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

Module:

The Great Murder Adventure
In Remembrance of Villain Creep
The Treason Rancher Road
The Flight from the Knife Blood
Shadow of the Blood Blood
Treasure of the Swamp
WitchHammer Adventures

Adventure 1: The Great Murder Adventure

Power Level: 100



Village Name: Millena
Tavern Name: The Frowning Lamb
Population: 474

Traits:
VillageResource: Carvan stop; is at the conjunction of 6 well trafficked roads
VillageOddity: Bustling Trade Routes
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Townhall
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Tavern
VillageLocation: Wheat field, uncut
VillageLocation: Loner's wattle-daub hut
VillageLocation: Creek bed, dry
VillageLocation: Small limestone cave
VillageLocation: Busy cross roads near town



Creature1:
Nariscene Spideressicate
Power Level: 100
Entropy, Fear, Entropy, Vermin
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck

Stats:
Poise: 68
Health: 80
Init: 3
DefenseMod: 4
AttackMod: 8

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Spider
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
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: Siren Call: Draws the target to the monster in a trance like state, unless target resists.
Defense: Immunity to Ice: No damage from Ice
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Crown of Coral
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
SporePoop: spherical pellets
Smell: Sulfur
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Townhall
The adventures arrive at a village that has been attacked by an Nariscene Spideressicate (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.


Meet the Fan of Purity of Essence
Day -- Ancient, large, and lightning-blasted oak
The WitchHammers run into Stabbington who has seen the HexBeast kill and admires its sublime ferocity. Stabbington is organazing a party of men to act as a guard. Stabbington is somewhat insane and not particularly nervous; they will want to see the HexBeast kill the WitchHammers and others, and will try to help the beast along with its divine violence. They will try to find out what they can about the WitchHammers. They will also try to attach themselves to the WitchHammers with offers of help, assistance, guidance, etc. This way they can better betray them later. The encounter should also give some hint as to the fact that Stabbington is somewhat off in the head.


Potential Middle Scenes

Villager reports false Spore.
Night -- Creek bed, dry
Virginians 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:
Bats swarm thickly at night, harassing people, cattle, and windows with unusual fierceness.


False accusation by villager
Night -- Wheat field, uncut
The villager Vallerie accuses Blac of being in league with the HexBeast. They should be beaten, confined, or killed!


Copy cat killing
Day -- Forest glade with a fairy ring of mushrooms
The traitor Stabbington kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).


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


Players find dead villager
Day -- Ancient, large, and lightning-blasted oak
Players find the body of Vorman, killed by Nariscene Spideressicate in its characteristic fashion.


Bad food
Day -- 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.


Scary Tales from Villager
Day -- Loner's wattle-daub hut
Adolph 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 Halberton out in the woods at night doing strange things. The child is making this up, because they are an asshole.


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.


Villager is severely wounded by beast
Night -- Ancient, large, and lightning-blasted oak
Virginians limps into the village, having been severely wounded by Nariscene Spideressicate. 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.


Baby Creature Invasion PlotNode
Night -- 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.


Villager's property destroyed by monster (false)
Day -- Tavern
The villager Blac (falsely) reports that their house was destroyed by the monster. Will try to get compensation from the WitchHammers for failing to stop the creature.


Tainted Love PlotNode
Day -- Wheat field, uncut
Blac and Blac 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.


Eldritch sticks found in woods
Day -- Ruins of village that was abandoned for unknown reasons.
The villager Halberton reports to the WitchHammers that they have found strange signs and sigils in the woods. Will take the WitchHammers out there, but on inspection they will probably be able to tell that this was just random chance, pagan worshipers, an arts and crafts project, a fallen hut, etc. rather than actual deviltry.


Villager reports a false sighting of the creature
Day -- Wheat field, uncut
The villager Halberton comes to the player and reports seeing Nariscene Spideressicate 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 beats off monster (false)
Day -- Busy cross roads near town
The villager Halberton 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.


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


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


Lovers at dark
Night -- Wheat field, uncut
While out searching, the WitchHammers come across two figures hidden in the dark. If they watch and wait, they will see them whispering. Then some kissing and vigorous activity. Halberton and Halberton are having an affair.


Wounded villager is used to bait a trap by the beast
Night -- Creek bed, dry
Virginians 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.


Villager reports spore.
Day -- Forest glade with a fairy ring of mushrooms
Vorman comes to the players and reports that they have found Spore from the creature. Spore is:
Likes to nest in attics and basements


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


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


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


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


Quiet... too quiet
Day -- Ruins of village that was abandoned for unknown reasons.
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.


Quiet... too quiet
Day -- Small limestone cave
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 -- Small limestone cave
The traitor Stabbington will try to get one of the WitchHammers alone so that they can be killed. Will claim that they have an important secret that the WitchHammer needs to see, or a business proposal that they want to talk about in secret. Will bring the WitchHammer to the HexBeasts hunting grounds, where the beast will appear and attack. The traitor will want to watch and appreciate and not interfere with the attack. This is an interstital attack; the creature will flee if things look hairy. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive in response to calls for help.


Players 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 Nariscene Spideressicate 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.


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


Quiet... too quiet
Day -- Ancient, large, and lightning-blasted oak
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.


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


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


Quiet... too quiet
Day -- Ruins of village that was abandoned for unknown reasons.
Nothing happens, or at least nothing that the PCs do not cause. All the threats working against them are quiet, sleeping, napping, planning, etc.


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


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


Honeypot Traitor
Night -- Tavern
The traitor Stabbington 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.


Curse your sudden and inevitable support for the HexBeast
Night -- Small limestone cave
The Traitor Stabbington waits for the WitchHammers to fight the Nariscene Spideressicate. Once combat has started, will betray the characters and attack them from behind. The HexBeast has no particular affection for the traitor, and will kill them if convenient. The traitor is smart enough to realize this and will try to stay out of the HexBeasts way during the combat, fleeing if need be if things go south.


Potential Finale Scenes

Curse your sudden and inevitable support for the HexBeast
Night -- Small limestone cave
The Traitor Stabbington waits for the WitchHammers to fight the Nariscene Spideressicate. 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:
Vorman

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Has a wandering eye; stares randomly and independently of the main eye
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: hawking goods from store front
CommonTask: hawking their wares in the main street
CommonTask: walking to their job



NPC 2:
Camren

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Terrible body odor (not really cleanliness; just exudes smell)
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: light heartedly drinking at the tavern
CommonTask: drawing water from the town well
CommonTask: washing tailings into a river



NPC 3:
Vallerie

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Fisherman
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
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: hawking their fish at market
CommonTask: watching the birds and clouds



NPC 4:
Adolph

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: Broken leg, is on crutches (from falling tree, both the legs and the crutches)
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: dissecting a corpse
CommonTask: drawing water from the town well
CommonTask: sitting outside and reading a book



NPC 5:
Virginians

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Imperial Lieutenant
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: Very helpful; was raised on tales of the WitchHammer's and their adventures.
CommonTask: writing plans for patrol routes, supplies, garrisons
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drilling Soldiers



NPC 6:
Maldini

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Traveling Merchant
VillagerQuirk: Silver nose; they lost their nose to a Bear
VillagerPcRelation: Cowardly. Very scared by events, will do little and will often hide.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: walking to their job



NPC 7:
Halberton

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Miner
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Suspicious and unhelpful unless verified. Has been burned before.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: washing tailings into a river
CommonTask: shopping for dry goods



NPC 8:
Blac

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Rebel
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
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: talking with a towns-person they hope to recruit
CommonTask: intercepting people traveling on forest road, to either Robbin Hood them or just hood them.
CommonTask: selling stolen trade goods silks(?)



NPC 9:
Stabbington

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Hunchbacked
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: shaking down a worker for small change
CommonTask: organazing a party of men to act as a guard
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 2: In Remembrance of Villain Creep

Power Level: 100



Village Name: Campbelltown
Tavern Name: The Laughing Pegasus
Population: 446

Traits:
VillageResource: Next to an old forest with valuable lumber
VillageOddity: Site of an important battle
VillageProsperity: Rich
VillageSize: Large
VillageLocation: Horse barn
VillageLocation: Ancient, large, and lightning-blasted oak
VillageLocation: Lonely crossroads
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Busy cross roads near town
VillageLocation: Tavern
VillageLocation: Windmill
VillageLocation: Hot Springs, relaxing
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Townhall
VillageLocation: Large, multi-family farm house



Creature1:
Nariscene Spideressicate
Power Level: 100
Entropy, Fear, Entropy, Vermin
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck

Stats:
Poise: 68
Health: 80
Init: 3
DefenseMod: 4
AttackMod: 8

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Spider
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
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: Siren Call: Draws the target to the monster in a trance like state, unless target resists.
Defense: Immunity to Ice: No damage from Ice
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Crown of Coral
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
SporePoop: spherical pellets
Smell: Sulfur
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Hot Springs, relaxing
The adventures arrive at a village that has been attacked by an Nariscene Spideressicate (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.


Meet the Fan of Purity of Essence
Day -- Forest glade with a fairy ring of mushrooms
The WitchHammers run into Kanakaredes who has seen the HexBeast kill and admires its sublime ferocity. Kanakaredes is rubbernecking at a cart with a broken wheel. Kanakaredes is somewhat insane and not particularly nervous; they will want to see the HexBeast kill the WitchHammers and others, and will try to help the beast along with its divine violence. They will try to find out what they can about the WitchHammers. They will also try to attach themselves to the WitchHammers with offers of help, assistance, guidance, etc. This way they can better betray them later. The encounter should also give some hint as to the fact that Kanakaredes is somewhat off in the head.


Potential Middle Scenes

Copy cat killing
Day -- Ruins of mansion that villagers say is haunted
The traitor Kanakaredes kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).


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


Separate Sheep from Flock
Night -- Horse barn
The traitor Kanakaredes 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.


Tainted Love PlotNode
Day -- Forest glade with a fairy ring of mushrooms
Dorne and Dorne 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.


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.


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


Tainted Love Traitor PlotNode
Day -- Hot Springs, relaxing
Buckham and Buckham 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.


Bad food
Day -- Lonely crossroads
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's property destroyed by monster (false)
Day -- Townhall
The villager Lisbeth (falsely) reports that their house was destroyed by the monster. Will try to get compensation from the WitchHammers for failing to stop the creature.


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


Honeypot Traitor
Night -- Ruins of mansion that villagers say is haunted
The traitor Kanakaredes will try seduce one of the WitchHammers and separate them from the group. They will then call the Hexbeast to murder the WitchHammer. Assume that in this situation it will take 3 rounds for the other WitchHammers to arrive.


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


Call the Cunning HexBeast
Day -- Horse barn
The Traitor Kanakaredes dramatically calls the HexBeast Nariscene Spideressicate 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. Kanakaredes will act and fight for the HexBeast, not realizing their eventual fate.


Potential Finale Scenes

Call the Cunning HexBeast
Day -- Horse barn
The Traitor Kanakaredes dramatically calls the HexBeast Nariscene Spideressicate 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. Kanakaredes will act and fight for the HexBeast, not realizing their eventual fate.





NPC 1:
Lisbeth

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Cut-purse
VillagerQuirk: Has a terribly unattractive bowl-cut hairdo
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: watching the birds and clouds



NPC 2:
Silvertongue

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Butler
VillagerQuirk: Lots of large and various facial warts
VillagerPcRelation: Neutral/cold; both parents died recently from illness and kind of checked out on life.
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 3:
Eastland

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Has a single, large wart on their nose, with two large hairs dangling temptingly from the wart
VillagerPcRelation: Helpful; finds WitchHammers to be exotic and piquaresque.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern



NPC 4:
Carwell

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Hermit
VillagerQuirk: Wears far too much perfume
VillagerPcRelation: Mildly helpful, but will do their best to claim credit for WitchHammer's successes while blaming them to the town for their failures.
CommonTask: watching the birds and clouds
CommonTask: fasting on top of a rock
CommonTask: quietly meditating in nature



NPC 5:
Buckham

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Cartographer
VillagerQuirk: Speaks very slowly and carefully (e.g. Obama)
VillagerPcRelation: Gracious and welcoming. Enjoys people's company and takes care of guests in a generous and warm fashion.
CommonTask: sitting outside and reading a book
CommonTask: drawing water from the town well
CommonTask: shopping for dry goods



NPC 6:
Moers

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Cat Burglar
VillagerQuirk: Has 6 fingers on both hands. Tries to hide this, but always ends up drawing attention to it instead.
VillagerPcRelation: Unhelpful; dislikes the Empire and views WitchHammers as one tentacle of the Empire.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 7:
Minamo

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Male
VillagerJob: Card Sharp
VillagerQuirk: Speaks about self in the third person
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: watching the birds and clouds



NPC 8:
Dorne

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Traveling Merchant
VillagerQuirk: Drunkard, will be at least lightly soused in most interactions
VillagerPcRelation: Very Helpful; has heard stories of the chaos that Beasts can cause and wants to prevent that.
CommonTask: hawking their wares in the main street
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel



NPC 9:
Kanakaredes

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Butler
VillagerQuirk: Albino
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel


Adventure 3: The Treason Rancher Road

Power Level: 100



Village Name: Abechuco
Tavern Name: The Leaping Badger
Population: 451

Traits:
VillageResource: Frontier Fort
VillageOddity: Bustling Trade Routes
VillageProsperity: Moderate
VillageSize: Large
VillageLocation: Dramatic, 100ft waterfall
VillageLocation: Ruins of an old library full of mouldering books
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Wheat field, uncut
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Hot Springs, relaxing
VillageLocation: Sheep paddock
VillageLocation: Loner's wattle-daub hut
VillageLocation: Church
VillageLocation: Hot Springs, acid and flesh melting
VillageLocation: Graveyard
VillageLocation: Horse barn



Creature1:
Nariscene Spideressicate
Power Level: 100
Entropy, Fear, Entropy, Vermin
Main Action Deck
Printable Main Action Deck
Main3 Action Deck
Printable Main3 Action Deck
Main4 Action Deck
Printable Main4 Action Deck

Stats:
Poise: 68
Health: 80
Init: 3
DefenseMod: 4
AttackMod: 8

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Spider
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
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: Siren Call: Draws the target to the monster in a trance like state, unless target resists.
Defense: Immunity to Ice: No damage from Ice
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Crown of Coral
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
SporePoop: spherical pellets
Smell: Sulfur
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Wheat field, uncut
The adventures arrive at a village that has been attacked by an Nariscene Spideressicate (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 -- Hot Springs, relaxing
The WitchHammers run into Parslow who is trying to tame the monster. Parslow is rubbernecking at a cart with a broken wheel. Parslow 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

Find a large pile of meat-treats
Day -- Hot Springs, relaxing
The traitor Parslow 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 Hornell has found the meat (or the PCs if they are pro-active enough in searching) and reported it to the group. A large amount of the meat has been eaten.


Villager's property destroyed by monster (false)
Night -- Sheep paddock
The villager Sedley (falsely) reports that their old peach tree was destroyed by the monster. Will try to get compensation from the WitchHammers for failing to stop the creature.


Goose Chase by Traitor
Night -- Dramatic, 100ft waterfall
The traitor Parslow 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 Parslow has seen it first hand. Will try to avoid going with the WitchHammers, since Parslow wants to use the time to complete their own plans with the creature.


Villager is severely wounded by beast
Day -- Boggy, muddy swamp. You could lose a horse in there.
Kooper limps into the village, having been severely wounded by Nariscene Spideressicate. 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.


Scary Tales from Traitor
Day -- Hot Springs, relaxing
The traitor Parslow 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.


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


Potential Finale Scenes

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





NPC 1:
Hornell

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Cut-purse
VillagerQuirk: Has an elaborately coiffed and curled mustache that is their pride and joy.
VillagerPcRelation: Generally helpful, though is a determined atheist and hates religious characters. He will quietly (or unquietly) work against their interests.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: grimly drinking self into a stupor



NPC 2:
Articuno

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Fortune Teller
VillagerQuirk: Is the scion of an Empire noble family who was exiled and now is occupying a role far below their family status.
VillagerPcRelation: Mildly helpful, but will do their best to claim credit for WitchHammer's successes while blaming them to the town for their failures.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel



NPC 3:
Sedley

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Village Hunter
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Mildly unhelpful, through sheer laziness. The less work it requires the more helpful they will be.
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds



NPC 4:
Bromwich

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Bar Maid
VillagerQuirk: Somewhat senile
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds
CommonTask: walking to their job



NPC 5:
Callin

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Extremely tall, somewhat lanky (e.g. 7 ft basketball player type)
VillagerPcRelation: Lazy. will help, but must always be pushed/bribed.
CommonTask: shopping for dry goods
CommonTask: light heartedly drinking at the tavern
CommonTask: walking to their job



NPC 6:
Kooper

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Fisher
VillagerQuirk: Very Sleepy. Will take any chance to nap or rest
VillagerPcRelation: Unhelpful; used to be a WitchHammer until the trauma and terror became too much for him.
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds
CommonTask: grimly drinking self into a stupor



NPC 7:
Suicune

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Country Doctor
VillagerQuirk: Highly attractive. Smooth and symmetrical body, nice muscle tone and grooming
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: watching the birds and clouds
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 8:
Kensing

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Cat Burglar
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Helpful due to an obedience/belief in the established order.
CommonTask: walking to their job
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 9:
Parslow

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Male
VillagerJob: Village Idiot
VillagerQuirk: Very Badly Flatulent
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods
CommonTask: being chased by little kids


Adventure 4: The Flight from the Knife Blood

Power Level: 116



Village Name: Benalmadena
Tavern Name: The Howling Dog
Population: 421

Traits:
VillageResource: On a lake with plentiful fish and crustaceans
VillageOddity: Bustling Trade Routes
VillageProsperity: Poor
VillageSize: Medium
VillageLocation: Lonely crossroads
VillageLocation: Graveyard
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Cool artesian spring and pool
VillageLocation: Large, multi-family farm house
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Creek bed flowing with water
VillageLocation: Small limestone cave
VillageLocation: Boggy, muddy swamp. You could lose a horse in there.
VillageLocation: Loner's wattle-daub hut



Creature1:
Imperial Poisonous Wormorpse
Power Level: 116
Entropy, Entropy, Ice, Vermin
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 77
Health: 65
Init: 7
DefenseMod: 8
AttackMod: 10

Traits:
Aspect: Rotting: Made out of rotting and bloated flesh. Immune to almost all poisons. Has +5 Health. Has night vision.
Frame: Worm
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Iron: This creature does not die easily, and must be hacked apart. To put it down will require multiple grievous wounds. +30 Health.
Reflex: Olympian Reflexes: This creature has amazing reflexes. In the entire world there are only a few humans who could best it without magic. +7 init, +6 attack/def.
Strength: Normal Strength: This creature has no unnatural strength advantage, outside of those provided by its shape and aspect.
Attack: Cold Aura: The area around the creature is intensely cold. Has a slight effect at medium range, and doubles the effect at close range. At medium range the cold causes a cumulative -1 Malus and a -2 to max Poise. Takes effect at end of round.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
Ability: Crow Cloud: Can transform into a murder of crows. Will typically use this ability to escape serious danger, or to move itself into an advantageous position. The transformation into crows is immediate and allows movement on the same round. Reforming back into the normal creature takes 3 rounds as the crows gather together and swirl. Damage done to the crow crowd will transfer to the creature when it reforms, though it is difficult to fully kill the creature without killing all of the crows. Killing all of the crows but 1-2 will at least delay the creature's re-formation for years, if not forever.
Ability: Exploding Red Butterflies disease: This attack is applied by Breath.
Attack: Choking Aura: The air is thick and heavy. Gloom and despair flow out from the creature. Cannot regain Poise while at short range with this creature.
Attack: Poison tipped scorpion claws: Adds an extra attack group, using Emetic Poison mod.
Defense: Dark Aura: Shrouded in shadow. Torches and fires are extinguished, even sun seems dimmer.
Defense: Bee Symbiont: This creature carries a beehive inter-woven with their body. Damaging them results in swarm of bees pouring out to attack the attackers.
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Weakness: Hates reflection: Hates the sight of its reflection in a mirror. Will attack its reflection in a blind rage until it has been smashed to pieces.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
NumAppearing: Solitary
Spore: Water nearby freezes, and is oddly difficult to unfreeze. Will takes ~12 hours to unfreeze in temperate climes.
SporePoop: Enormous Light Pinkish puddles with undigested bits of skin and cartilage
Smell: Rotting meat
VictimChoice: Prefers to attack sleeping targets
VictimWound: Loves to eat its victim's intestines.


Intro Scenes

Arrive at afflicted Village
Day -- Graveyard
The adventures arrive at a village that has been attacked by an Imperial Poisonous Wormorpse (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 -- Small limestone cave
The WitchHammers run into Shmidt and Kanoe. Shmidt 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.


Meet the Monster Lover
Day -- Lonely crossroads
The WitchHammers run into Mascagni who has seen and fallen in love with a HexBeast. Mascagni is making detailed measurements of people's crainiums. 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

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.


Copy cat killing
Day -- Cool artesian spring and pool
The traitor Shmidt kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).


Blood Altar found in woods
Day -- Clear grove of flowers in the thick woods outside town
Either the WitchHammers, or some villagers come across on of the Cultist's blood altars in the woods.


Poison and knives by Traitor
Day -- Graveyard
The traitor Shmidt will try to poison the WitchHammers using Agonizing Poison added to their Ham. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.


Honeypot Traitor
Night -- Cool artesian spring and pool
The traitor Shmidt 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.


Curse your sudden and inevitable support for the HexBeast
Night -- Clear grove of flowers in the thick woods outside town
The Traitor Shmidt waits for the WitchHammers to fight the Imperial Poisonous Wormorpse. 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.


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


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


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


Scary Tales from Traitor
Day -- Clear grove of flowers in the thick woods outside town
The traitor Mascagni 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 -- Loner's wattle-daub hut
The traitor Mascagni 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 Gibbens 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.


Call the Vicious HexBeast
Day -- Graveyard
The Traitor Mascagni dramatically calls the HexBeast Imperial Poisonous Wormorpse 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 Mascagni bloodily at the start of the fight. Mascagni 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 HexBeast
Night -- Clear grove of flowers in the thick woods outside town
The Traitor Shmidt waits for the WitchHammers to fight the Imperial Poisonous Wormorpse. 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 -- Graveyard
The Traitor Mascagni dramatically calls the HexBeast Imperial Poisonous Wormorpse 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 Mascagni bloodily at the start of the fight. Mascagni 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:
Gibbens

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Female
VillagerJob: Card Sharp
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Surly. Wants nothing to do with strangers. Will do bare minimum.
CommonTask: gambling
CommonTask: shopping for dry goods
CommonTask: walking to their job



NPC 2:
Kieth

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

Traits:
VillagerAge: ~50 years old
VillagerGender: Male
VillagerJob: Bandit
VillagerQuirk: Completely and Brutally Honest
VillagerPcRelation: Helpful and happily flirty. They like people in general and will try to get with the most likely WitchHammer.
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds
CommonTask: casing out the village, semi-inconspicously. Presents themself as a tourist.



NPC 3:
Wessen

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Rebel
VillagerQuirk: Rarely bathes, and it shows
VillagerPcRelation: Unhelpful; they think WitchHammers bring monsters rather than the other way around.
CommonTask: walking to their job
CommonTask: drawing water from the town well
CommonTask: watching the birds and clouds



NPC 4:
Rebo

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: House Servant
VillagerQuirk: Large scar down across eye (fighting bandits/bandit hunters)
VillagerPcRelation: Mildly helpful, but will do their best to claim credit for WitchHammer's successes while blaming them to the town for their failures.
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods
CommonTask: walking to their job



NPC 5:
Inferna

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Male
VillagerJob: Herder
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Helpful; has a large and happy family and wants to keep them safe.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: light heartedly drinking at the tavern



NPC 6:
Kanoe

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Traveling Merchant
VillagerQuirk: Devout believer in Sithrak. Extremely intolerant of people who contradict that faith.
VillagerPcRelation: Surly. Wants nothing to do with strangers. Will do bare minimum.
CommonTask: drawing water from the town well
CommonTask: hawking their wares in the main street
CommonTask: haggeling furiously with a customer



NPC 7:
Dorran

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Light case of Leprosy
VillagerPcRelation: Unhelpful and hard bitten; was orphaned at early age and learned not to stick self out for others.
CommonTask: watching the birds and clouds
CommonTask: light heartedly drinking at the tavern
CommonTask: walking to their job



NPC 8:
Nissan

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

Traits:
VillagerAge: ~12 years old
VillagerGender: Female
VillagerJob: Fisherman
VillagerQuirk: Hunchbacked
VillagerPcRelation: Unhelpful; he finds WitchHammers to be arrogant bastards, and will do what he can to bring them down a notch without overly risking himself.
CommonTask: light heartedly drinking at the tavern
CommonTask: grimly drinking self into a stupor
CommonTask: walking to their job



NPC 9:
Mascagni

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Anthropologist (performing studies on the various subject peoples of the Empire)
VillagerQuirk: As much as possible, will try to answer your questions by asking you a question
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: making detailed measurements of people's crainiums
CommonTask: writing letters, in code, to be sent by his contact back to the regional capital. Will mention WitchHammers actions and recent events.
CommonTask: shopping for dry goods



NPC 10:
Shmidt

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Female
VillagerJob: Teamster
VillagerQuirk: Has a hook hand
VillagerPcRelation: Very Unhelpful; A Witchhammer killed someone they loved in a minor feud
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds
CommonTask: shopping for dry goods


Adventure 5: Shadow of the Blood Blood

Power Level: 100



Village Name: Castrobarto
Tavern Name: The Golden Dolphin
Population: 477

Traits:
VillageResource: On a lake with plentiful fish and crustaceans
VillageOddity: Has a locally famous pie baking contest
VillageProsperity: Rich
VillageSize: Large
VillageLocation: Cool artesian spring and pool
VillageLocation: Hot Springs, relaxing
VillageLocation: Lonely crossroads
VillageLocation: Busy cross roads near town
VillageLocation: Windmill
VillageLocation: Church
VillageLocation: Ruins of village that was abandoned for unknown reasons.
VillageLocation: Forest glade of beautiful flowers
VillageLocation: Library
VillageLocation: Small limestone cave
VillageLocation: Ancient, large, and lightning-blasted oak



Creature1:
Nariscene Spideressicate
Power Level: 100
Entropy, Fear, Entropy, Vermin
Main Action Deck
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Main3 Action Deck
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Main4 Action Deck
Printable Main4 Action Deck

Stats:
Poise: 68
Health: 80
Init: 3
DefenseMod: 4
AttackMod: 8

Traits:
Aspect: Mummified: Made out of dried flesh and cloth. Immune to almost all poisons, weakness to fire, bonus to resist ice. Has night vision.
Frame: Spider
Size: Huge Sized: +4 attack, -2 def, +20 HealthMax
Health: Nigh-Unkillable: This creature refuses to die, and must be hacked apart. It will shrug off wounds that would kill a normal beast. +50 Health.
Reflex: Fast Reflexes: This creature has the reflexes of a trained fencer or athlete. +3 Init, +2 Attack/Def
Strength: Very Strong: This creature is as strong as a professional weight lifter. It can hurl stones and bodies across a room. +1 atk, +4 dmg.
Ability: Rotting Stench: A gagging, rotting stench causes enemies within short range to take -5 Atk and Def.
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: Siren Call: Draws the target to the monster in a trance like state, unless target resists.
Defense: Immunity to Ice: No damage from Ice
Defense: Shadow Armor: Wears armor made out of solid shadows. Touching the armor drains heat from you, like a strong wind in Alaska.
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.
Weakness: Sun Vulnerability: Is impaired while in sunlight (-4 to attack and defense)
Appearance: The creature is wrapped and criss-crossed with barbed metal wire. This does not seem to impeded its deadliness in combat.
Appearance: Crown of Coral
NumAppearing: Solitary
Spore: Likes to nest in attics and basements
SporePoop: spherical pellets
Smell: Sulfur
VictimChoice: Taste for Children
VictimWound: Eats the fat off the victim, leaves most of the rest.


Intro Scenes

Arrive at afflicted Village
Day -- Cool artesian spring and pool
The adventures arrive at a village that has been attacked by an Nariscene Spideressicate (though of course its name is not known as of yet). They are met by a crowd that has gathered around the creature's latest kill.


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


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


Potential Middle Scenes

Foul house smells
Day -- Library
A WitchHammer notices a foul smell coming from the house of the traitor Umbria. 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
Night -- Forest glade of beautiful flowers
The traitor Umbria kills a villager in order to try and emulate the monster. The body will be found in a similar state as if it had been killed by the HexBeast, but not quite so (since it was just a human who did it rather than a force of terrible magic).


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


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


Poison and knives by Traitor
Day -- Hot Springs, relaxing
The traitor Willison will try to poison the WitchHammers using Embalming Poison added to their Beef Stew. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will stick around to try and finish off any weakened WitchHammers, and then flee into the forest once the odds look too bad.


Call the Vicious HexBeast
Day -- Ancient, large, and lightning-blasted oak
The Traitor Willison dramatically calls the HexBeast Nariscene Spideressicate 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 Willison bloodily at the start of the fight. Willison will act and fight for the HexBeast, up until the moment that they realize the HexBeast is a bloody monster that will kill them.


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


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.


Honeypot Traitor
Night -- Library
The traitor Umbria 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 Cunning HexBeast
Night -- Windmill
The Traitor Umbria dramatically calls the HexBeast Nariscene Spideressicate 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. Umbria will act and fight for the HexBeast, not realizing their eventual fate.


Potential Finale Scenes

Call the Vicious HexBeast
Day -- Ancient, large, and lightning-blasted oak
The Traitor Willison dramatically calls the HexBeast Nariscene Spideressicate 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 Willison bloodily at the start of the fight. Willison 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 Cunning HexBeast
Night -- Windmill
The Traitor Umbria dramatically calls the HexBeast Nariscene Spideressicate 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. Umbria will act and fight for the HexBeast, not realizing their eventual fate.





NPC 1:
Mallick

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Fisherman
VillagerQuirk: Terrible body odor (not really cleanliness; just exudes smell)
VillagerPcRelation: Arrogant. Thinks they are above wandering killers such as the WitchHammers. Will only grudingly help.
CommonTask: drawing water from the town well
CommonTask: grimly drinking self into a stupor
CommonTask: watching the birds and clouds



NPC 2:
Blower

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Female
VillagerJob: Painter
VillagerQuirk: Has odd, bulging eyes.
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing a portrat of a local village headman



NPC 3:
Unari

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

Traits:
VillagerAge: ~25 years old
VillagerGender: Male
VillagerJob: Village Idiot
VillagerQuirk: Extremely short (4'8). Not a dwarf, just short
VillagerPcRelation: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: watching the birds and clouds
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: drawing water from the town well



NPC 4:
Sauser

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

Traits:
VillagerAge: ~30 years old
VillagerGender: Female
VillagerJob: Crab hunter
VillagerQuirk: Claw scars all over face (fought a bear once)
VillagerPcRelation: Unhelpful; finds WitchHammers to be exotic and we don't like that in our town.
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern



NPC 5:
Bacchus

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Chimney Sweep
VillagerQuirk: Drunkard, will be at least lightly soused in most interactions
VillagerPcRelation: Unhelpful; used to be a WitchHammer until the trauma and terror became too much for him.
CommonTask: watching the birds and clouds
CommonTask: drawing water from the town well
CommonTask: walking to their job



NPC 6:
Rocklin

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Imperial Courier
VillagerQuirk: Wears an absurd Black hat
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: light heartedly drinking at the tavern
CommonTask: shopping for dry goods
CommonTask: drawing water from the town well



NPC 7:
Massy

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Miner
VillagerQuirk: Is missing two thirds of teeth
VillagerPcRelation: Helpful; has a Servile personality in general.
CommonTask: washing tailings into a river
CommonTask: walking to their job
CommonTask: shopping for dry goods



NPC 8:
Isbell

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Bar Maid
VillagerQuirk: Gigantic. 7ft tall, easy 300 lbs. (due to genetics, not magic)
VillagerPcRelation: Helpful; finds WitchHammers to be exotic and piquaresque.
CommonTask: polishing beer glasses and getting ready for the evening rush
CommonTask: light heartedly drinking at the tavern
CommonTask: rubbernecking at a cart with a broken wheel



NPC 9:
Umbria

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

Traits:
VillagerAge: ~35 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: Terrible breathe (is slowly dying from liver disease)
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: drawing water from the town well
CommonTask: walking to their job



NPC 10:
Willison

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Female
VillagerJob: Dry Goods Shop Keeper
VillagerQuirk: Wears an absurd Silver hat
VillagerPcRelation: Unhelpful; family member(s) kiled by Witches, and blames WitchHammers for failing to stop it.
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: hawking their wares in the main street


Adventure 6: Treasure of the Swamp

Power Level: 35



Village Name: Sergude
Tavern Name: The Golden Goat
Population: 465

Traits:
VillageResource: Hog Town. A centerpiece of the Hog trade in the area.
VillageOddity: Has famous Cow festival
VillageProsperity: Poor
VillageSize: Large
VillageLocation: Forest glade with a fairy ring of mushrooms
VillageLocation: Graveyard
VillageLocation: Cliff face with a 30 ft drop into mining pit
VillageLocation: Pond with ducks, and/or angry geese
VillageLocation: Tavern
VillageLocation: Ruins of mansion that villagers say is haunted
VillageLocation: Loner's wattle-daub hut
VillageLocation: Busy cross roads near town
VillageLocation: Clear grove of flowers in the thick woods outside town
VillageLocation: Sheep paddock



Creature1:
Hoshikawa
Power Level: 35
Nature, Vermin, Poison, Nature
Main Action Deck
Printable Main Action Deck

Stats:
Poise: 55
Health: 10
Init: 5
DefenseMod: 4
AttackMod: 1

Traits:
Frame: Man
WitchMotivation: Spirit Hunter: This person originally traveled to the Rift in order seek out and capture Spirits to sell. Instead, it was the one captured. As a Witch it still seeks out Spirits to add to its collection. Will preferentially hunt and target Adepts in order to try and prize off their Spirit(s).
Aspect: Fungus: Made out of decomposing and rotted plant matter, like an animated compost heap. Immune to many poisons.
Size: Medium Sized
Health: Sickly: This creature is in terrible condition, and can be pushed into the grave with a few good shoves. -10 health.
Reflex: Very Fast Reflexes: This creature has the reflexes of a top level fencer or athlete. +5 Init, +4 Attack/Def
Strength: Underdeveloped: This creature is weak for its size and appearance. Farmers should still be afraid of it. -1 atk, -2 dmg.
Ability: Poison Mist Aura: Poisonous mist seeps up out of the ground near the creature. Its lair will be dangerous with this mist. Can "send" the mist a limited distance (miles) if it concentrates for extended period of time.
Attack: Jellyfish Back-Hair: The back of the creature is covered with gently waving, angel hair strands that deliver Emetic Poison. The "hair" can reach out to several yards away, though it is not particularly swift in attacking. Adds an extra attack against enemies at short range.
Defense: Spell Immunity 2: No damage from spells, +10 to saving throw and immediate saving throw.
Weakness: Avoidance Silver: Strongly avoids and will not approach Silver
Appearance: Wears a rough and blood stained burlap bag over its head(s).
Appearance: Its pupils are formed of spiraling symbols
Smell: Burning Bone
VictimChoice: Loves wine and alcohol
VictimWound: Twists and crushes victims together to make horrific flesh-castles.


Intro Scenes

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


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


Meet the Monster Lover
Day -- Cliff face with a 30 ft drop into mining pit
The WitchHammers run into Rolly who has seen and fallen in love with a HexBeast. Rolly is walking to their job. 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

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


Poison by Traitor
Day -- Pond with ducks, and/or angry geese
The traitor Yamiko will try to poison the WitchHammers using Flesh Liquefying Poison added to their Low Quality Beer. They will present the poisoned food as a hospitality and the least they can do for the brave WitchHammers. Will excuse themselves and them flee into the woods once the poison has been delivered.


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


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


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


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


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


Find a large pile of meat-treats
Day -- Ruins of mansion that villagers say is haunted
The traitor Rolly 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 Lugh has found the meat (or the PCs if they are pro-active enough in searching) and reported it to the group. A large amount of the meat has been eaten.


Defend the Precious the HexBeast
Day -- Cliff face with a 30 ft drop into mining pit
The HexBeast has been found and the PCs prepare for battle. The traitor Yamiko steps up to defend their project/pet/love. They are killed by it and then the fight begins.


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


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


Corpse Invasion PlotNode
Night -- 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.


Separate Sheep from Flock
Night -- Loner's wattle-daub hut
The traitor Rolly 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
Day -- Busy cross roads near town
The Traitor Rolly dramatically calls the HexBeast Hoshikawa 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. Rolly will act and fight for the HexBeast, not realizing their eventual fate.


Potential Finale Scenes

Defend the Precious the HexBeast
Day -- Cliff face with a 30 ft drop into mining pit
The HexBeast has been found and the PCs prepare for battle. The traitor Yamiko steps up to defend their project/pet/love. They are killed by it and then the fight begins.


Call the Cunning HexBeast
Day -- Busy cross roads near town
The Traitor Rolly dramatically calls the HexBeast Hoshikawa 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. Rolly will act and fight for the HexBeast, not realizing their eventual fate.





NPC 1:
Scabbia

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Chimney Sweep
VillagerQuirk: Grossly overweight
VillagerPcRelation: Fearful of recent events/deaths and wants to help because of that.
CommonTask: shopping for dry goods
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 2:
Frain

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Imperial Soldier 3rd class
VillagerQuirk: Terrible breathe (and even worse teeth; blackened, uneven, missing)
VillagerPcRelation: Very helpful; was orphaned at young age but despite hardships has irrepressible cheer and positive outlook on the world.
CommonTask: walking to their job
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: watching the birds and clouds



NPC 3:
Audrina

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

Traits:
VillagerAge: ~45 years old
VillagerGender: Male
VillagerJob: Midwife
VillagerQuirk: Is accompanied by a small and yappy dog
VillagerPcRelation: Suspicious and unhelpful unless verified. Has been burned before.
CommonTask: shopping for dry goods
CommonTask: walking to their job
CommonTask: watching the birds and clouds



NPC 4:
Upham

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Beggar
VillagerQuirk: Is sickly and pale; was kidnapped by bandits once and has never quite recovered
VillagerPcRelation: Helpful; has a Servile personality in general.
CommonTask: being chased by little kids
CommonTask: light heartedly drinking at the tavern
CommonTask: shopping for dry goods



NPC 5:
Pelias

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

Traits:
VillagerAge: ~60 years old
VillagerGender: Male
VillagerJob: Village Constable
VillagerQuirk: Has a terribly unattractive bowl-cut hairdo
VillagerPcRelation: Suspicious and unhelpful unless verified. Has been burned before.
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



NPC 6:
Spyer

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

Traits:
VillagerAge: ~8 years old
VillagerGender: Female
VillagerJob: Fisher
VillagerQuirk: Has a hook hand
VillagerPcRelation: Very helpful; was raised on tales of the WitchHammer's and their adventures.
CommonTask: walking to their job
CommonTask: grimly drinking self into a stupor
CommonTask: light heartedly drinking at the tavern



NPC 7:
Silverbow

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Grave Robber
VillagerQuirk: As much as possible, will try to answer your questions by asking you a question
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: sneaking through the night with dimmed lantern and shovel
CommonTask: watching the birds and clouds



NPC 8:
Lugh

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

Traits:
VillagerAge: ~40 years old
VillagerGender: Male
VillagerJob: Plague Doctor
VillagerQuirk: Has horrible pock marks from childhood disease
VillagerPcRelation: Helpful; has a prized pig (default name: Muriel) and doesn't want any monster to eat it.
CommonTask: dissecting a corpse
CommonTask: rubbernecking at a cart with a broken wheel
CommonTask: shopping for dry goods



NPC 9:
Yamiko

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

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



NPC 10:
Rolly

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

Traits:
VillagerAge: ~20 years old
VillagerGender: Female
VillagerJob: Grave Digger
VillagerQuirk: Is accompanied by several large and lovable golden-retriever like mutts
VillagerPcRelation: Moderately unhelpful; was once seduced by a WitchHammer who then snuck out on them after 3 days.
CommonTask: walking to their job
CommonTask: burying a corpse at in a blasted heath
CommonTask: rubbernecking at a cart with a broken wheel