimly drinking self into a stupor
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds



NPC 9:
Sonne

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Heavily tattooed
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: organazing a party of men to act as a guard
CommonTask: drawing water from the town well
CommonTask: shaking down a worker for small change



NPC 10:
Hails

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Fortune Teller
VillagerQuirk: Terrible body odor (not really cleanliness; just exudes smell)
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: light heartedly drinking at the tavern


Adventure 15: A Study in Flame

Power Level: 103



Village Name: Orio
Tavern Name: The Frowning Mountain
Population: 251

Traits:
VillageResource: Shrine and medium sized ministry to X God
VillageOddity: Grudge against neighboring Village
VillageProsperity: Poor
VillageSize: Small
VillageLocation: Graveyard
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Creek bed, dry
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Library
VillageLocation: Hot Springs, relaxing
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Crumbling 3 story tower



Creature1:
Valusian Flame Buho
Power Level: 103
Fire, Air, Fire, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 80
Health: 70
Init: 9
DefenseMod: 7
Bonus RangedDefenseenseMod: 10
AttackMod: 13

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Owl: Does not actually fly. Instead it hop-walks along the ground.
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/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: Fire Bolt: Spits a bolt of elemental damage. Long range, single target.
Ability: Shadow Plane Travel: The creature can travel between this world, and a negative-mirror of our world. Crossing over requires a full turn, and leaves behind a hole in reality that gradually closes over 3 turns. The creature can use this ability to ambush and to escape, and to travel between places in the Shadow Plane in order to avoid obstacles in the real world. The shadow plane is dark, cold, decayed, and mostly lifeless. Creatures with this ability are notoriously difficult to kill.
Ability: Mutant Eyes: The creature's body is dotted with a random selection of eyes of different sizes, types, and colors. The eyes give it 360 degree vision and make it quite difficult to surprise.
Ability: Sudden burst of Speed: Once per combat gains +10 init. Once per day can move 3x normal movement speed
Defense: Storm Child: Creature can summon a cyclone about their body that A) lifts them up to 10 feet off the ground and B) makes them nearly immune to missile attacks.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Vulnerable to Bear Urine: Cannot stand Bear Urine. 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: Continually gibbers
Appearance: Blindfold: Wears a blindfold of cloth coverings its eyes. Does not seem to impede is senses.
NumAppearing: Solitary
Spore: Birds flock to the region, and sit in creepy rows along tree branches and roofs.
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
SporePoop: Blood Red sludge pile
Smell: Burning Sugar
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Impales victims on tree branches to make feeding easier.


Intro Scenes

Arrive at afflicted Village
Day -- Hot Springs, relaxing
The adventures arrive at a village that has been attacked by an Valusian Flame 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 Monstropologist
Day -- Ancient, large, and lightning-blasted oak
The WitchHammers run into Dreiser who has seen and wishes to study the HexBeast. Dreiser is shopping for dry goods. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their research, and maybe even to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Potential Middle Scenes

Poison by Traitor
Day -- Graveyard
The traitor Dreiser will try to poison the WitchHammers using Soporific Poison added to their Beef Stew. 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
Night -- Clear grove of flowers in the thick woods outside town
The traitor Dreiser 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 Dreiser has seen it first hand. Will try to avoid going with the WitchHammers, since Dreiser wants to use the time to complete their own plans with the creature.


Bad Traitor no traiting
Night -- Library
A child will try to tell the WitchHammers info about the Traitor Dreiser. 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.


Villager beats off monster (false)
Day -- Cliff face with a 30 ft drop into mining pit
The villager Drewer 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.


Find a large pile of meat-treats
Day -- Clear grove of flowers in the thick woods outside town
The traitor Dreiser 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 Carteret 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.


Baby Creature Invasion PlotNode
Day -- Library
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Call the Vicious HexBeast
Day -- Cliff face with a 30 ft drop into mining pit
The Traitor Dreiser dramatically calls the HexBeast Valusian Flame Buho 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 Dreiser bloodily at the start of the fight. Dreiser will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Potential Finale Scenes

Call the Vicious HexBeast
Day -- Cliff face with a 30 ft drop into mining pit
The Traitor Dreiser dramatically calls the HexBeast Valusian Flame Buho 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 Dreiser bloodily at the start of the fight. Dreiser 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:
Wakka

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Has horrible pock marks from childhood disease
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: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shaking down a worker for small change



NPC 2:
Dazs

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Has a terribly unattractive bowl-cut hairdo
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: grimly drinking self into a stupor
CommonTask: hawking their fish at market
CommonTask: light heartedly drinking at the tavern



NPC 3:
Carthage

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Beggar
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: walking to their job
CommonTask: shopping for dry goods
CommonTask: being chased by little kids



NPC 4:
Cracken

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Monument Carver
VillagerQuirk: Devout believer in Sithrak. Extremely intolerant of people who contradict that faith.
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: working on a monument to the Emperor



NPC 5:
Talisa

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Has no teeth
VillagerPcRelation: Humble and good hearted. Will do xir best to assist WitchHammers in any matter that is reasonably good/noble.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 6:
Carteret

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rebel
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Helpful; has a Servile personality in general.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: selling stolen trade goods silks(?)



NPC 7:
Hathoway

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Imperial Spy
VillagerQuirk: Mute (tongue cut out by bandits?)
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: sitting outside and reading a book
CommonTask: watching the birds and clouds



NPC 8:
Drewer

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Has peg leg
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: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: whistling and making comments about passing members of the opposite sex



NPC 9:
Dreiser

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: If unable to recall word, stops conversation and will not give up until can finally remember it
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: sitting outside and reading a book
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 16: The Mystery of the Scorching Fire

Power Level: 122



Village Name: Spean
Tavern Name: The Lonely Badger
Population: 427

Traits:
VillageResource: Hog Town. A centerpiece of the Hog trade in the area.
VillageOddity: Grudge against neighboring Village
VillageProsperity: Rich
VillageSize: Large
VillageLocation: Townhall
VillageLocation: Church
VillageLocation: Lonely crossroads
VillageLocation: Horse barn
VillageLocation: Creek bed, dry
VillageLocation: Small limestone cave
VillageLocation: Creek bed flowing with water
VillageLocation: Cool artesian spring and pool
VillageLocation: Thick woods outside town



Creature1:
Greater Scorching Charcraw
Power Level: 122
Fire, Fire, Mystic, Fire
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 105
Health: 35
Init: 15
DefenseMod: 16
AttackMod: 20

Traits:
Aspect: Fire: Made out of animated tongues of fire with a slightly more solid/jellied core. Bonus to resist fire. Quickly burns anything in close contact with it. Difficult to hide at night, though it can tamp down its flames when needed. Immune to most poisons.
Frame: Crawfish
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: Terrifying reflexes: This creature's movements are a blur of death. It moves like the wind, and is incredibly precise and agile. +15 init, +12 atk/def. Has an extra action slot at -15 init.
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Attack: Immolation: Can send out a pulse of heat that sets all flammable objects within Medium Range on fire. This includes hair, papers, dry leaves, etc. Depending on the object and how difficult it is to light, might just be singed or smoldering. Usable twice per day.
Ability: Extra power during Twilight: Gains +10 atk/def during Twilight. Prefers to do its hunting then.
Ability: Bright Eyes: The creature's eyes can shine with a blinding Black light. Looking at its face a bit like staring into a spotlight at close range. Inflicts a -6 Malus to all creatures in its facing at short range, and a -3 Malus to all creatures in its facing at Medium Range. These penalties can be reduced/removed with appropriate eye wear, avoiding/blocking its gaze, or other abilities.
Attack: Fire Breathe: Breathes a torrent of elemental damage. Medium range, wide cone.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Defense: Shadow Cloak: This creature is wreathed in shifting shadows. Extremely difficult to notice or to target when in dim light.
Weakness: Vulnerable to Lye: Cannot stand Lye. 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: Mournful: The creature cries a continual stream of tears, and can be tracked by the tears it leaves behind.
Weakness: Mournful: The creature cries a continual stream of tears, and can be tracked by the tears it leaves behind.
Appearance: Continually screams
Appearance: A half dozen grape-sized gems float and orbit around the creature's head.
NumAppearing: Solitary
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
Spore: Fires rage more hotly and tend to burn out of control. Random fires start occasionally.
SporePoop: Blood Red coffee bean shaped pellets with undigested bits of skin and cartilage
Smell: Ozone
VictimChoice: Taste for Hog
VictimWound: Twists and crushes victims together to make horrific flesh-castles.


Intro Scenes

Arrive at afflicted Village
Day -- Horse barn
The adventures arrive at a village that has been attacked by an Greater Scorching Charcraw (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
Day -- Lonely crossroads
The WitchHammers run into the traitor Silverblood, who is hurrying through the streets being made fun of by some local laborers. Silverblood 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.


Meet the Monster Lover
Day -- Church
The WitchHammers run into Celica who has seen and fallen in love with a HexBeast. Celica is rubbernecking at a cart with a broken wheel. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their crush and to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Potential Middle Scenes

Poison by Traitor
Day -- Cool artesian spring and pool
The traitor Silverblood will try to poison the WitchHammers using Itching Poison added to their Low Quality Beer. 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
Day -- Creek bed flowing with water
The traitor Silverblood 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 Silverblood has seen it first hand. Will try to avoid going with the WitchHammers, since Silverblood wants to use the time to complete their own plans with the creature.


Tainted Love Traitor PlotNode
Day -- Creek bed, dry
Rosseau and Rosseau have had their hearts captured by the HexBeast's Glamour ability. They will volunteer to help the PCs; however when a fight against the HexBeast comes these characters will turn on the PCs and do everything they can to stop the WitchHammers from harming the beast.


Scary Tales from Traitor
Day -- Small limestone cave
The traitor Silverblood 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.


Poison and knives by Traitor
Night -- Church
The traitor Celica will try to poison the WitchHammers using Emetic 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 stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.


Boozing by traitor
Night -- Creek bed, dry
The traitor Celica 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.


Call the Vicious HexBeast
Day -- Church
The Traitor Silverblood dramatically calls the HexBeast Greater Scorching Charcraw 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 Silverblood bloodily at the start of the fight. Silverblood will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Find a large pile of meat-treats
Day -- Small limestone cave
The traitor Celica 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 Naiper 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.


Foul house smells
Day -- Church
A WitchHammer notices a foul smell coming from the house of the traitor Celica. 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.


Players find dead villager
Day -- Creek bed flowing with water
Players find the body of Michaux, killed by Greater Scorching Charcraw in its characteristic fashion.


Bad Traitor no traiting
Day -- Horse barn
A child will try to tell the WitchHammers info about the Traitor Celica. 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.


Corpse Invasion PlotNode
Day -- Townhall
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


Tainted Love PlotNode
Day -- Horse barn
Stutely and Stutely have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Grave Robbery PlotNode
Night -- Cool artesian spring and pool
The creature shows up at the village graveyard in order to dig up corpses. The creature will dig up, and then use/consume approximately a dozen corpses if not interrupted. The process takes ~20 minutes and is fairly loud as coffins need to be broken open. If not interrupted, the creature will grow more powerful and then depart. If interrupted, it will evaluate the threat and then either kill the intruder, or flee if it seems in any real danger. The darkness of night, plus the fact that the creature is half-buried in the dirt, will make identification somewhat difficult. Still, sneaking up on and observing the creature could easily yield several RothClues.


Separate Sheep from Flock
Night -- Church
The traitor Celica 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.


Call the Vicious HexBeast
Day -- Small limestone cave
The Traitor Celica dramatically calls the HexBeast Greater Scorching Charcraw 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 Celica bloodily at the start of the fight. Celica will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Potential Finale Scenes

Call the Vicious HexBeast
Day -- Church
The Traitor Silverblood dramatically calls the HexBeast Greater Scorching Charcraw 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 Silverblood bloodily at the start of the fight. Silverblood will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Call the Vicious HexBeast
Day -- Small limestone cave
The Traitor Celica dramatically calls the HexBeast Greater Scorching Charcraw 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 Celica bloodily at the start of the fight. Celica 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:
Rosseau

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Flatulent
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: watching the birds and clouds
CommonTask: drawing water from the town well



NPC 2:
Apparate

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Is accompanied by a canary that loves them very, very much. Will start a loud and shrill chirping sound at inopportune moments.
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: walking towards the back entrance of the tavern with a string of 2 dozen rats around their neck
CommonTask: shopping for dry goods
CommonTask: skulking around alleyways after rats



NPC 3:
Michaux

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Falsely believes themself to be agent of Mercatoria power on earth.
VillagerPcRelation: Dutiful servant of the state. Will do what is required by law and for good of community, but nothing more and not with pleasure. Stickler for rules.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: washing tailings into a river
CommonTask: light heartedly drinking at the tavern



NPC 4:
Ghostal

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Painter
VillagerQuirk: Wears an absurd Red hat
VillagerPcRelation: Helpful; has a Servile personality in general.
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel



NPC 5:
Harkaway

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Grave Robber
VillagerQuirk: Mute (due to mental trauma caused by time traveling kid)
VillagerPcRelation: Cheerful and Generous. A fortunate person who has a positive outlook on life.
CommonTask: looking at passers by with wariness and hostility
CommonTask: selling stolen trade goods silks(?)
CommonTask: shopping for dry goods



NPC 6:
Naiper

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Humble and good hearted. Will do xir best to assist WitchHammers in any matter that is reasonably good/noble.
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 7:
Mackenize

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Country Doctor
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: walking to their job
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 8:
Stutely

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Rat Catcher
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 9:
Silverblood

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Country Doctor
VillagerQuirk: Waist length hair
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: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 10:
Celica

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well


Adventure 17: Orugo Caterpillar City

Power Level: 76



Village Name: Luelmo
Tavern Name: The Lonely Dolphin
Population: 491

Traits:
VillageResource: Rich soil that grows vast crops of Corn
VillageOddity: Bustling Trade Routes
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Busy cross roads near town
VillageLocation: Creek bed, dry
VillageLocation: Townhall
VillageLocation: Orchard field
VillageLocation: Church
VillageLocation: Loner's wattle-daub hut
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Large, multi-family farm house
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Ruins of mansion that villagers say is haunted



Creature1:
Idiran Orugo
Power Level: 76
Sleep, Music, Mystic, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 85
Health: 35
Init: 9
DefenseMod: 6
AttackMod: 18

Traits:
Aspect: Flesh
Frame: Caterpillar
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: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Petrifying Breath: This attack is applied by Breath.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Moist: The creature's skin is damp and wet, like a frog's. If it's skin ever dries out, it will take steadily increasing penalties and damage and then die. The creature is careful to carry water with it and to know where more can be easily accessed. Generally, it's own internal reserves will keep it moist for at least 24 hours.
Weakness: Highly Coffinated: The creature is bound by iron chains to a coffin, and must drag the coffin behind it where ever it goes. This slows and hinders the creature, and makes it much easier to track. The creature cannot be separated from the coffin except by dying. The coffin is made of hard wood, and if it is ever destroyed the creature will die.
Appearance: Has only a single eye.
Appearance: Continually gibbers
NumAppearing: Solitary
Spore: Quiet, too quiet: Wild animals desert the area within a few mile radious of the creature. Birds, deer, small animals, cats, squirrels; they all flee to less unsettling climes. Traveling outdoors becomes unsettling and eerie without the normal sounds.
SporePoop: Large Maroon cubes that slowly eats its way into the ground
VictimChoice: Loves wine and alcohol
VictimWound: Likes eating the eyes of its victims


Intro Scenes

Arrive at afflicted Village
Day -- Orchard field
The adventures arrive at a village that has been attacked by an Idiran 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.


Meet the Fan of Purity of Essence
Day -- Orchard field
The WitchHammers run into Meda who has seen the HexBeast kill and admires its sublime ferocity. Meda is shopping for dry goods. Meda 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 Meda is somewhat off in the head.


Meet the Kind Monster Tamer
Day -- Loner's wattle-daub hut
The WitchHammers run into Tirana who is trying to tame the monster. Tirana is walking to their job. Tirana 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.


Potential Middle Scenes

Scary Tales from Traitor
Day -- Church
The traitor Tirana 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
Night -- Ruins of an old library full of mouldering books
The traitor Tirana 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
Night -- Ruins of an old library full of mouldering books
The traitor Tirana 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 Brereton 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.


Copy cat killing
Day -- Ruins of mansion that villagers say is haunted
The traitor Meda 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).


Players find dead villager
Day -- Creek bed, dry
Players find the body of Amidalla, killed by Idiran Orugo in its characteristic fashion.


Goose Chase by Traitor
Day -- Ruins of mansion that villagers say is haunted
The traitor Tirana 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 Tirana has seen it first hand. Will try to avoid going with the WitchHammers, since Tirana wants to use the time to complete their own plans with the creature.


False report by tattle-tale child
Day -- Townhall
A child reports that they have seen Erlanger out in the woods at night doing strange things. The child is making this up, because they are an asshole.


Defend the Precious the HexBeast
Day -- Creek bed, dry
The HexBeast has been found and the PCs prepare for battle. The traitor Tirana steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Foul house smells
Day -- Ruins of mansion that villagers say is haunted
A WitchHammer notices a foul smell coming from the house of the traitor Meda. 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.


Eldritch sticks found in woods
Day -- Creek bed, dry
The villager Braddick 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.


Honeypot Traitor
Night -- Orchard field
The traitor Meda 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.


Separate Sheep from Flock
Night -- Townhall
The traitor Meda 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.


Call the Vicious HexBeast
Day -- Large, multi-family farm house
The Traitor Meda dramatically calls the HexBeast Idiran Orugo 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 Meda bloodily at the start of the fight. Meda will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Potential Finale Scenes

Defend the Precious the HexBeast
Day -- Creek bed, dry
The HexBeast has been found and the PCs prepare for battle. The traitor Tirana steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Call the Vicious HexBeast
Day -- Large, multi-family farm house
The Traitor Meda dramatically calls the HexBeast Idiran Orugo 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 Meda bloodily at the start of the fight. Meda 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:
Brereton

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Albino
VillagerPcRelation: Very helpful; was raised on tales of the WitchHammer's and their adventures.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: quietly meditating in nature
CommonTask: sitting outside and reading a book



NPC 2:
Erlanger

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Wooden nose; they lost their nose to an angry lover
VillagerPcRelation: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: sitting outside and reading a book
CommonTask: drawing water from the town well



NPC 3:
Mactaggert

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: sneaking through the night with dimmed lantern and shovel
CommonTask: selling stolen trade goods silks(?)
CommonTask: grimly drinking self into a stupor



NPC 4:
Amidalla

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Painter
VillagerQuirk: Has a hook hand
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing a landscape painting of a scenic glade



NPC 5:
Veirs

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Is accompanied by a canary that loves them very, very much. Will start a loud and shrill chirping sound at inopportune moments.
VillagerPcRelation: Unhelpful; used to be a WitchHammer until the trauma and terror became too much for him.
CommonTask: walking towards the back entrance of the tavern with a string of 2 dozen rats around their neck
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern



NPC 6:
Braddick

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Miner
VillagerQuirk: Is accompanied by a small and yappy dog
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: grimly drinking self into a stupor
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern



NPC 7:
Owenson

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 8:
Kier

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Helpful; Is somewhat fearful/nervous due to the WitchHammer's reputation for violence.
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well



NPC 9:
Tirana

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Eyes are two different colors. (It is magic, not genetics)
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job



NPC 10:
Meda

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Caravan Guard
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods


Adventure 18: The Rime Dilemma

Power Level: 75



Village Name: Valdeganga
Tavern Name: The Lonely Pony
Population: 361

Traits:
VillageResource: Grape Vines
VillageOddity: Site of an important battle
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Tavern
VillageLocation: Townhall
VillageLocation: Cool artesian spring and pool
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Busy cross roads near town
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Creek bed flowing with water
VillageLocation: Creek bed, dry
VillageLocation: Windmill
VillageLocation: Orchard field
VillageLocation: Library
VillageLocation: Large, multi-family farm house



Creature1:
Abysian Horseberg
Power Level: 75
Ice, Poison, Mutant, Mystic
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 60
Health: 85
Init: 1
DefenseMod: 8
AttackMod: 5
DamageMod: 3

Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Horse
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Injecting Proboscis: This creature does not have a bite attack, but rather a proboscis that injects Paralyzing Poison.
Ability: Reality Melter: The creature can focus its gaze and its will on an object in order to change it. A staff can be remade into a snake that wriggles away, or a gleaming sword into a flock of doves, or a set of black-spiked armor into a mass of beetles. Mechanically, this attack destroys one piece of equipment without any save.
Ability: Long Neck: The creature's neck is absurdly elongated and agile. It can use bite attacks from medium range.
Attack: Crab Claws: The creature has oversized crab-pincers instead of the normal hands/paws. Does massive health dmg on hit.
Defense: Iron Skin: Skin appears normal, until you hit it. Then it is like hitting a cast iron skillet.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Mournful: The creature cries a continual stream of tears, and can be tracked by the tears it leaves behind.
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: The creature has wide and staring fish eyes that never blink.
NumAppearing: Solitary
Spore: Musical instruments warp. Even when repaired, they go out of tune again within minutes.
Spore: Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.
SporePoop: Enormous patties with undigested bits of skin and cartilage
VictimChoice: Prefers to attack sleeping targets
VictimWound: Cracks all the bones of its victims and then twists their body into spirals.


Intro Scenes

Arrive at afflicted Village
Day -- Library
The adventures arrive at a village that has been attacked by an Abysian Horseberg (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 Monstropologist
Day -- Library
The WitchHammers run into Cogan who has seen and wishes to study the HexBeast. Cogan is rubbernecking at a cart with a broken wheel. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their research, and maybe even to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Meet the Monster Cultists
Day -- Library
The WitchHammers run into Aquos and Shizuma. Aquos 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.


Potential Middle Scenes

Poison by Traitor
Day -- Townhall
The traitor Cogan will try to poison the WitchHammers using Agonizing Poison added to their Beef Stew. 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.


Scary Tales from Traitor
Day -- Creek bed flowing with water
The traitor Cogan 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
Day -- Cool artesian spring and pool
The traitor Cogan 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 Cogan has seen it first hand. Will try to avoid going with the WitchHammers, since Cogan wants to use the time to complete their own plans with the creature.


False report by tattle-tale child
Night -- Cool artesian spring and pool
A child reports that they have seen Cogan out in the woods at night doing strange things. The child is making this up, because they are an asshole.


Defend the Precious the HexBeast
Night -- Forest glade of beautiful flowers
The HexBeast has been found and the PCs prepare for battle. The traitor Cogan steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Bad Traitor no traiting
Day -- Orchard field
A child will try to tell the WitchHammers info about the Traitor Aquos. 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.


Tainted Love Traitor PlotNode
Day -- Cool artesian spring and pool
Shizuma and Shizuma have had their hearts captured by the HexBeast's Glamour ability. They will volunteer to help the PCs; however when a fight against the HexBeast comes these characters will turn on the PCs and do everything they can to stop the WitchHammers from harming the beast.


Baby Creature Invasion PlotNode
Day -- Library
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Blood Altar found in woods
Day -- Windmill
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.


Corpse Invasion PlotNode
Day -- Library
A small army of shambling corpse-zombie creatures invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the invasion is stopped.


Goose Chase
Day -- Creek bed flowing with water
The villager Travelyan 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 Travelyan has never seen it firsthand. Will try to avoid going with the WitchHammers, since Travelyan does not want to be killed by the creature.


Players see monster in distance, then it retreats
Night -- Creek bed flowing with water
A player feels unease, as though something is watching thm. Something is! The Abysian Horseberg is in the far distance, 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. This can give multiple RothClue, one for eye color and one for sound and one for aspect. The general shape and details of the creature are going to be hidden by the forest and the distance though.


Blood Sign from the Traitor
Night -- Townhall
The traitor Shizuma 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.


Tainted Love PlotNode
Day -- Library
Hulce and Hulce have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Foul house smells
Day -- Tavern
A WitchHammer notices a foul smell coming from the house of the traitor Aquos. 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.


Copy cat killing
Day -- Windmill
The traitor Aquos 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).


Poison and knives by Traitor
Day -- Townhall
The traitor Aquos will try to poison the WitchHammers using Exploding Poison added to their Shepard's Pie. 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.


Scary Tales from Villager
Day -- Tavern
Sinn 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


Players find dead villager
Day -- Creek bed, dry
Players find the body of Travelyan, killed by Abysian Horseberg in its characteristic fashion.


Villager beats off monster (false)
Day -- Busy cross roads near town
The villager Vanaria 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.


Wounded villager is used to bait a trap by the beast
Night -- Ruins of village that was abandoned for unknown reasons.
Vanaria 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. The taken villager has been fatally wounded; if rescued he will only be able to provide one RothClue before expiring.


Boozing by traitor
Night -- Large, multi-family farm house
The traitor Aquos 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.


Villager's property destroyed by monster (false)
Day -- Creek bed, dry
The villager Villareal (falsely) reports that their finest cow was destroyed by the monster. Will try to get compensation from the WitchHammers for failing to stop the creature.


Villager is severely wounded by beast
Day -- Windmill
Travelyan limps into the village, having been severely wounded by Abysian Horseberg. 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. If they are well cared for and survive they will recover consciousness in 6-12 hours. They will have barely seen the creature, but can supply at least one RothClue.


Villager reports spore.
Day -- Forest glade of beautiful flowers
Vanaria comes to the players and reports that they have found Spore from the creature. Spore is:
Large toad stools grow up around the region in odd and out of the way spots. Smaller ones grow up near the areas the creature has been.


False accusation by villager
Day -- Townhall
The villager Sinn accuses Aslin of being in league with the HexBeast. They should be beaten, confined, or killed!


Villager reports false Spore.
Day -- Large, multi-family farm house
Villareal 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:
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.


Eldritch sticks found in woods
Day -- Large, multi-family farm house
The villager Saigyouji 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.


Bad food
Day -- Cool artesian spring and pool
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.


Separate Sheep from Flock
Night -- Forest glade of beautiful flowers
The traitor Aquos 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.


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


Potential Finale Scenes

Defend the Precious the HexBeast
Night -- Forest glade of beautiful flowers
The HexBeast has been found and the PCs prepare for battle. The traitor Cogan steps up to defend their project/pet/love. They are killed by it and then the fight begins.


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





NPC 1:
Sinn

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Hermit
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: quietly meditating in nature
CommonTask: sitting outside and reading a book



NPC 2:
Vanaria

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Painter
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: drawing a landscape painting of a scenic glade
CommonTask: drawing a portrat of a local village headman
CommonTask: watching the birds and clouds



NPC 3:
Saigyouji

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Has peg leg
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 4:
Hulce

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Village Constable
VillagerQuirk: Has a hook hand
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: light heartedly drinking at the tavern
CommonTask: organazing a party of men to act as a guard
CommonTask: dragging an insensible drunk in to a cell to sleep it off



NPC 5:
Villareal

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Imperial Spy
VillagerQuirk: Wooden nose; they lost their nose to pirates
VillagerPcRelation: Helpful due to an obedience/belief in the established order.
CommonTask: casually observing the actions of the main NPC.
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: drawing water from the town well



NPC 6:
Shizuma

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Beggar
VillagerQuirk: Has an old slave-tattoo
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: piteously asking for alms on street
CommonTask: being chased by little kids
CommonTask: diving through refuse dump for scraps



NPC 7:
Aslin

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Waist length hair
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: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shaking down a worker for small change



NPC 8:
Travelyan

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Herder
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 9:
Aquos

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 10:
Cogan

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Outspoken Vegan
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: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well


Adventure 19: Gelatinous Slime Patrol

Power Level: 40



Village Name: Edinburgh
Tavern Name: The Staggering Goat
Population: 297

Traits:
VillageResource: Bountiful Orange Orchards
VillageOddity: Has famous Goat festival
VillageProsperity: Moderate
VillageSize: Medium
VillageLocation: Busy cross roads near town
VillageLocation: Large, multi-family farm house
VillageLocation: Creek bed flowing with water
VillageLocation: Windmill
VillageLocation: Hot Springs, relaxing
VillageLocation: Creek bed, dry
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Lonely crossroads
VillageLocation: Sheep paddock
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.



Creature1:
Eastern Slime Crawfish
Power Level: 40
Mutant, Acid, Mutant, Poison
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 50
Init: 5
DefenseMod: 10
AttackMod: -1

Traits:
Aspect: Black Ooze: Made out of a Black jelly like substance with smaller, darker nodules inside. Immune to most poisons. Half damage from crushing weapons. Can escape through any hole that is at least one inch wide.
Frame: Crawfish
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: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 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.
Attack: Monstrous Gaze: This attack is applied by Gaze.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Paralyzing Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Defense: Mask form: Can assume a human form. Transforming to human or back takes 1 full round.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
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: Its entrails hang out of its belly.
Appearance: Continually cries Amber tears
NumAppearing: Packs of 2
Spore: Cattle go mad, braining them selves against trees and writhing in agonized heaps on the ground.
Spore: Its passing drains the water from plants and trees, leaving brown and dehydrated husks. In areas where it has spent time the vegetation is particularly dry and dead.
SporePoop: Tiny slugs
Smell: Burning Pine Wood
VictimChoice: Taste for elderly people
VictimWound: Only eats the Hands of its victims


Intro Scenes

Arrive at afflicted Village
Day -- Large, multi-family farm house
The adventures arrive at a village that has been attacked by an Eastern Slime Crawfish (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 Lover
Day -- Ruins of mansion that villagers say is haunted
The WitchHammers run into Maidstone who has seen and fallen in love with a HexBeast. Maidstone is shopping for dry goods. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their crush and to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...


Potential Middle Scenes

Poison and knives by Traitor
Day -- Ruins of mansion that villagers say is haunted
The traitor Maidstone will try to poison the WitchHammers using Blinding 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 stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.


Tainted Love PlotNode
Day -- Large, multi-family farm house
Cassi and Cassi have had their hearts captured by the HexBeast's Glamour ability. The monster has deeply mucked with their minds, and they will appear tired, red-eyed, and somewhat distracted and air-headed. People who know them will report that they have been acting weird over the past week or so.


Poison by Traitor
Night -- Hot Springs, relaxing
The traitor Maidstone will try to poison the WitchHammers using Agonizing Poison added to their Ham. 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.


Separate Sheep from Flock
Night -- Hot Springs, relaxing
The traitor Maidstone 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.


Defend the Precious the HexBeast
Day -- Boggy, muddy swamp. You could lose a horse in there.
The HexBeast has been found and the PCs prepare for battle. The traitor Maidstone steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Defend the Precious the HexBeast
Day -- Boggy, muddy swamp. You could lose a horse in there.
The HexBeast has been found and the PCs prepare for battle. The traitor Maidstone steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Moda

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: One arm is oddly larger than the other (used to be professional arm wrestler)
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: whistling and making comments about passing members of the opposite sex
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 2:
Genuis

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Monument Carver
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: supervising a team which is dragging a large marbe block into town
CommonTask: working on a monument to the Emperor
CommonTask: shopping for dry goods



NPC 3:
Blondy

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Idiot
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Helpful; has a Servile personality in general.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: grimly drinking self into a stupor
CommonTask: shopping for dry goods



NPC 4:
Cheny

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: House Servant
VillagerQuirk: Eyes are two different colors. (It is genetics, not magic)
VillagerPcRelation: Neutral/cold; both parents died recently from illness and kind of checked out on life.
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 5:
Watkin

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Inn Keep
VillagerQuirk: Likes to talk at length about their profession.
VillagerPcRelation: Neutral/cold; both parents died recently from illness and kind of checked out on life.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well



NPC 6:
Lozada

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Falsely believes themself to be agent of Sithrak power on earth.
VillagerPcRelation: Helpful; Is somewhat fearful/nervous due to the WitchHammer's reputation for violence.
CommonTask: grimly drinking self into a stupor
CommonTask: shopping for dry goods
CommonTask: keeping grim watch over his field



NPC 7:
Trayton

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Has no teeth
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: unloading a massive shipment of goods from an overloaded cart
CommonTask: hawking their wares in the main street
CommonTask: rubbernecking at a cart with a broken wheel



NPC 8:
Cassi

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Very Sleepy. Will take any chance to nap or rest
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: watching the birds and clouds
CommonTask: walking to their job
CommonTask: hawking their fish at market



NPC 9:
Maidstone

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 20: Shadow of the Baboon Barrow

Power Level: 123



Village Name: Olziniellas
Tavern Name: The Prancing Badger
Population: 367

Traits:
VillageResource: Shrine and medium sized ministry to X God
VillageOddity: Grudge against neighboring Village
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Library
VillageLocation: Orchard field
VillageLocation: Townhall
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Cool artesian spring and pool
VillageLocation: Sheep paddock
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Creek bed, dry
VillageLocation: Ancient, large, and lightning-blasted oak



Creature1:
Terrifying Babgaunt
Power Level: 123
Entropy, Fear, Entropy, Mind
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 77
Health: 90
Init: 7
DefenseMod: 5
AttackMod: 8

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Baboon
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Unkillable: This creature refuses to die, and must be hacked apart. To put it down will require many grievous wounds. +70 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Entropic Fist: This attack is applied by Fist.
Ability: High Intelligence: These creatures are very intelligent. They use their abilities effectively, are wary of standard counters, and will usually see through obvious traps.
Ability: Grows from corpses: Gains additional Health and Poise by consuming corpses. Estimate that each corpse consumed in the last week adds 1 Health and 2 Poise. The creature grows slightly larger as well.
Attack: Fear Scream: Has a banshee like scream that causes save vs flee in terror.
Attack: Petrifying Touch: This attack is applied by Touch.
Defense: Mind Cloud: Can cause brief visual hallucinations at up to long range. For instance, could make someone think they were selecting one potion instead of another. Or, if firing a ranged weapon into a melee, could make them target the wrong opponent. Usable once per round out to long range. Hard Mind save to resist or notice the effect.
Defense: Partial Invisibility (except features): The creature is invisible, with the exception of its eyes and mouth. Can move and attack while in this state.
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Solitary
Spore: Livestock in the region becomes sick and covered with sores.
Spore: Leaves a trail of bloody footprints on the ground. Does not need to have stepped in blood, this is just a mystical reaction between its monstrous essence and the ground. The footprints are not always present; they tend to appear around times when the creature is agitated or exerting itself.
SporePoop: Large Blood Red coffee bean shaped pellets
Smell: Rotting meat
VictimChoice: Taste for Children
VictimWound: Likes eating the eyes of its victims


Intro Scenes

Arrive at afflicted Village
Day -- Orchard field
The adventures arrive at a village that has been attacked by an Terrifying Babgaunt (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
Day -- Townhall
The WitchHammers run into Gotanda and Swaggart. Gotanda is shopping for dry goods. 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.


Potential Middle Scenes

Foul house smells
Day -- Orchard field
A WitchHammer notices a foul smell coming from the house of the traitor Gotanda. 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 Altar found in woods
Day -- Ancient, large, and lightning-blasted oak
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.


Grave Robbery PlotNode
Night -- Cool artesian spring and pool
The creature shows up at the village graveyard in order to dig up corpses. The creature will dig up, and then use/consume approximately a dozen corpses if not interrupted. The process takes ~20 minutes and is fairly loud as coffins need to be broken open. If not interrupted, the creature will grow more powerful and then depart. If interrupted, it will evaluate the threat and then either kill the intruder, or flee if it seems in any real danger. The darkness of night, plus the fact that the creature is half-buried in the dirt, will make identification somewhat difficult. Still, sneaking up on and observing the creature could easily yield several RothClues.


Separate Sheep from Flock
Night -- Forest glade of beautiful flowers
The traitor Gotanda 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.


Baby Creature Invasion PlotNode
Day -- Townhall
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.


Poison by Traitor
Day -- Sheep paddock
The traitor Gotanda will try to poison the WitchHammers using Agonizing Poison added to their Apple Juice. 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.


Poison and knives by Traitor
Day -- Sheep paddock
The traitor Gotanda will try to poison the WitchHammers using Embalming Poison added to their Beef Stew. 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.


Call the Cunning HexBeast
Day -- Library
The Traitor Gotanda dramatically calls the HexBeast Terrifying Babgaunt 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. Gotanda will act and fight for the HexBeast, not realizing their eventual fate.


Potential Finale Scenes

Call the Cunning HexBeast
Day -- Library
The Traitor Gotanda dramatically calls the HexBeast Terrifying Babgaunt 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. Gotanda will act and fight for the HexBeast, not realizing their eventual fate.





NPC 1:
Saes

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Cat Burglar
VillagerQuirk: Has an elaborately coiffed and curled mustache that is their pride and joy.
VillagerPcRelation: Helpful; is just generally a people pleaser.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well



NPC 2:
Fiedel

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Grossly overweight
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: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: sitting outside and reading a book



NPC 3:
Settles

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Bar Maid
VillagerQuirk: Has overly large ears
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: drawing water from the town well
CommonTask: serving drinks and chatting with customers
CommonTask: polishing beer glasses and getting ready for the evening rush



NPC 4:
Tomika

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Has no teeth
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: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well



NPC 5:
Guay

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: shopping for dry goods
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel



NPC 6:
Swaggart

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Apothecary
VillagerQuirk: Cross Eyed
VillagerPcRelation: Unhelpful; used to be a WitchHammer until the trauma and terror became too much for him.
CommonTask: shopping for dry goods
CommonTask: hawking their wares in the main street
CommonTask: gathering herbs in nature



NPC 7:
Seacole

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Crab hunter
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor



NPC 8:
Denney

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: Has a small and evil looking black cat that follows them around. The cat hisses and gives the evil eye at strangers.
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: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 9:
Gotanda

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Monument Carver
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: supervising a team which is dragging a large marbe block into town
CommonTask: working on a monument to the Emperor
CommonTask: shopping for dry goods