Adventure 1: GM Notes:

Basic plot

An extended version of the 3 billy goat's Gruff, as a town is assailed by monstrous goats of steadily increasing threat and size. Uses the simplest WitchHammer plot, where a town is under sustained threat by a monstrous Witch. In this case the Witch will circle the town, creating new monsters, which will then attack the town and its outskirts until they are stopped. So basically each monster is its own timer that fires repeatedly until it is dealt with, while the Witch is a sort of master-time that spawns new problems until he is stopped. Default Timeline of events: T - 0.5 days: Witch is at work and has summoned first 2 monsters. An isolated peasant family is killed by the rime-goat, and the goat-sucker has been summoned and slains numerous goats during the night. increasing alarm and panic as the villagers realize bits of what has happened during the night - Start of adventure - hot, boring, grinding summer of traveling between towns. It is midday and PCs are heading South to Mastriano - PCs approach a mile or two from town feel a chill in the air, a slight cold breeze - dying goat lopes and loops up to PCs, dies, as insides dissolve horribly - hear the tolling of the town bell. 8 long tolls, alarm! attack! - see a surly teenage goatherd about 80 yards off the road. argue with him a bit, he will insult the PCs and run off. He is the Witch, off to make more monsters. - arrive in town, see the gathered people, hear the confusion and upset, watch mayor (Samantha) and leader of the remaining garrison (Winkley) try to calm people down while Outline of future events if PCs do nothing: Sunrise 1 - RimeGoat takes a family farm and makes them into ice zombies (already happened since adventure starts at midday) Dusk 1 - RimeGoat zombies will attack town Late Night 1 - attack by cattle-sucker goat Sunrise 2 - Rime goat takes several guards Afternoon 2 - Blizznesss goat attacks and retreats. Continues every few hours. Initial attack will just be after town stongbox Dusk 2 - Rime goat's zombies attack again Late Night 2 - attack by cattle-sucker goat Sunrise 3 - Rime goat takes several guards Midday 3 - Reinforcements arrive. 80 or so. Led by Captain Bosca, fussy, rules based, orderly, competent. Afternoon 3 - Hircus arrives Late Night 3 - attack by night goat. or maybe it just hibernates Evening 4 - Grimmoney runs back into the forest, you feel a chill go out of the air Main Town's People of Mastriano: - about 150 people in the town - 6 soldiers left by the garrison. Led by Winkley. Their narrative role is to get themselves killed to demonstrate stakes. The rest of the garrison went to get help and will be back in 2-3 days with significant forces. - Samantha - mayor, 30's , heavyset woman. no-nonsense, rule based - Giotti - owner of the goatery - heavy set and emotional merchant - Captain Bosca, who returns with 80 soldiers if needed to help the final goat. Otherwise arrives after the PC's victory. Fussy, rules based, orderly, competent. Main Locations: Nearest town - Bostoc, ~1000 people, half day away Nearest large town - Krannok, ~3000 people, 1.5 days away Tabitha's farm - .5 miles west of the Grimmoney place, they were the first family killed by the Rime Goat Old ruins of the Grimmony farm - 2 miles of town, roof caved in, a wood and stone building where the wood mostly caved in. Abandoned 8 years ago after the Grimmoney incident. Other Grimmoney's moved on after that unpleasantness TownHall - long rectangular building, big enough to fit everyone, very solid wood, firing holes, heavy doors at both side. Has water and food. Has bell at one side Mayor's office - small stone building, nice roof and construction, a few small rooms inside. Location of town strongbox with its government funds (300GP)

Monster 1: Idiran Rimegoat

small goat that infects people with icy slugs and makes them into zombies - emaciated belly, starving thin, white fur covered in frost crystals - not very strong, fairly fast, moderate health - leave frozen footsteps in ground, kills plants - cold aura. does 2 damage at 2 ft, 5 dmg when adjacent. save or take 10 ice damage - cone of cold, 40 feet, 5d6 dmg. usable every 3 turns. save, on critical failure are frozen solid & cannot act until warmed up - grub-shot - an organic blowgun, tries to shootan ice grub into someone - makes nest in slain victims Weakness: (warm) food, is a glutton. Heat Combat: use its ice zombies as distractions while it charges up its cone of cold. Use cone of cold on a PC, and then once they are frozen insert an ice grub into their ear to try and make them into a zombie. Motivation: - find loner, take them over, then use them to take entire hovel-family over - nest inside a slain larger animal - march its victims into town & ruin a festival SubMonster: Ice-zombies - people that have been puppeted by a small, icy grub that burrows into their brain 25 hp, low attack (1d6) SubSubMonster: Ice-grub - tries to crawl inside people or corpses to turn them into ice zombies. Tries to crawl out of destroyed ice zombies in order to find a new house 1HP

Monster 2: Shadow-humped Cattle Sucker

- large goat that raids other goats in order to feed its back-hump-blob. a night stalker, hides during the day - large black goat, body covered in red eyes that open up as the battle goes on. Has a massive black jelly hump on its back - will show up each night to hunt goats and feed its shadow-hump - strong, fairly fast, very healthly - made out of black slime and hair - very difficult to see in the dark - leaves droppings of black ichor behind when excited - long, penetrating probiscous, injects melting juices into target so that it can be turned into a juice back adn then slurped up later - at critical moment, hump will separate and try to engulf targets (sort of like a horse & rider situation) - hump will also spew digested fluids from past victims at the new target - when killed, the hump will spray acidic juices everywhere. These juices will also try to heal/revive the main monster if it has been damaged. - leaves victims as just empty skin bags, drained of all their juices Weakness:/ strong drink, mirrors Combat: Motivation: - raid cattle at night, slurp out their guts & feast - eat the unwary and unwise, grow larger - after feasting & growing fat, in an enclosed area hibernate, so that it's hump can then burst and send thousands of slithey jellies out in all directions

Monster 3: Blizzness Goat

- gigantic goat of ice crystals and wind, floats over the landscape, with occasional funnels of icy wind going vaguely to the ground in place of legs - shows up on day 2 - immune to most damage. - quite fast when it gets moving. Majestic, but has very long strides - solidifies and shapes itself when trying to grasp something. that part can be damaged. have a 1 turn warning before a solidified part can start to act (more like a denser concentration of ice crystals and wind) - when grasped, the heat and life is sucked out of the person, while their clothes and skin are stripped by a concentrated blizzard of ice particles. Eventually this leaves just a skull, which the creature takes back up into its blizzard body - will also try to steal concentrations of money or shinies in a similar way - can blow strong winds along the ground, making everyone act to avoid being tumbled and frozen - drops a hail ice spears, inaccurately & indiscriminately Weakness: Pepper, spices, loud noise & shock waves, fetish that has hidden away Motivation: - go to concentrations of money and metal and steal that - steal peoples skulls with its icy grasp - stride over the landscape majestically, ignoring lesser creatures that cannot hurt it - hide away with its horde in a secret place along with its fetish (a pouch of coins, random bits of pretty rock and hair). When hiding, solidifies into a giant ice crystal. can be bonfired?

Monster 4: Hircus Gigantis

a giant, clunky earth goat. low slung this is the final boss monster if the PCs have not hunted down and destroyed the Witch by then - slow, very strong, very healthy - large (hippo sized) of frozen stone. wrapped in spiked, metal chanis - can hear it at a distance from its clomping steps - immobilize gaze, as the spirit of stone and ice seeps into you and you become entombed in your own mind - withering breah, immobilize, entropy damage - stomp and crush Weakness: - senses via tremor sense and so can be confused that way. its other senses are very poor - hates the sound of bells (really, thinks they belong to a even larger creature and so will retreat in fear) Motivation: - march inexorably upon a town - crush buildings - wither people and crops

Monster 5: Float Goat

- floating goat with enormous purple eyes - used for skirmishing and to break things up & add complications - slow, weak, decent HP - magnetic shield - always advantage on defense against metal weapons. good defense against everything - reality melter - ( The creature can focus its gaze and its will on an object in order to change it. A staff can be remade into a snake that wriggles away, or a gleaming sword into a flock of doves, or a set of black-spiked armor into a mass of beetles. Mechanically, this attack destroys one piece of equipment without any save.) - reality melter defense - change incoming projectile into something weird - reality melter entropy - start breaking down the reality of target, melting its bones away - phase (Phase out of this reality, for 1-3 turns. While phased out, is visible in outline, but is untouchable by normal means. Can move through walls and other barriers. Usable once per hour on itself. If it wishes, can apply this effect to enemies that it wounds.) Weakness: - gold, a soverign metal - complicated patterns, they get lost in them. Painted mazes, fine print, etc. Motivation: - to come in at an inconvenient time - make things weird - support allies who need another monster on their side - reduce things to sludge - eat eyeballs, eat other goats

Witch - Grimmony

- annoying dumb teenager with bowl haircut. ice aspected. perfectly black eyes, clothing is withered and torn - backstory: fucked a goat, also would not stop fucking goats, was particularly annoying when the village was hudled together for warmth during a blizzard and he still would not leave off. - in an outpouring of long built up annoyance and disgust, he was driven out of the village and into blizzard, where he then wandered into the forest - moderate health and strength, *very* fast & dextrous - carries a wooden sheperd's crook, quite adept with it, it is actually melded into the flesh of his arm. The curved part of the crook has hidden fangs in it, and on striking the fangs will dig in, the entire thing will seperate from his arm, and the other end of the will reveal itself to be a snakeshead which rears and strikes while the fangs of the other end dig in. Another sheperd's crook will re-emerge from his arm on the following turn - if he is killed, numerous of these snake-staffs will slither out from his chest cavity and attack - his shadow moves seperately from him, and in combat will separate from him to trip up and backstab people for him Weakness: sweet tooth, flashing or strobing light after: lvl up, townspeople estatic, heat comes back into the air, soldiers come back, collection from the towns people unless they want some other reward

What actually happened

The PCs were monster hunting machines. I thought it would be funny for them to meet the Witch early on but not realize it; predictably they wanted to interrogate the annoying teen and had all sorts of movement abilities to let them do so. I had to fudge, extremely, (sorry PCs), in order to just get him away from their first moves, until I could use some conviently appearing ice zombies to screen his escape. After that the PCs went on a monster killing rampage, mostly ignoring the townspeople, and using excellent tracking skills to find and kill the Hump-backed goat sucker and then the Rime Goat. That concluded the first session. I might have finished it out then but I ran out of thought-honey. For the next session, they used a ranger ability that locates their most favorite prey, which led them to Grimmony as he was trying to summon the Blizzness Goat. He sent the Blizzness Goat off early and only partially completed to try and draw the PCs away, but they had a spell which grounds flying creatures, which they used to keep the Blizzness from getting to far away, which allowed them to focus on Grimony and his float goat and keep them from running off. Battle ensued, I had some fun with the float goat altering reality (merged the paladin with his horse to make a centaur), the shadow had some fun attacking other people's shadows, but Grimmony and his snakes were cornered and then fell to a classic combination of heavily armored tank and back-stabby rogue. After that they circled around and gradually were able to deal with the Blizzness goat. The townspeople were very happy that not many of them were killed. I will have my revenge.