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

Module:

Wurm Worm!!!
The Rime Dilemma
The Gathering of Gem Goblin
Crawfish Flame City
Wicht Goblin Hall
The Deadly Deodand
WitchHammer Adventures

Adventure 1: Wurm Worm!!!

Power Level: 7



Village Name: Candasnos
Tavern Name: The Running Pony
Population: 250

Traits:
VillageResource: Shrine and medium sized ministry to X God
VillageOddity: Site of an important battle
VillageProsperity: Moderate
VillageSize: Small
VillageLocation: Creek bed flowing with water
VillageLocation: Lonely crossroads
VillageLocation: Large, multi-family farm house
VillageLocation: Windmill
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Creek bed, dry
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Cool artesian spring and pool
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Dramatic, 100ft waterfall



Creature1:
Thessal Worm
Power Level: 7
Sleep, Music, Entropy, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 15
Health: 10
Init: -5
DefenseMod: 0
AttackMod: -2

Traits:
Aspect: Flesh
Frame: Worm
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: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
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: 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: Battle Rage: Goes into an increasing rage as it inflicts wounds on enemies. Each time it does 2 or more wounds, gains +1 Attack, +1 Init, and -1 Will Defense and -1 Agility Defense.
Weakness: Sun Death: Takes damage while in sunlight.
Weakness: Dumb: IQ 70
Appearance: Oily Skin: Always be secreting. Its skin is oily and very difficult to grab hold of.
NumAppearing: Packs of 2
Spore: Cracks start appearing in objects in the same region as the creature. The more related or associated or "touched" by the creature, the more and deeper the cracks. This includes mirrors, tables, walls, floors, ceilings, stone, farm equipment, plates, etc. It also includes skin, nails, teeth, etc. Only in the worst cases does this actually have a mechanical effect, it is more annoying than anything.
SporePoop: Tiny Tan patties that slowly eats its way into the ground
Smell: Flowers
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Preferentially eats the feet of its victims


Intro Scenes

Arrive at afflicted Village
Day -- Cool artesian spring and pool
The adventures arrive at a village that has been attacked by an Thessal Worm (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 -- Ruins of mansion that villagers say is haunted
The mayor Brogden 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 Kind Monster Tamer
Day -- Ruins of village that was abandoned for unknown reasons.
The WitchHammers run into Lunn who is trying to tame the monster. Lunn is rubbernecking at a cart with a broken wheel. Lunn 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

Mayoral Bushwhacking
Day -- Creek bed flowing with water
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.


Bribe Attempt by Mayor
Day -- Ruins of mansion that villagers say is haunted
The mayor Brogden 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.


Corpse Invasion PlotNode
Day -- Ruins of mansion that villagers say is haunted
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.


Bad food
Day -- Ruins of village that was abandoned for unknown reasons.
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.


Monster taunts the WitchHammers with human venality
Night -- Cool artesian spring and pool
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.


I ain't saying he's a gold digger
Night -- Ruins of village that was abandoned for unknown reasons.
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 -- Windmill
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.


Scary Tales from Villager
Day -- Ruins of village that was abandoned for unknown reasons.
Pardy comes to the WitchHammer with tales of terror and telling them the HexBeast is very, very, very murderously dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. No real reason to tell the tales (they might even be true_, just like scaring people and feeling important


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


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


Find a large pile of meat-treats
Day -- Ruins of village that was abandoned for unknown reasons.
The traitor Lunn 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 Gayson 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.


Tainted Love PlotNode
Day -- Windmill
Lunn and Lunn 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.


Scary Tales from Traitor
Night -- Creek bed flowing with water
The traitor Lunn 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.


Tainted Love Traitor PlotNode
Night -- Cool artesian spring and pool
Mith and Mith 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 -- Creek bed, dry
The HexBeast has been found and the PCs prepare for battle. The traitor Lunn steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Potential Finale Scenes

Silence the Troublemakers
Day -- Windmill
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.


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





NPC 1:
Glenwood

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Rat Catcher
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
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: drawing water from the town well



NPC 2:
Mith

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: Carries the blessing of Sithrak. The God's power will watch over them and curse those who try to injure them.
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: dissecting a corpse
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Gayson

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Mostly Neutral; they have been dealt with WitchHammers before, and it ended up costing them large amounts of time/money/goods.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: grimly drinking self into a stupor
CommonTask: shopping for dry goods



NPC 4:
Elmsford

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Fortune Teller
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 5:
Gens

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Village Headman
VillagerQuirk: Has overly large ears
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 6:
Jobim

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Imperial Courier
VillagerQuirk: Likes to talk at length about their profession.
VillagerPcRelation: Fawning; is a fanboy of WitchHammers. Will do anything they ask and probably get killed doing it.
CommonTask: shopping for dry goods
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern



NPC 7:
Pardy

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: House Servant
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: light heartedly drinking at the tavern



NPC 8:
Holic

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Stutters
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: hawking their wares in the main street
CommonTask: hawking goods from store front



NPC 9:
Lunn

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Mute (tongue cut out by bandits?)
VillagerPcRelation: Helpful; is just generally a people pleaser.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 10:
Brogden

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Village Headman
VillagerQuirk: Waist length hair
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: organazing a party of men to act as a guard


Adventure 2: The Rime Dilemma

Power Level: -2



Village Name: Crieff
Tavern Name: The Lonely Dolphin
Population: 402

Traits:
VillageResource: Frontier Fort
VillageOddity: Has famous Llama festival
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Creek bed flowing with water
VillageLocation: Cool artesian spring and pool
VillageLocation: Creek bed, dry
VillageLocation: Tavern
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Sheep paddock
VillageLocation: Crumbling 3 story tower
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Busy cross roads near town
VillageLocation: Small limestone cave



Creature1:
Karpashian Rime Bull
Power Level: -2
Ice, Mind, Entropy, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 15
Init: 5
DefenseMod: 4
AttackMod: -1

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: Bull
Size: Medium Sized
Health: Delicate: This creature is oddly delicate, and a few solid blows will kill it. -5 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Weak: This creature is surprisingly weak for its size and appearance. Farmers should still be afraid of it. -2 atk, -4 dmg.
Attack: Mind Splinter: By deep-gazing or wounding, can infect target with a portion of its mind/desires. Tends to progress if monster is not killed.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
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: 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: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Solitary
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
SporePoop: Small Olive spherical pellets with streaks of blood and bile
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: Likes to let prey rot for a few days before consuming


Intro Scenes

Arrive at afflicted Village
Day -- Busy cross roads near town
The adventures arrive at a village that has been attacked by an Karpashian Rime Bull (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 -- Busy cross roads near town
The WitchHammers run into Hitlers who has seen and wishes to study the HexBeast. Hitlers 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 -- Busy cross roads near town
The WitchHammers run into Inouye and Alayne. Inouye 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 -- Tavern
The traitor Hitlers 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 -- Sheep paddock
The traitor Hitlers 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 flowing with water
The traitor Hitlers 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 Hitlers has seen it first hand. Will try to avoid going with the WitchHammers, since Hitlers wants to use the time to complete their own plans with the creature.


False report by tattle-tale child
Night -- Tavern
A child reports that they have seen Hitlers 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 with a fairy ring of mushrooms
The HexBeast has been found and the PCs prepare for battle. The traitor Hitlers steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Bad Traitor no traiting
Day -- Sheep paddock
A child will try to tell the WitchHammers info about the Traitor Inouye. 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
Alayne and Alayne 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 -- 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.


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


Corpse Invasion PlotNode
Day -- 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.


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


Players see monster in distance, then it retreats
Night -- Boggy, muddy swamp. You could lose a horse in there.
A player feels unease, as though something is watching thm. Something is! The Karpashian Rime Bull 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 -- Tavern
The traitor Alayne 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 -- Busy cross roads near town
Mensk and Mensk 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 -- Cool artesian spring and pool
A WitchHammer notices a foul smell coming from the house of the traitor Inouye. 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 -- Small limestone cave
The traitor Inouye 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 -- Cool artesian spring and pool
The traitor Inouye 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 -- Creek bed flowing with water
Chevreuse 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 -- Busy cross roads near town
Players find the body of Rehman, killed by Karpashian Rime Bull in its characteristic fashion.


Villager beats off monster (false)
Day -- Tavern
The villager Dipper 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 -- Creek bed, dry
Dipper 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 -- Small limestone cave
The traitor Inouye 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 -- Crumbling 3 story tower
The villager Pyper (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 -- Busy cross roads near town
Rehman limps into the village, having been severely wounded by Karpashian Rime Bull. 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 with a fairy ring of mushrooms
Dipper comes to the players and reports that they have found Spore from the creature. Spore is:
Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.


False accusation by villager
Day -- Cool artesian spring and pool
The villager Chevreuse accuses Muad of being in league with the HexBeast. They should be beaten, confined, or killed!


Villager reports false Spore.
Day -- Small limestone cave
Pyper 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 -- Small limestone cave
The villager Shikigami 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 -- Creek bed, dry
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 with a fairy ring of mushrooms
The traitor Inouye 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 -- Cool artesian spring and pool
The HexBeast has been found and the PCs prepare for battle. The traitor Inouye 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 with a fairy ring of mushrooms
The HexBeast has been found and the PCs prepare for battle. The traitor Hitlers steps up to defend their project/pet/love. They are killed by it and then the fight begins.


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





NPC 1:
Chevreuse

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Is accompanied by a large and lovable golden-retriever like mutt
VillagerPcRelation: Neutral/cold; both parents died recently from illness and kind of checked out on life.
CommonTask: walking to their job
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 2:
Dipper

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Crab hunter
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: walking to their job
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Shikigami

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Imperial Lieutenant
VillagerQuirk: Heavily tattooed
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 4:
Mensk

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Herder
VillagerQuirk: Somewhat senile
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: watching the birds and clouds
CommonTask: resting peacefully in nature
CommonTask: walking to their job



NPC 5:
Pyper

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Farmer
VillagerQuirk: Has many fierce facial piercings
VillagerPcRelation: Suspicious and unhelpful unless verified. Has been burned before.
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor
CommonTask: cutting a field with a scythe



NPC 6:
Alayne

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Inn Keep
VillagerQuirk: Carries the blessing of Sithrak. The God's power will watch over them and curse those who try to injure them.
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern



NPC 7:
Muad

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Teamster
VillagerQuirk: Speaks in mono-syllables
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 8:
Rehman

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Grave Digger
VillagerQuirk: Silver nose; they lost their nose to an angry lover
VillagerPcRelation: Very helpful; WitchHammers helped save their family back when they were a kid.
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 9:
Inouye

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:
Hitlers

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 3: The Gathering of Gem Goblin

Power Level: 6



Village Name: Peterhead
Tavern Name: The Lonely Mountain
Population: 413

Traits:
VillageResource: Carvan stop; is at the conjunction of 6 well trafficked roads
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Small
VillageLocation: Thick woods outside town
VillageLocation: Library
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Orchard field
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Sheep paddock
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Hot Springs, relaxing
VillageLocation: Creek bed, dry
VillageLocation: Small limestone cave
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Forest glade with a fairy ring of mushrooms



Creature1:
Wretched Eastern Baublelin
Power Level: 6
Mystic, Mind, Mind, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 15
Init: 0
DefenseMod: 6
AttackMod: 0

Traits:
Aspect: Gems: Made out of an assemblage of animated gems and wire. Bonus to resist fire. Immune to most poisons.
Frame: Goblin
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Human Reflexes: This creature has the reflexes of an average, active human being.
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: Renfielder: The creature can claim the mind of a human being. The process takes 1-3 days, and leaves the unfortunate soul a willing and obedient (if somewhat scatterbrained and insane) tool of the creature. The creature can communicate telepathically with its Renfield, even over a distance of miles, and the Renfield will obey without hesitation. A creature will never have more than 3 Renfields at a time, as it appears to take an investment of power to maintain the connection. Renfields have poor combat stats, and are most useful for mis-directions, distractions, and other oblique tactics.
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: 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: Spheresome: For esoteric magical reasons, the form of the Sphere is baneful to this creature. The creature is deathly afraid of spheres, and can be warded off, terrified, and "burned" by them. Note the sphere does not have to be perfect, but a lop-sided oval simply will not be effective. The Creature takes a -1 to -10 Malus based on the visual impressiveness of the sphere and how close it is to the beast.
Appearance: The creature's skin is covered in glowing Umber runes.
NumAppearing: Packs of 2
Spore: Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.
SporePoop: Enormous Whitish patties
VictimChoice: Prefers to attack sleeping targets
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Orchard field
The adventures arrive at a village that has been attacked by an Wretched Eastern Baublelin (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 -- Cliff face with a 30 ft drop into mining pit
The WitchHammers run into the traitor Mulready, who is badly drunk and stumbling and smelly and being jeered by villagers. Mulready 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 -- Creek bed, dry
The WitchHammers run into Kururugi who has seen and wishes to study the HexBeast. Kururugi 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

Villager is severely wounded by beast
Day -- Ruins of village that was abandoned for unknown reasons.
Meza limps into the village, having been severely wounded by Wretched Eastern Baublelin. 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.


Players see monster in distance, then it retreats
Night -- Ruins of village that was abandoned for unknown reasons.
A player feels unease, as though something is watching thm. Something is! The Wretched Eastern Baublelin 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.


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


Players find dead villager
Day -- Ruins of village that was abandoned for unknown reasons.
Players find the body of Emiliana, killed by Wretched Eastern Baublelin in its characteristic fashion.


Copy cat killing
Day -- Thick woods outside town
The traitor Mulready 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 Traitor
Day -- Ruins of an old library full of mouldering books
The traitor Mulready 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 -- Hot Springs, relaxing
The traitor Kururugi 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 Kururugi has seen it first hand. Will try to avoid going with the WitchHammers, since Kururugi wants to use the time to complete their own plans with the creature.


Find a large pile of meat-treats
Day -- Hot Springs, relaxing
The traitor Kururugi 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 Emiliana 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
Day -- Hot Springs, acid and flesh melting
The villager Fortson 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 Fortson has never seen it firsthand. Will try to avoid going with the WitchHammers, since Fortson does not want to be killed by the creature.


Poison by Traitor
Night -- Orchard field
The traitor Kururugi will try to poison the WitchHammers using Embalming Poison added to their Fresh Wheat Bread. 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
Night -- Ruins of an old library full of mouldering books
The Traitor Kururugi dramatically calls the HexBeast Wretched Eastern Baublelin 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 Kururugi bloodily at the start of the fight. Kururugi will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Villager reports a false sighting of the creature
Day -- Hot Springs, relaxing
The villager Betson comes to the player and reports seeing Wretched Eastern Baublelin 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.


Bad food
Day -- Hot Springs, relaxing
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.


Villager reports spore.
Day -- Ruins of an old library full of mouldering books
Emiliana comes to the players and reports that they have found Spore from the creature. Spore is:
Storm clouds blow through but do not bring rain. The clouds have odd colors hiding in them, greens and purples.


Villager reports false Spore.
Day -- Hot Springs, relaxing
Emiliana 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.


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.


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


Quiet... too quiet
Day -- Hot Springs, relaxing
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.


Separate Sheep from Flock
Night -- Orchard field
The traitor Mulready 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
Night -- Orchard field
The Traitor Mulready dramatically calls the HexBeast Wretched Eastern Baublelin 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 Mulready bloodily at the start of the fight. Mulready 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
Night -- Ruins of an old library full of mouldering books
The Traitor Kururugi dramatically calls the HexBeast Wretched Eastern Baublelin 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 Kururugi bloodily at the start of the fight. Kururugi 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
Night -- Orchard field
The Traitor Mulready dramatically calls the HexBeast Wretched Eastern Baublelin 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 Mulready bloodily at the start of the fight. Mulready 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:
Meza

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Card Sharp
VillagerQuirk: Has odd, bulging eyes.
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: walking to their job
CommonTask: passed out drunk in street



NPC 2:
Emiliana

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Body has numerous red and inflamed boils
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: dissecting a corpse
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Potemkin

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Miner
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Humble and good hearted. Will do xir best to assist WitchHammers in any matter that is reasonably good/noble.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods



NPC 4:
Sorceror

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Herder
VillagerQuirk: Lots of large and various facial warts
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job
CommonTask: watching the birds and clouds



NPC 5:
Auber

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: Is missing two thirds of teeth
VillagerPcRelation: Cheerful and Generous. A fortunate person who has a positive outlook on life.
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: sitting outside and reading a book



NPC 6:
Renae

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Slave Driver
VillagerQuirk: Grossly underweight
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern



NPC 7:
Betson

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Inn Keep
VillagerQuirk: Wears very little for the weather. If a guy, goes shirtless.
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: polishing beer glasses and getting ready for the evening rush
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well



NPC 8:
Fortson

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Bar Maid
VillagerQuirk: Has a small and evil looking black cat that follows them around. The cat hisses and gives the evil eye at strangers.
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: walking to their job
CommonTask: serving drinks and chatting with customers
CommonTask: light heartedly drinking at the tavern



NPC 9:
Kururugi

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
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: sitting outside and reading a book



NPC 10:
Mulready

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Crab hunter
VillagerQuirk: Rarely bathes, and it shows
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods
CommonTask: walking to their job


Adventure 4: Crawfish Flame City

Power Level: 0



Village Name: Dalkeith
Tavern Name: The Drunken Pegasus
Population: 411

Traits:
VillageResource: Next to an old forest with valuable lumber
VillageOddity: Has famous Hog festival
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Crumbling 3 story tower
VillageLocation: Cool artesian spring and pool
VillageLocation: Windmill
VillageLocation: Lonely crossroads
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Busy cross roads near town
VillageLocation: Tavern
VillageLocation: Small limestone cave
VillageLocation: Hot Springs, relaxing
VillageLocation: Forest glade with a fairy ring of mushrooms



Creature1:
Karpashian Sun Crawfish
Power Level: 0
Fire, Mind, Entropy, Entropy
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 47
Health: 5
Init: 7
DefenseMod: 14
AttackMod: -1

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: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
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: Mind Splinter: By deep-gazing or wounding, can infect target with a portion of its mind/desires. Tends to progress if monster is not killed.
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: 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: 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: Never actually touches the ground. Floats a centimeter above the ground at all times.
NumAppearing: Packs of 3
Spore: Livestock in the region becomes sick and covered with sores.
Spore: There is a region wide increase in vermin. In particular, Worms can be found in much greater numbers.
SporePoop: Ghostly spherical pellets with undigested bits of skin and cartilage
Smell: Yeast
VictimChoice: Taste for sickly people
VictimWound: Removes the teeth from its victim before killing them. Keeps stolen teeth in its mouth where they merge with the monster; can display its hundreds of teeth later.


Intro Scenes

Arrive at afflicted Village
Day -- Cool artesian spring and pool
The adventures arrive at a village that has been attacked by an Karpashian Sun 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 Angry Drunk
Day -- Crumbling 3 story tower
The WitchHammers run into the traitor Jennison, who is badly drunk and stumbling and smelly and being jeered by villagers. Jennison 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 Monster Cultists
Day -- Forest glade with a fairy ring of mushrooms
The WitchHammers run into Kinnard and Ayre. Kinnard is casually observing the actions of the main NPC.. 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

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


Scary Tales from Traitor
Day -- Cliff face with a 30 ft drop into mining pit
The traitor Jennison 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.


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.


Copy cat killing
Night -- Windmill
The traitor Jennison 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 -- Cliff face with a 30 ft drop into mining pit
The Traitor Jennison dramatically calls the HexBeast Karpashian Sun Crawfish 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 Jennison bloodily at the start of the fight. Jennison will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


Corpse Invasion PlotNode
Day -- 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.


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.


Tainted Love PlotNode
Day -- Busy cross roads near town
Hamiltons and Hamiltons 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.


Tainted Love Traitor PlotNode
Day -- Hot Springs, acid and flesh melting
Suter and Suter 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.


Poison by Traitor
Day -- Cool artesian spring and pool
The traitor Kinnard 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.


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


Blood Sign from the Traitor
Night -- Tavern
The traitor Ayre 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.


Bad Traitor no traiting
Day -- Cool artesian spring and pool
A child will try to tell the WitchHammers info about the Traitor Kinnard. 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 and knives by Traitor
Day -- Tavern
The traitor Kinnard will try to poison the WitchHammers using Soporific 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.


Bad food
Day -- Forest glade with a fairy ring of mushrooms
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.


Goose Chase
Day -- Busy cross roads near town
The villager Omnis 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 Omnis has never seen it firsthand. Will try to avoid going with the WitchHammers, since Omnis does not want to be killed by the creature.


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


Villager reports a false sighting of the creature
Day -- Hot Springs, acid and flesh melting
The villager Lesher comes to the player and reports seeing Karpashian Sun Crawfish in the distance, on a hill or at the edge of the forest. The beast glared frightfully and then fades back into the woods/hills. It gave a fearsome hunting cry before disappearing.


Villager reports false Spore.
Day -- Hot Springs, relaxing
Riliane 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:
Fires rage more hotly and tend to burn out of control. Random fires start occasionally.


Grave Robbery PlotNode
Night -- Hot Springs, relaxing
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 -- Hot Springs, relaxing
The traitor Kinnard 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.


Curse your sudden and inevitable support for the HexBeast
Day -- Busy cross roads near town
The Traitor Kinnard waits for the WitchHammers to fight the Karpashian Sun Crawfish. 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

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


Curse your sudden and inevitable support for the HexBeast
Day -- Busy cross roads near town
The Traitor Kinnard waits for the WitchHammers to fight the Karpashian Sun Crawfish. 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:
Ayre

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Waist length hair
VillagerPcRelation: Helpful; is just generally a people pleaser.
CommonTask: making detailed measurements of people's crainiums
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.



NPC 2:
Andreone

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Fortune Teller
VillagerQuirk: Speaks very slowly and carefully (e.g. Obama)
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: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern



NPC 3:
Omnis

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: House Servant
VillagerQuirk: Drunkard, will be at least lightly soused in most interactions
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: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 4:
Hamiltons

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Lucky. Improbably survives situations that would leave 99 percent of people dead.
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: sitting outside and reading a book
CommonTask: shopping for dry goods



NPC 5:
Lesher

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Speaks in mono-syllables
VillagerPcRelation: Fawning; is a fanboy of WitchHammers. Will do anything they ask and probably get killed doing it.
CommonTask: walking to their job
CommonTask: shopping for dry goods
CommonTask: passed out drunk in street



NPC 6:
Piari

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Has a terribly unfashionable Green Vest
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: light heartedly drinking at the tavern



NPC 7:
Riliane

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Cut-purse
VillagerQuirk: Very soft voice
VillagerPcRelation: Very helpful; has crush on one of the WitchHammers.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 8:
Suter

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Village Headman
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: organazing a party of men to act as a guard
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 9:
Kinnard

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Imperial Spy
VillagerQuirk: Has many fierce facial piercings
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: casually observing the actions of the main NPC.
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 10:
Jennison

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Card Sharp
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; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: watching the birds and clouds
CommonTask: passed out drunk in street
CommonTask: drawing water from the town well


Adventure 5: Wicht Goblin Hall

Power Level: 2



Village Name: Berroy
Tavern Name: The Prancing Stag
Population: 392

Traits:
VillageResource: Carvan stop; is at the conjunction of 6 well trafficked roads
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Moderate
VillageSize: Large
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Lonely crossroads
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Wheat field, uncut
VillageLocation: Tavern
VillageLocation: Busy cross roads near town
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Hot Springs, relaxing
VillageLocation: Thick woods outside town
VillageLocation: Large, multi-family farm house



Creature1:
Miserable Southern Goblin
Power Level: 2
Sleep, Music, Mind, Sleep
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 25
Health: 5
Init: 0
DefenseMod: 2
AttackMod: -2

Traits:
Aspect: Flesh
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: 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: Dream Marathon: Can exhaust and sap a character while they sleep. To begin, requires viewing and focusing on the character for ~1 minute, or a bit of their hair/nails/blood. Will then assail them in nightmares. After each night, takes a progressive -5 Malus from exhaustion. Character dies of exhaustion after the 3rd night of such attacks.
Defense: Spell Immunity 1: Half damage from spells, +5 to saving throw and immediate saving throw.
Weakness: Dumb: IQ 70
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: Skin is burnt and charred and blackened
NumAppearing: Solitary
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: Tan cubes with undigested bits of skin and cartilage
VictimChoice: Taste for bitter, angry old men
VictimWound: Collects bright and shiny objects from its attacks. Doesn't care about their value, just how sparkly they are.


Intro Scenes

Arrive at afflicted Village
Day -- Wheat field, uncut
The adventures arrive at a village that has been attacked by an Miserable Southern Goblin (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 -- Dramatic, 100ft waterfall
The WitchHammers run into Kaai and Illiana. Kaai 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 -- Wheat field, uncut
A WitchHammer notices a foul smell coming from the house of the traitor Kaai. 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 -- Thick woods outside town
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.


Bad Traitor no traiting
Night -- Pond with ducks, and/or angry geese
A child will try to tell the WitchHammers info about the Traitor Kaai. 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 PlotNode
Night -- Large, multi-family farm house
Beowolf and Beowolf 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.


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


Villager reports a false sighting of the creature
Day -- Large, multi-family farm house
The villager Tennet comes to the player and reports seeing Miserable Southern Goblin 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 by Traitor
Day -- Ancient, large, and lightning-blasted oak
The traitor Kaai 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 Kaai has seen it first hand. Will try to avoid going with the WitchHammers, since Kaai wants to use the time to complete their own plans with the creature.


Poison and knives by Traitor
Day -- Tavern
The traitor Kaai 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.


Copy cat killing
Day -- Busy cross roads near town
The traitor Kaai 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 -- Dramatic, 100ft waterfall
The HexBeast has been found and the PCs prepare for battle. The traitor Kaai 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 -- Dramatic, 100ft waterfall
The HexBeast has been found and the PCs prepare for battle. The traitor Kaai steps up to defend their project/pet/love. They are killed by it and then the fight begins.





NPC 1:
Hiaasen

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Teamster
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well



NPC 2:
Sejong

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Grave Robber
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: sneaking through the night with dimmed lantern and shovel
CommonTask: watching the birds and clouds
CommonTask: looking at passers by with wariness and hostility



NPC 3:
Copernicus

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Fisherman
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: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor



NPC 4:
Vallee

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: If unable to recall word, stops conversation and will not give up until can finally remember it
VillagerPcRelation: Miserly. Will be very difficult to get to do anything that costs them money or puts their life in danger.
CommonTask: sitting outside and reading a book
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 5:
Tennet

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Country Doctor
VillagerQuirk: Says everything in what could be a sarcastic voice. Can't tell 100 percent; just kind of on the edge there.
VillagerPcRelation: Suspicious and unhelpful unless verified. Has been burned before.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 6:
Illiana

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 7:
Beowolf

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Grave Digger
VillagerQuirk: Wears a Umber sash, very vain about it
VillagerPcRelation: Surly. Wants nothing to do with strangers. Will do bare minimum.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor



NPC 8:
Uccello

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Cartographer
VillagerQuirk: Only has one eye, other is a poorly made glass imitation eye
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: walking to their job



NPC 9:
Kaai

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


Adventure 6: The Deadly Deodand

Power Level: 78



Village Name: Ayerbe
Tavern Name: The Running Goat
Population: 472

Traits:
VillageResource: Rich soil that grows vast crops of Potatoes
VillageOddity: Site of an important battle
VillageProsperity: Rich
VillageSize: Large
VillageLocation: Windmill
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Loner's wattle-daub hut
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Hot Springs, relaxing
VillageLocation: Church
VillageLocation: Graveyard
VillageLocation: Sheep paddock



Creature1:
Appearence
Power Level: 78
Sleep, Music, Mind, Sleep
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 90
Health: 40
Init: 15
DefenseMod: 12
AttackMod: 17

Traits:
Frame: Man
WitchMotivation: Revenge on Empire: The Witch feels that they have been wronged by the Empire. Specifically, the Empire killed their Husband. While the Witch has changed greatly from its former existence, the Witch does still remember a feeling of being injured and oppressed. For that reason it will try to destroy people and cities.
Aspect: Flesh
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: 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: Gigantic strength: This creature has a strength completely out of proportion to its physical form. It can crush skulls and metal armor in grip, or knock through walls with its body. +4 atk, +10 dmg.
Ability: Keen Nose: Extremely good sense of smell. Can easily track most prey, and is usually warned of approaching creatures.
Attack: Dream Lilt: Continually sings a soft, haunting melody that lulls people into a deep sleep. If in short range, must make an easy will save at end of each round or fall asleep.
Attack: Mind Fog: The creature exudes a thick mist that clouds the mind. So long as you are in the mist and breathing it/have significant skin contact with it, must make an easy Will Save at start of round or forget what you are doing for the round. If the creature is moving quickly, the mist will not be able to gather and pool enough to have an effect. If the creature stays in an area for 3 rounds, the mist will build up and extend to Short range around the creature. Staying in an area of 5 minutes or longer will extend the mist to Medium range, while a full day is required for Long range. The mist impairs sight and will cause a -1 to -5 penalty for ranged attacks/senses depending on how far through the mist you are peering.
Defense: Mind Cloud: Being near this creature interferes with the creation of short term memory. After ~1 minute, creatures within long range of it have to make a hard Will save or forget the events of previous minute.
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: Speaks a stream of nonsense phrases as it attacks. Doesn't seem to understand the words; seems to be parroted phrases that it has overheard.
Appearance: Wears a featureless white mask over its face.
Smell: Peaches
VictimChoice: Grave Hunter: Likes to dig bodies and carrion out of grave yards.
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Graveyard
The adventures arrive at a village that has been attacked by an Appearence (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 -- Church
The mayor Taecyeon 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.


Potential Middle Scenes

Eldritch sticks found in woods
Day -- Hot Springs, relaxing
The villager Philomena 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.


Corpse Invasion PlotNode
Night -- Church
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.


Grave Robbery PlotNode
Night -- Sheep paddock
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.


Tainted Love PlotNode
Day -- Loner's wattle-daub hut
Flickman and Flickman 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.


Monster taunts the WitchHammers with human venality
Day -- Sheep paddock
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 -- Windmill
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.


Graft becomes obvious
Day -- Sheep paddock
The WitchHammers notice the poverty and ruin of the town. Starving women and kids, rundown streets and buildings, beggars and depression. Will seem odd given the richness of the surrounding lands and the lavish tastes of the elites. When asked, citizens will complain of the Mayor and his cronies and their ruinous taxes.


Bribe Attempt by Mayor
Day -- Church
The mayor Taecyeon 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 -- Graveyard
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 -- Graveyard
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:
Philomena

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Chimney Sweep
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Neutral to unhelpful/antagonistic; they have been unfortunate in life recently and caused their mood to sour (e.g. financial loss, enemy promoted, bad harvest).
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well



NPC 2:
Flickman

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: Eyes are two different colors. (It is genetics, not magic)
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: walking to their job
CommonTask: shopping for dry goods
CommonTask: sitting outside and reading a book



NPC 3:
Whitefeather

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Somewhat senile
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: watching the birds and clouds



NPC 4:
Redline

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Herder
VillagerQuirk: Has no teeth
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: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: grimly drinking self into a stupor



NPC 5:
Warsaw

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Falsely believes themself to be agent of Sithrak power on earth.
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: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern



NPC 6:
Darkflame

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Rebel
VillagerQuirk: Speaks about self in the third person
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel



NPC 7:
Dunkel

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Traveling Tinkerer
VillagerQuirk: Unlucky. Will die at first opportunity
VillagerPcRelation: Cheerful and Generous. A fortunate person who has a positive outlook on life.
CommonTask: hawking their wares in the main street
CommonTask: shopping for dry goods
CommonTask: helping a family grind an axe to get a fresh blade on it



NPC 8:
Leavey

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Wooden nose; they lost their nose to a Llama
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern



NPC 9:
Taecyeon

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