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.
Module:
The Deadly BloodCangrejo Quiet!!!
The Gathering of Terrifying Goat
The Mystery of the Cangrejo
Hunters of Rot
Adventure 1: The Deadly Blood
Power Level: 26Village Name: Oykel
Tavern Name: The Running Pony
Population: 373
Traits:
VillageResource: Next to an old forest with valuable lumber
VillageOddity: Site of an important battle
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Busy cross roads near town
VillageLocation: Small limestone cave
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Loner's wattle-daub hut
VillageLocation: Hot Springs, relaxing
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Tavern
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Library
VillageLocation: Sheep paddock
VillageLocation: Ruins of an old library full of mouldering books
Creature1:
Nariscene Baublelin
Power Level: 26
Mystic, Mind, Entropy, Mystic
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 55
Health: 5
Init: 9
DefenseMod: 14
AttackMod: 6
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: Normal Health: This creature has no health advantages, outside of those provided by its shape and aspect.
Reflex: Monstrous reflexes: This creature's movements are unnaturally precise and fast. It a fair fight, it would eventually bring down any un-aided human within a pass or two. +9 init, +8 atk/def
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Soul Drinking Blade: This cursed and fearsome blade drains the souls from those it wounds. Even a scratch from this weapon can be fatal.
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: Gaudy: Cannot resist shiny and pretty things, and specifically Well crafted utensils, and will rarely pass up any opportunity to collect them. To not immediately try to grab all such fripperies, must make a hard Will save. Can make one such save per round. And while it prefers Well crafted utensils, it also has a fierce desire for any kind of finely styled goods.
Appearance: Crown of Steel
NumAppearing: Packs of 3
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.
Spore: Fowl Murder: The dead bodies of ducks and geese are found in the morning. The animals heads are missing.
SporePoop: Tiny Oily cubes
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Preferentially eats the hands and feet of its victims
Intro Scenes
Arrive at afflicted VillageDay -- Library
The adventures arrive at a village that has been attacked by an Nariscene 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 Monstropologist
Day -- Forest glade of beautiful flowers
The WitchHammers run into Lassard who has seen and wishes to study the HexBeast. Lassard is rubbernecking at a cart with a broken wheel. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their research, and maybe even to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...
Potential Middle Scenes
Baby Creature Invasion PlotNodeDay -- 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.
Scary Tales from Traitor
Day -- Ruins of an old library full of mouldering books
The traitor Lassard 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.
Bad food
Night -- Tavern
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 by Traitor
Night -- Busy cross roads near town
The traitor Lassard 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 Lassard has seen it first hand. Will try to avoid going with the WitchHammers, since Lassard wants to use the time to complete their own plans with the creature.
Find a large pile of meat-treats
Day -- Dramatic, 100ft waterfall
The traitor Lassard 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 Estaban 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.
Scary Tales from Villager
Day -- Sheep paddock
Lade 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
Call the Vicious HexBeast
Day -- Sheep paddock
The Traitor Lassard dramatically calls the HexBeast Nariscene 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 Lassard bloodily at the start of the fight. Lassard 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 HexBeastDay -- Sheep paddock
The Traitor Lassard dramatically calls the HexBeast Nariscene 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 Lassard bloodily at the start of the fight. Lassard 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:
Millerna
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Butler
VillagerQuirk: Has a rather enormous neck goiter
VillagerPcRelation: Unhelpful; he finds WitchHammers to be arrogant bastards, and will do what he can to bring them down a notch without overly risking himself.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: light heartedly drinking at the tavern
NPC 2:
Torrelli
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Very Sleepy. Will take any chance to nap or rest
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: coming into town with a dead Coyote slung over back
CommonTask: drawing water from the town well
CommonTask: coming into town with a dead Hog slung over back
NPC 3:
Brownfield
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Boatman
VillagerQuirk: Heavily tattooed
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: rowing a group of villagers across a river
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods
NPC 4:
Estaban
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Country Doctor
VillagerQuirk: Silver nose; they lost their nose to the pox
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: shopping for dry goods
CommonTask: sitting outside and reading a book
CommonTask: drawing water from the town well
NPC 5:
Annelise
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Rebel
VillagerQuirk: Devout believer in Mercatoria. Extremely intolerant of people who contradict that faith.
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor
NPC 6:
Lade
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Cartographer
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: sitting outside and reading a book
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
NPC 7:
Carns
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Very helpful; was raised on tales of the WitchHammer's and their adventures.
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: making detailed measurements of people's crainiums
CommonTask: watching the birds and clouds
NPC 8:
Thule
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Fisherman
VillagerQuirk: Terrible body odor and cleanliness due to never bathing (fear of water; nearly drowned as a child)
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: grimly drinking self into a stupor
CommonTask: hawking their fish at market
CommonTask: drawing water from the town well
NPC 9:
Lassard
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Hermit
VillagerQuirk: Has no teeth
VillagerPcRelation: Secret Witch Sympathsizer. Will be as unhelpful/misleading as they think they can get away with, with occasional forays into trying to get the WitchHammers actively killed.
CommonTask: sitting outside and reading a book
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
Adventure 2: Cangrejo Quiet!!!
Power Level: 33Village Name: Portree
Tavern Name: The Lonely Badger
Population: 315
Traits:
VillageResource: Has a large dam and several important mills
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Lonely crossroads
VillageLocation: Church
VillageLocation: Large, multi-family farm house
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Tavern
VillageLocation: Graveyard
VillageLocation: Wheat field, uncut
VillageLocation: Creek bed, dry
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Library
VillageLocation: Creek bed flowing with water
Creature1:
Zhaibarian Craberg
Power Level: 33
Ice, Mirror, Mind, Mutant
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 20
Health: 10
Init: -2
DefenseMod: 7
AttackMod: -1
DamageMod: 3
Traits:
Aspect: Ice: Made out of animated ice and frost-bitten flesh. Bonus to resist ice. Freezes anything in close contact with it. Immune to most poisons.
Frame: Crab
Size: Small Sized: -2 attack, +2 def, -5 HealthMax
Health: Solid: This creature is tougher than it looks, and more resistant to harm than a natural beast. +5 Health.
Reflex: Slow Reflexes: This creature has the reflexes of a librarian. Init -2, Attack/Def -1
Strength: 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: Mirror Twin: Can reach into a mirror, pond, or other reflective surface and pull out a twin of itself. The mirror twin has the same stats as the original, but will "pop" after taking a single wound. Can summon 2 mirror twins per day. Mirror twins fade at sunrise.
Ability: Soundless world aura: There is no sound when within short range of the creature. Eerie. +3 creature attack as this throws off the normal cues a person would use to defend. Also interferes with attempts to coordinate while fighting the creature. (optional, up to GM) As a meta-game effect, players who's PCs who are inside the aura can't talk with other players. They can gesticulate wildly, write notes, but not communicate about battle.
Attack: Crab Claws: The creature has oversized crab-pincers instead of the normal hands/paws. Does massive health dmg on hit.
Attack: Snake Legs: The rear third of the creature is that of a giant snake. Adds an extra action slot for the tail to grasp and crush.
Weakness: Obsessive Gamer: Cannot resist games of skill, and will happily play them against a worthy opponent in lieu of combat. At least for a while. Can be bargined with to a certain extent, e.g. if the human wins they will walk away unharmed, but if they lose they will be eaten. Will pursue these games even if it is tactically disadvantageous. The creature enjoys the challenge, and enjoys proving itself superior. Can on occasion become enraged and hungry if it loses the game or feels it is cheated.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Lair Soil: Needs to build lair and return to it once every 12 hours. Building a lair takes 12 hours. For every 4 hours over, takes -1 Malus and 1 health damage.
Appearance: Wears knotted strings of human bone wrapped around its body: +1 Armor
Appearance: Eyes are surrounded by a lambent Red flame
NumAppearing: Packs of 2
Spore: Likes to nest in attics and basements
Spore: Mirrors warp where ever it goes. They will vibrate and bend until they crack and eventually shatter. This happens all over the region, at least to a slight degree. The closer the creature is, the more pronounced the effect.
SporePoop: Tiny Ghostly puddles
VictimChoice: Taste for Children
VictimWound: Likes to let prey rot for a few days before consuming
Intro Scenes
Arrive at afflicted VillageDay -- Library
The adventures arrive at a village that has been attacked by an Zhaibarian Craberg (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.
Meet the Kind Monster Tamer
Day -- Lonely crossroads
The WitchHammers run into Panova who is trying to tame the monster. Panova is polishing beer glasses and getting ready for the evening rush. Panova is kind hearted but badly misguided, and cares for the beast like one might for a favorite pet. They are worried that the WitchHammers will kill or drive away the creature, which has been coming to them regularly for (non-human) food. They think they can tame the beast and make it safe and useful to be around. Despite their delusions, not willing to kill or hurt people to defend the beast.
Meet the Monster Lover
Day -- Lonely crossroads
The WitchHammers run into Abzug who has seen and fallen in love with a HexBeast. Abzug is shopping for dry goods. They are likely anxious/nervous as they recognize the WitchHammers pose a threat to their crush and to themselves. They will try to act normal, find out info about the players, and then get away to plot further action...
Potential Middle Scenes
Corpse Invasion PlotNodeNight -- 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.
Goose Chase by Traitor
Night -- Creek bed flowing with water
The traitor Panova 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 Panova has seen it first hand. Will try to avoid going with the WitchHammers, since Panova wants to use the time to complete their own plans with the creature.
Scary Tales from Traitor
Day -- Lonely crossroads
The traitor Abzug 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.
Find a large pile of meat-treats
Day -- Lonely crossroads
The traitor Panova 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 Bramley 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.
Bad Traitor no traiting
Day -- Church
A child will try to tell the WitchHammers info about the Traitor Panova. E.g. that they've seen them in the woods with scary things, or smelled weird things from their house, found gnawed bones in their backyard, or seen odd lights from their home at night. Will not be 100% believable, since it is just a kid.
Poison by Traitor
Day -- Large, multi-family farm house
The traitor Abzug will try to poison the WitchHammers using Flesh Liquefying Poison added to their Apple Juice. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will excuse themselves and them flee into the woods once the poison has been delivered.
Foul house smells
Day -- Large, multi-family farm house
A WitchHammer notices a foul smell coming from the house of the traitor Abzug. This is because the house contains several dead bodies hidden in the walls/basement, of those that the traitor has killed in order to stop them from interfering with the HexBeast. If pressed, the traitor will try to pass it off as their new soup recipe.
Poison and knives by Traitor
Day -- Church
The traitor Abzug will try to poison the WitchHammers using Paralyzing Poison added to their Mushroom Soup. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.
Boozing by traitor
Night -- Creek bed, dry
The traitor Panova 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.
Open Hearted Traitor
Night -- Church
The traitor Abzug will try seduce one of the WitchHammers and separate them from the group. They will then try to convince the WitchHammer to love the creature like they do. If this fails, will get upset and call the Hexbeast to murder the WitchHammer. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive.
Defend the Precious the HexBeast
Day -- Graveyard
The HexBeast has been found and the PCs prepare for battle. The traitor Panova steps up to defend their project/pet/love. They are killed by it and then the fight begins.
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.
Tainted Love PlotNode
Day -- Graveyard
Aparo and Aparo 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 -- Church
Aparo and Aparo 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.
Call the Cunning HexBeast
Day -- Lonely crossroads
The Traitor Abzug dramatically calls the HexBeast Zhaibarian Craberg to fight the WitchHammers, and declares their attachment to it. The creature will answer the call. It has some affection for its caller, and will not kill them until after everyone else is dead or fled. Abzug will act and fight for the HexBeast, not realizing their eventual fate.
Potential Finale Scenes
Defend the Precious the HexBeastDay -- Graveyard
The HexBeast has been found and the PCs prepare for battle. The traitor Panova steps up to defend their project/pet/love. They are killed by it and then the fight begins.
Call the Cunning HexBeast
Day -- Lonely crossroads
The Traitor Abzug dramatically calls the HexBeast Zhaibarian Craberg to fight the WitchHammers, and declares their attachment to it. The creature will answer the call. It has some affection for its caller, and will not kill them until after everyone else is dead or fled. Abzug will act and fight for the HexBeast, not realizing their eventual fate.
NPC 1:
Aparo
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Body has numerous red and inflamed boils
VillagerPcRelation: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: dragging an insensible drunk in to a cell to sleep it off
NPC 2:
Goodwind
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Has many fierce facial piercings
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: watching the birds and clouds
CommonTask: organazing a party of men to act as a guard
CommonTask: shopping for dry goods
NPC 3:
Shadowsong
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Has an extra-ordinary beard. Long and flowing and lush
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: fasting on top of a rock
CommonTask: walking to their job
CommonTask: quietly meditating in nature
NPC 4:
Bereilles
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Blacksmith
VillagerQuirk: Very Sleepy. Will take any chance to nap or rest
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: walking to their job
NPC 5:
Torrey
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Butler
VillagerQuirk: Completely and Brutally Honest
VillagerPcRelation: Deceitfully helpful. Will give assistance, but will try to sell it at a high price or otherwise profit from situation. Taxes, fees, family members that need medicine, sell their guide services when not needed, etc.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
NPC 6:
Houck
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
VillagerPcRelation: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods
NPC 7:
Bruenor
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Rarely bathes, and it shows
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: dissecting a corpse
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
NPC 8:
Bramley
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Flatulent
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: organazing a party of men to act as a guard
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
NPC 9:
Panova
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Inn Keep
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: shopping for dry goods
CommonTask: polishing beer glasses and getting ready for the evening rush
CommonTask: light heartedly drinking at the tavern
NPC 10:
Abzug
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Traveling Merchant
VillagerQuirk: One arm is oddly larger than the other (used to be professional arm wrestler)
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
Adventure 3: The Gathering of Terrifying Goat
Power Level: 25Village Name: Purchena
Tavern Name: The Laughing Pony
Population: 261
Traits:
VillageResource: Grape Vines
VillageOddity: Grudge against neighboring Village
VillageProsperity: Rich
VillageSize: Small
VillageLocation: Graveyard
VillageLocation: Windmill
VillageLocation: Small limestone cave
VillageLocation: Creek bed, dry
VillageLocation: Horse barn
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Creek bed flowing with water
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Large, multi-family farm house
Creature1:
Zhaibarian Withergoat
Power Level: 25
Entropy, Fear, Fear, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 48
Health: 40
Init: 3
DefenseMod: 2
AttackMod: 2
Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Goat
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: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Strong: This creature is stronger than most men. Its grip is painful. +2 dmg.
Attack: Fear Breath: This attack is applied by Breath.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Sun Death: Takes damage while in sunlight.
Appearance: Limned with a glow of black power
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Packs of 4
Spore: Most birds flee the region the creature is in.
Spore: Cloud-free. Clouds are never seen where this creature is.
SporePoop: Enormous Grayish spherical pellets
Smell: Cinnamon
VictimChoice: Taste for Children
VictimWound: Only eats its victim's femurs.
Intro Scenes
Arrive at afflicted VillageDay -- Graveyard
The adventures arrive at a village that has been attacked by an Zhaibarian Withergoat (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 Nouba has been stealing from the tax revenues that he should be sending back to the Capitol. What is more, he has been stealing a completely unreasonable amount. The mayor fears the WitchHammers as agents of Imperial power, and will do his best to make sure they never leave the town alive. The mayor will be polite but greasy in his interactions with the WitchHammers. The mayor has an absurd stash of gold coins hidden in his Base of Town Statue.
Meet the Nerrrrrd
Day -- Creek bed, dry
The WitchHammers run into the traitor Bailong, who is hurrying through the streets being made fun of by some local laborers. Bailong is an angry nerd, bitter from years of social and romantic embarrassments, and wishes to use the HexBeast as an instrument of revenge on their community. They have seen the HexBeast kill, from a distance, and are now working in secret to help the HexBeast destroy the village. They are unhappy to see the WitchHammers, as the WitchHammers might foil their vengeance. However they are a physical and social coward, so their means of working against the WitchHammers are somewhat limited. They will be nervous (even more than usual) if talking to the WitchHammers and not particularly good about hiding their anger at the laborers and other townsfolk.
Potential Middle Scenes
Quiet... too quietDay -- Cliff face with a 30 ft drop into mining pit
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.
Mayoral Spy
Day -- Graveyard
The mayor has set a henchman, Nouba, to spy on the PCs. This henchman will follow them around and keep tabs on them as unobtrusively as possible. The henchman is not particularly loyal and is only moderately skilled; they will spill what they know if they are caught.
Graft becomes obvious
Day -- Horse barn
The WitchHammers notice the poverty and ruin of the town. Starving women and kids, rundown streets and buildings, beggars and depression. Will seem odd given the richness of the surrounding lands and the lavish tastes of the elites. When asked, citizens will complain of the Mayor and his cronies and their ruinous taxes.
Poison by Traitor
Day -- Graveyard
The traitor Bailong will try to poison the WitchHammers using Agonizing Poison added to their Eggs and Onino. 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.
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.
Tainted Love PlotNode
Night -- Horse barn
Francais and Francais 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.
Separate Sheep from Flock
Night -- Ruins of mansion that villagers say is haunted
The traitor Bailong 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.
Mayoral Bushwhacking
Day -- Creek bed, dry
The mayor has hired a group of thugs to try and remove the WitchHammers. They will attack from ambush and show no mercy, though as they are common mercs their moral is not good.
Bribe Attempt by Mayor
Day -- Ruins of mansion that villagers say is haunted
The mayor Nouba 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.
Goose Chase by Traitor
Day -- Creek bed, dry
The traitor Bailong 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 Bailong has seen it first hand. Will try to avoid going with the WitchHammers, since Bailong wants to use the time to complete their own plans with the creature.
Defend the Precious the HexBeast
Day -- Ruins of mansion that villagers say is haunted
The HexBeast has been found and the PCs prepare for battle. The traitor Bailong steps up to defend their project/pet/love. They are killed by it and then the fight begins.
False accusation by villager
Day -- Ruins of mansion that villagers say is haunted
The villager Nouba accuses Colander of being in league with the HexBeast. They should be beaten, confined, or killed!
Monster taunts the WitchHammers with human venality
Day -- Graveyard
The next time the WitchHammers face the creature, it will taunt them that they are not even supported by their own people. Will bring up evidence of the mayor's peculation and the effect it has had on the town. Mention that its victims have all been weak, scrawny, and ill-fed.
Baby Creature Invasion PlotNode
Day -- Ruins of mansion that villagers say is haunted
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.
Official Vigilantism
Night -- Graveyard
The mayor has hired a group of thugs to try and kill/drive off the WitchHammers. They will try to set fire to the WitchHammer's residence, shoot them with crossbows, and then flee into the night. They are not committed to killing all of the WitchHammers, just want to wound/kill some of them and send a message to get out of town.
Silence the Troublemakers
Night -- Horse barn
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
Defend the Precious the HexBeastDay -- Ruins of mansion that villagers say is haunted
The HexBeast has been found and the PCs prepare for battle. The traitor Bailong steps up to defend their project/pet/love. They are killed by it and then the fight begins.
Silence the Troublemakers
Night -- Horse barn
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:
Woode
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Mouth is very puckered. Reminds you a bit of a cat's ass.
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
NPC 2:
Caliban
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rebel
VillagerQuirk: Has many fierce facial piercings
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: watching the birds and clouds
CommonTask: talking with a towns-person they hope to recruit
CommonTask: rubbernecking at a cart with a broken wheel
NPC 3:
Bergstein
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Hermit
VillagerQuirk: Terrible breathe (and even worse teeth; blackened, uneven, missing)
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: fasting on top of a rock
CommonTask: shopping for dry goods
CommonTask: sitting outside and reading a book
NPC 4:
Holeman
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Village Idiot
VillagerQuirk: Somewhat senile
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
NPC 5:
Nave
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Fisherman
VillagerQuirk: Grossly underweight
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: hawking their fish at market
NPC 6:
Colander
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Traveling Merchant
VillagerQuirk: Has a hook hand
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: walking to their job
CommonTask: haggeling furiously with a customer
CommonTask: hawking their wares in the main street
NPC 7:
Waffen
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
VillagerPcRelation: Neutral/cold; both parents died recently from illness and kind of checked out on life.
CommonTask: watching the birds and clouds
CommonTask: passed out drunk in street
CommonTask: shopping for dry goods
NPC 8:
Francais
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Inn Keep
VillagerQuirk: Mute (tongue cut out by bandits?)
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: walking to their job
CommonTask: counting copper coins and going over profits and loss
CommonTask: shopping for dry goods
NPC 9:
Bailong
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: dissecting a corpse
CommonTask: tending a sick child
CommonTask: rubbernecking at a cart with a broken wheel
NPC 10:
Nouba
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Village Headman
VillagerQuirk: Has no teeth
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: watching the birds and clouds
CommonTask: shaking down a worker for small change
CommonTask: organazing a party of men to act as a guard
Adventure 4: The Mystery of the Cangrejo
Power Level: 62Village Name: Gallur
Tavern Name: The Drunken Dolphin
Population: 484
Traits:
VillageResource: Alpaca Town. A centerpiece of the Alpaca trade in the area.
VillageOddity: Site of an important battle
VillageProsperity: Rich
VillageSize: Medium
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Cool artesian spring and pool
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Tavern
VillageLocation: Loner's wattle-daub hut
VillageLocation: Busy cross roads near town
VillageLocation: Hot Springs, relaxing
VillageLocation: Windmill
VillageLocation: Crumbling 3 story tower
VillageLocation: Orchard field
VillageLocation: Pond with ducks, and/or angry geese
Creature1:
Hateful Idiran Necrocrab
Power Level: 62
Entropy, Brutal, Mind, Brutal
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 35
Health: 55
Init: -5
DefenseMod: 3
AttackMod: 6
Traits:
Aspect: Bone: Made out of bone, scraps of sinew, and magic. Immune to almost all poisons, bonus vs fire and ice. Has night vision. Half damage from piercing weapons.
Frame: Crab
Size: Large Sized: +2 attack, -1 def, +10 HealthMax
Health: Steel: This creature does not die easily, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +35 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Terrifying strength: This creature has a strength completely out of proportion to its physical form. It can bend plate metal like putty, or throw a church bell across town. +5 atk, +12 dmg.
Attack: Siren Call: Draws the target to the monster in a trance like state, unless target resists.
Defense: Unyielding: This creatures takes no Malus for health damage. It is deadly until the moment it is dead.
Weakness: Iron Boots: The creature wears heavy iron boots on its feet. These boots limit its mobility and make it easier to track. It also makes the creature unable to swim by normal means.
Weakness: Sun Death: Takes damage while in sunlight.
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: Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.
Spore: There is a region wide increase in vermin. In particular, Gray Moths can be found in much greater numbers.
SporePoop: Tar Black slugs that contains small chunks of Mithril
VictimChoice: Taste for bitter, angry old men
VictimWound: Takes a large hank of the victim's hair. Does not usually kill, but drains their life force over time and at a distance using the link of the hair.
Intro Scenes
Arrive at afflicted VillageDay -- Tavern
The adventures arrive at a village that has been attacked by an Hateful Idiran Necrocrab (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.
Meet the Rebel Monster Lover
Day -- Windmill
The WitchHammers run into Dynas. Dynas is rubbernecking at a cart with a broken wheel. The traitor hates the Empire with an insane passion, and wishes to use the HexBeast as an instrument of revenge on its citizens. They have seen the HexBeast kill, from a distance, and are now working in secret to help the HexBeast destroy the village. They are only too pleased to see the WitchHammers, as killing them would be an even more direct way to strike at the Empire.
Meet the Monster Cultists
Day -- Dramatic, 100ft waterfall
The WitchHammers run into Debora and Aurthor. Debora is walking to their job. They are insane and atavistic cultists who wish to use the HexBeast as an instrument of their violent desires. They have been setting up altars in the woods and sacrificing animals, which may or may not have summoned the HexBeast to the village. They stick together and maintain a sufficient facade of normality. They will both have a coldness and quietly intense dislike of the WitchHammers and will do what they can to get them killed.
Potential Middle Scenes
Poison by TraitorDay -- Cool artesian spring and pool
The traitor Dynas will try to poison the WitchHammers using Soporific Poison added to their Ham. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will excuse themselves and them flee into the woods once the poison has been delivered.
Foul house smells
Day -- Tavern
A WitchHammer notices a foul smell coming from the house of the traitor Dynas. 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.
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.
Boozing by traitor
Night -- Ancient, large, and lightning-blasted oak
The traitor Dynas 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.
Blood Altar found in woods
Day -- Boggy, muddy swamp. You could lose a horse in there.
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.
Poison and knives by Traitor
Day -- Tavern
The traitor Debora 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.
Copy cat killing
Day -- Loner's wattle-daub hut
The traitor Debora kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).
Goose Chase by Traitor
Day -- Windmill
The traitor Dynas 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 Dynas has seen it first hand. Will try to avoid going with the WitchHammers, since Dynas wants to use the time to complete their own plans with the creature.
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.
Tainted Love PlotNode
Day -- Ancient, large, and lightning-blasted oak
Aurthor and Aurthor 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.
Villager beats off monster (false)
Night -- Tavern
The villager Govern 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.
Separate Sheep from Flock
Night -- Windmill
The traitor Dynas will try to get one of the WitchHammers alone so that they can be killed. Will claim that they have an important secret that the WitchHammer needs to see, or a business proposal that they want to talk about in secret. Will bring the WitchHammer to the HexBeasts hunting grounds, where the beast will appear and attack. The traitor will want to watch and appreciate and not interfere with the attack. This is an interstital attack; the creature will flee if things look hairy. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive in response to calls for help.
Bad Traitor no traiting
Day -- Tavern
A child will try to tell the WitchHammers info about the Traitor Debora. 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.
Curse your sudden and inevitable support for the HexBeast
Day -- Ancient, large, and lightning-blasted oak
The Traitor Dynas waits for the WitchHammers to fight the Hateful Idiran Necrocrab. 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.
Tainted Love Traitor PlotNode
Day -- Boggy, muddy swamp. You could lose a horse in there.
Dennen and Dennen 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.
Goose Chase
Day -- Boggy, muddy swamp. You could lose a horse in there.
The villager Govern 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 Govern has never seen it firsthand. Will try to avoid going with the WitchHammers, since Govern does not want to be killed by the creature.
Players find dead villager
Day -- Hot Springs, relaxing
Players find the body of Elrohir, killed by Hateful Idiran Necrocrab in its characteristic fashion.
Villager reports spore.
Day -- Busy cross roads near town
Govern comes to the players and reports that they have found Spore from the creature. Spore is:
There is a region wide increase in vermin. In particular, Gray Moths can be found in much greater numbers.
Villager reports false Spore.
Day -- Boggy, muddy swamp. You could lose a horse in there.
Dennen 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:
Mirrors shatter where it goes
Grave Robbery PlotNode
Night -- Pond with ducks, and/or angry geese
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.
Blood Sign from the Traitor
Night -- Tavern
The traitor Aurthor 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.
False accusation by villager
Day -- Hot Springs, relaxing
The villager Debora accuses Audigier of being in league with the HexBeast. They should be beaten, confined, or killed!
Eldritch sticks found in woods
Day -- Windmill
The villager Fortran 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.
Scary Tales from Villager
Day -- Cool artesian spring and pool
Elrohir 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
False report by tattle-tale child
Day -- Tavern
A child reports that they have seen Audigier out in the woods at night doing strange things. The child is making this up, because they are an asshole.
Villager is severely wounded by beast
Day -- Cool artesian spring and pool
Govern limps into the village, having been severely wounded by Hateful Idiran Necrocrab. 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.
Quiet... too quiet
Day -- Busy cross roads near town
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.
Bad food
Day -- Orchard field
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.
Wounded villager is used to bait a trap by the beast
Night -- Ancient, large, and lightning-blasted oak
Elrohir 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.
Honeypot Traitor
Night -- Tavern
The traitor Debora will try seduce one of the WitchHammers and separate them from the group. They will then call the Hexbeast to murder the WitchHammer. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive.
Call the Vicious HexBeast
Day -- Hot Springs, relaxing
The Traitor Debora dramatically calls the HexBeast Hateful Idiran Necrocrab 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 Debora bloodily at the start of the fight. Debora 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
Curse your sudden and inevitable support for the HexBeastDay -- Ancient, large, and lightning-blasted oak
The Traitor Dynas waits for the WitchHammers to fight the Hateful Idiran Necrocrab. 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.
Call the Vicious HexBeast
Day -- Hot Springs, relaxing
The Traitor Debora dramatically calls the HexBeast Hateful Idiran Necrocrab 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 Debora bloodily at the start of the fight. Debora 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:
Fortran
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rat Catcher
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
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: walking towards the back entrance of the tavern with a string of 2 dozen rats around their neck
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
NPC 2:
Audigier
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Herder
VillagerQuirk: Mute (tongue cut out by bandits?)
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: rubbernecking at a cart with a broken wheel
CommonTask: driving a flock of animals near the outskirts of town
CommonTask: light heartedly drinking at the tavern
NPC 3:
Govern
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: Moderately helpful. They are greasily obsequious and will try to curry the WitchHammers favor in hopes of reward/protection/good word to the Empire.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: sitting outside and reading a book
CommonTask: walking to their job
NPC 4:
Castenada
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Fortune Teller
VillagerQuirk: Has an impressively manicured goatee
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
NPC 5:
Aurthor
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Butler
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job
CommonTask: watching the birds and clouds
NPC 6:
Meka
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Very helpful; they want to be a Witchahmmer themselves on day.
CommonTask: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: dragging an insensible drunk in to a cell to sleep it off
NPC 7:
Dennen
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Has an impressively manicured goatee
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: shopping for dry goods
CommonTask: watching the birds and clouds
CommonTask: sitting outside and reading a book
NPC 8:
Elrohir
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
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: watching the birds and clouds
CommonTask: drawing water from the town well
NPC 9:
Debora
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Midwife
VillagerQuirk: Has an elaborately coiffed and curled mustache that is their pride and joy.
VillagerPcRelation: Secret Witch Sympathsizer. Will be as unhelpful/misleading as they think they can get away with, with occasional forays into trying to get the WitchHammers actively killed.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
NPC 10:
Dynas
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Midwife
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods
Adventure 5: Hunters of Rot
Power Level: 51Village Name: Tresviso
Tavern Name: The Frowning Mountain
Population: 303
Traits:
VillageResource: Carvan stop; is at the conjunction of 6 well trafficked roads
VillageOddity: Site of an important battle
VillageProsperity: Moderate
VillageSize: Medium
VillageLocation: Cool artesian spring and pool
VillageLocation: Creek bed flowing with water
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Townhall
VillageLocation: Lonely crossroads
VillageLocation: Church
VillageLocation: Tavern
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Hot Springs, relaxing
Creature1:
Treacy
Power Level: 51
Entropy, Mutant, Entropy, Elusive
Main Action Deck
Printable Main Action Deck
Stats:
Poise: 30
Health: 30
Init: -5
DefenseMod: -2
AttackMod: 2
Traits:
Frame: Man
WitchMotivation: Misguided Heretic: The Witch belonged to one of the various heresies that claim that the Rift has special powers, a connection to a God, things the Empire does not want you to see, etc. They sneaked into the Rift Lands on this basis and were transformed by a Spirit. While they now have objective evidence that their beliefs were false, they still operate on them, and desire to spread revelation of the glory of the Rift. Will kill people, but will also try to capture and transform them.
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Size: Medium Sized
Health: Tough: This creature does not die easily, and will fiercely hold on to life. To put it down will require multiple grievous wounds. +15 Health.
Reflex: Terrible Reflexes: This creature is somewhat slow and fumbling. Init -5, Attack/Def -2
Strength: Monstrous strength: This creature has a strength completely out of proportion to its physical form. It can crush hands and skulls with its grip, or knock through walls with its body. +3 atk, +8 dmg.
Ability: Squeezable: Can squeeze itself into incredibly tight areas. Anything large then 2 inch by 2 inch is open to the creature, though it does move more slowly when squeezing
Attack: Shadow Spirit: The creature's shadow can dis-engage from it, and then move and attack on its own. The shadow has the same stats as the original, but has .2X of its Health and a -5 Malus. Both the Creature and its Shadow can exist independently of each other, and if one is killed the other can re-generate its partner with 24 hours.
Attack: Mind Wipe: A hard mind save that is conveyed by touch. Failed saves disables all of the person's memories over a 3 round period. If the person survives, they will start to regain their lost memories (or at least most of them) will after a 72 hour period.
Defense: Chameleon: Nearly perfectly blends with surroundings when both are still. Is much easier to see when moving.
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.
VictimChoice: Drawn to Adepts: Drawn to Adepts
VictimWound: Likes to make a nest/bed out of its victims. Naps there for a while after a kill.
Intro Scenes
Arrive at afflicted VillageDay -- Townhall
The adventures arrive at a village that has been attacked by an Treacy (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 -- Dramatic, 100ft waterfall
The WitchHammers run into the traitor Robau, who is badly drunk and stumbling and smelly and being jeered by villagers. Robau 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 Nerrrrrd
Day -- Church
The WitchHammers run into the traitor Colgate, who is hurrying through the streets being made fun of by some local laborers. Colgate is an angry nerd, bitter from years of social and romantic embarrassments, and wishes to use the HexBeast as an instrument of revenge on their community. They have seen the HexBeast kill, from a distance, and are now working in secret to help the HexBeast destroy the village. They are unhappy to see the WitchHammers, as the WitchHammers might foil their vengeance. However they are a physical and social coward, so their means of working against the WitchHammers are somewhat limited. They will be nervous (even more than usual) if talking to the WitchHammers and not particularly good about hiding their anger at the laborers and other townsfolk.
Potential Middle Scenes
Scary Tales from TraitorDay -- Hot Springs, relaxing
The traitor Colgate tries to scare off the WitchHammers by telling them the HexBeast is very, very, very dangerous. Will claim that the other villagers have downplayed the number of murders, and/or that a previous team of WitchHammers has already been killed by the creature. Will try to get WitchHammers to leave early and move on to the next adventure.
Poison by Traitor
Day -- Pond with ducks, and/or angry geese
The traitor Colgate will try to poison the WitchHammers using Choking Poison added to their Ham. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will excuse themselves and them flee into the woods once the poison has been delivered.
Separate Sheep from Flock
Night -- Tavern
The traitor Colgate 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 Cunning HexBeast
Night -- Townhall
The Traitor Colgate dramatically calls the HexBeast Treacy to fight the WitchHammers, and declares their attachment to it. The creature will answer the call. It has some affection for its caller, and will not kill them until after everyone else is dead or fled. Colgate will act and fight for the HexBeast, not realizing their eventual fate.
Baby Creature Invasion PlotNode
Day -- Townhall
A trio of baby versions of the creature invades the town, killing and maiming in a mad spree. Without the WitchHammer's aid; approximately 80% of the townspeople will die before the creatures become bored and go looking for fresh prey.
Goose Chase by Traitor
Day -- Forest glade with a fairy ring of mushrooms
The traitor Robau 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 Robau has seen it first hand. Will try to avoid going with the WitchHammers, since Robau wants to use the time to complete their own plans with the creature.
Copy cat killing
Day -- Cool artesian spring and pool
The traitor Robau 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).
False report by tattle-tale child
Day -- Hot Springs, relaxing
A child reports that they have seen Dunken 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 -- Dramatic, 100ft waterfall
The villager Hoar comes to the player and reports seeing Treacy 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.
Eldritch sticks found in woods
Day -- Church
The villager Dunken 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.
Tainted Love Traitor PlotNode
Day -- Hot Springs, relaxing
Dunken and Dunken 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.
Boozing by traitor
Night -- Creek bed flowing with water
The traitor Robau 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)
Night -- Townhall
The villager Gwenyth (falsely) reports that their hovel was destroyed by the monster. Will try to get compensation from the WitchHammers for failing to stop the creature.
Defend the Precious the HexBeast
Day -- Dramatic, 100ft waterfall
The HexBeast has been found and the PCs prepare for battle. The traitor Robau steps up to defend their project/pet/love. They are killed by it and then the fight begins.
Potential Finale Scenes
Call the Cunning HexBeastNight -- Townhall
The Traitor Colgate dramatically calls the HexBeast Treacy to fight the WitchHammers, and declares their attachment to it. The creature will answer the call. It has some affection for its caller, and will not kill them until after everyone else is dead or fled. Colgate will act and fight for the HexBeast, not realizing their eventual fate.
Defend the Precious the HexBeast
Day -- Dramatic, 100ft waterfall
The HexBeast has been found and the PCs prepare for battle. The traitor Robau steps up to defend their project/pet/love. They are killed by it and then the fight begins.
NPC 1:
Dunken
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Imperial Courier
VillagerQuirk: Has many fierce facial piercings
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: watching the birds and clouds
CommonTask: walking to their job
NPC 2:
Explaination
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Country Doctor
VillagerQuirk: Has peg leg
VillagerPcRelation: Very helpful; WitchHammers helped save their family back when they were a kid.
CommonTask: watching the birds and clouds
CommonTask: walking to their job
CommonTask: shopping for dry goods
NPC 3:
Hoar
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Has a rather enormous neck goiter
VillagerPcRelation: Neutral/cold; has a policy against getting involved in other people's dangerous affairs.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
NPC 4:
Gwenyth
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: Has an extra-ordinary beard. Long and flowing and lush
VillagerPcRelation: Moderately helpful. They are greasily obsequious and will try to curry the WitchHammers favor in hopes of reward/protection/good word to the Empire.
CommonTask: grimly drinking self into a stupor
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
NPC 5:
Kelm
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Imperial Lieutenant
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Venal. Will help, but must always be pushed/bribed.
CommonTask: watching the birds and clouds
CommonTask: walking to their job
CommonTask: writing plans for patrol routes, supplies, garrisons
NPC 6:
Messinger
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Miner
VillagerQuirk: Has peg leg
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: washing tailings into a river
CommonTask: grimly drinking self into a stupor
NPC 7:
Silvan
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Plague Doctor
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Unhelpful; they are just generally sadistic and are happy to see WitchHammers or others get hurt.
CommonTask: shopping for dry goods
CommonTask: dissecting a corpse
CommonTask: tending a sick child
NPC 8:
Nasu
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Chimney Sweep
VillagerQuirk: Has an elaborately coiffed and curled mustache that is their pride and joy.
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: walking to their job
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
NPC 9:
Robau
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~35 years old
VillagerGender: Male
VillagerJob: Herder
VillagerQuirk: Mute (due to mental trauma caused by time traveling kid)
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: drawing water from the town well
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job
NPC 10:
Colgate
Stats:
Poise: 15
Health: 10
DefenseMod: 0
AttackMod: 0
Init: 0
Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Cartographer
VillagerQuirk: Has naturally fire-red hair.
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well