Epees and Sorcellerie — 3

Continuation of Part 3 of my Epees & Sorcellerie game. Last time, the party was deep in a cave system, tracking a group of bandits to their fallback position. I was disappointed by the number of uninteresting rooms in the last session, so I plan on using Mythic to supplement Scarlet Heroes for the dungeon delve.

Current Setup

Experience Record

  • Thunderbird = 300 exp
  • Young Ogre = 300 exp
  • 3 bandits = 300 exp
  • turquoise necklace = 60 exp
  • found gold = 60 exp

Character Sheets

Hallada, P1 (109 exp). S4 D9 C4 I9 W12 C7. HP 2/4. AC 9 (nothing). AT: mace (-1 hit, -1 dmg). Spells (1/2): healing, detect magic. Inventory: holy symbol, scripture, dagger, blanket, 2 ration, lantern, brooch (35 gp value). 21 gp. Goal: overthrow/pleasures (a real wet blanket).

Bruge, W1 (109 exp). S10 D12 C8 I6 W9 C7. HP: 4/4. AC 12 (none). AT: battle axe (+2 hit, +2 dmg) or bow (+3 hit, +2 dmg). Inventory: dagger, blanket, 2 ration, turquoise necklace (60 gp). 22 gp. Goal: harm/illusions (all about tearing down the veneer of civilization).

Silene, W1 (109 exp). S8 D7 C10 I8 W5 C9. HP: 6/8. AC 9 (leather and shield). AT: sword (+1 hit, +0 dmg) or crossbow (+1 hit, +0 dmg). Inventory: dagger, blanket, 2 ration, lantern. 29 gp. Goal: travel/portals (wanderlust, insatiable curiosity).

Josue, P1 (109 exp). S9 D9 C7 I4 W11 C8. HP: 5/6. AC 10 (shield). AT: hammer (+1 hit, +1 dmg). Spells (0/2): healing, sanctuary. Inventory: holy symbol, scripture, dagger, blanket, 2 ration, torch. 81 gp. Goal: procrastinate/enemies (standing alone against an unspecified threat).

Mythic Stuff

NPCs: Barssus, a foppish and overpromoted captain in the Hierophant’s army. Pair of soldiers, one of whom may be a traitor.

Threads: Discover the fate of the missing supply wagon to earn 100 gp each.

The Game

The party advanced east after combing through another empty cavern (room 6). The tunnel twisted through the hard stone as it worked it way further beneath the hilly country. They passed through a T intersection and continued east, not yet ready to return south.

We resume in room 6.

Room 7: The bandit headquarters (Truce/Plans). Encounter (HD3 boss, HD2 mage, 2 HD 1 minions, and an HD 1/2 dog supporter). Hidden treasure (H5 – 400 gp, 2 pieces of costly jewelry, 4 cheap gems, 3 costly gems, 5 articles of costly clothing, and a Potion of Celestial Step). Feature (Item of information — clues that are worth something to the city).

Bandit Boss. Warrior 3 (12 hp). AC 10 (chain). AT: sledgehammer (+1 hit, +1 dmg). MV 2.

Bandit Magician. Magic-User 2 (6 hp). AC 7 (none). AT: dagger (+0 hit, +0 dmg), magic lash (+1 hit, +1 dmg). MV 4. Spells: Detect Magic, Read Languages.

2 Bandits. HD 1 (2, 2 hp). AC 9 (leather and shield). AT +0 (sword). MV 3. These are the same guys as before.

Fighting Dog. HD 1/2 (3 hp). AC 9 (dex). AT: bite (+0 hit, +0 dmg). MV 5.

Up ahead, light began to flicker into the tunnel. They heard voices arguing, and then a [m/w] gravelly man’s voice shout over the tumult. The voices died back to a quiet murmur. The party paused, glanced at each other. Hallada shuttered her lantern.

Does the party manage to approach without being noticed? +2: Yes.

They crept forward, quiet in their light armor, until they could see the source of the light. The tunnel emerged into a well-lit and furnished cavern. A small crowd was clustered around a parchment-covered table, arguing, while a bearded man in chain armor frowned at them. A dog sat at his heels, growling. The party froze.

Does the dog notice them? +0: Yes, and…it barks.

Suddenly, the dog sniffed the air. Its ears perked up, then pointed. It barked. The armored man turned to the dog and then toward the tunnel where the party hid.

Check for surprise: 5 vs 2-, no surprise.

The two leather-clad bandits turned and pointed. “That’s them!” one shouted. The armored man lifted a massive sledgehammer from the table and turned toward the darkness. “Get ’em,” he snarled at the dog.

“Damn,” Josue said. “I guess we should’ve gone after them after all.”

“Run, then?” Silene asked, as she turned and started to sprint back down the corridor, stopping only long enough to loose the bolt in her crossbow into the crowded room [attacked (randomly) one of the common bandits, missed by 1], but it thudded against the man’s shield just as he drew it up.

“Didn’t realize I’m come this far with cowards,” Bruge said, but he was running right along with her. The sound of the dog drove them onward.

The dog was on them in an instant. It snapped at Josue’s shield, but the priest held the beast at arm’s length [both missed] as he hustled down the corridor.

“Lantern!” Silene called as they rounded the bend and made their way south. Hallada fumbled at the shutters on the lantern until she got the hood up, but then they were off again.

They reached the iridescent cavern in moments, just as Bruge managed to get enough room to swiped at the dog with his axe; it went down in a heap [5 damage killed it outright]. The bandits from before were on their trail, but the heavily-armored man was lagging, a few dozen paces behind now.

“Go!” Silene called to the two priests. “Get the prisoners and get outside. We’ll hold them!”

“What?!” Bruge demanded, but the priests were already gone.

“The bridge. Fire!” She had her crossbow up again. Bruge skidded to a halt and dropped his axe, fumbling for the bow hanging across his back. Both shots, snapped around over the soaring bridge, went wide, and then the bandits were upon them. They dropped their bows and scrambled for their daggers as the bandits crashed into them. Silene took a deep cut across her forearm as she tried to ready her blade [5 damage leaves her at 1 hp], while Bruge stepped carefully back and his foe’s swipe went wide.

He stepped back into the man’s backswing and buried his blade in the man’s neck [4 dmg kills him], then turned to help Silene as she and her opponent feinted back and forth [both miss badly].

Just then, the armored bandit chief and a lithe young women stepped out into the cavern. The man before them shouted for help just as Bruge struck him hard against the shield [AC match staggers the man; -1 AC] and Silene’s dagger slashed his belly open [3 damage, dead].

They sheathed their daggers and picked up their bows and axes as the remaining enemies raced across the bridge. “Josue!?” Silene called behind her.

Is the priest nearby? -1: Yes!

“I’m beside you,” the priest called. “Hallada has the prisoners; she’s taking them outside.”

He handed Silene the lantern and stepped in front of her, lifting his shield high. “We’ll stop them here.”

Who will fight Bruge? Mage or Boss? Mage.

A moment later, Josue’s breath was taken away as the bandit leader’s sledge caught him full in the shield, but the warrior-priest rolled with the blow and returned as well as he got [chief missed; Josue hit for 3 damage. 9 hp left]. The wizard wasn’t as sturdy; her arcane whisperings fizzled as Bruge stepped through a lash of burning ozone and cleaved her head from her shoulders with a single blow [she missed badly; he hit for 7 and killed her].

The bandit chief roared and spun his hammer around for another strike [passed morale], but the flurry of blows from both sides tripped him up and Josue’s hammer struck hard against his elbow [5 dmg, 4 hp left]. The man howled and allowed his grip to slip just for a second, just long for the priest to step inside and cleave in his skull [hit for 7, dead].

The party stood, panting, in the quiet room. For a long time, no one moved. Finally, Josue looked at Silene and said, “We need to get Hallada. You’re hurt bad.”

This time, the warrior did not protest. “That might be a good idea,” she said. Josue helped her south into the improvised jail while Bruge rooted through the purses of the dead. He came up with a handful of coins [4d6=14 gp] and a bottle of cloudy, vaporous liquid [the potion of Celestial Step].

By the time he rejoined the others, Hallada was just finishing a prayer over the injured warrior, who seemed [healing, +6 hp] almost entirely herself again.

“Now then, shall we?” Silene asked as she rose and dusted herself off.

“Shall we what?” Hallada asked.

“See what these bastards were doing, of course. And what they had that made it worth it.”

“You need rest,” the priestess clucked.

“There will be time for that,” Silene argued. The headed back north into the caves.

What is the headquarters like? Aggressively/Bizarre

The chambers were immaculately clean, for the cave hideout of a bunch of brigands, and filled with bizarre carvings of almost-human idols, made of wood, stone, and bone. Josue set to smashing them with his hammer before Silene stopped him and grabbed one.

“This could be worth something to the army boys,” she said as she dropped it into her pouch.

+Thread: Weird statues found in bandit hideout.

Search Check: 11+2w = 13, pass

They set about tearing the room to pieces, and soon enough found a heavy chest hidden behind a box of moldering flour. Each checked carefully for traps, but finding none, agreed to open it.

Can it be smashed open? +1: No.

The iron bands wrapped around it made it impervious to Bruge’s axe, so, gritting his teeth, the warrior flipped the latch and tipped the lid open. When nothing happened, he allowed himself to finally exhale, and then to laugh.

“Ale in both hands, tonight!” he shouted when he looked into the chest. None of the others could disagree. They tipped the contents out onto the floor and tallied them carefully, each watching the others. None had seen such a hoard.

They found an outfit–cloak, shirt, shoes, the works–of the finely-printed cotton, worth 390 gp; 4 sardonyx gems worth 40 gp each; three onxy stones worth 200 gp each; a small sack stuffed with 400 gold coins; and, best of all, a matched set of silver jewelry (an amulet and bangle) worth 100 and 300 gp, respectively.

“We have to get back to town,” Silene said. No one disagreed.

They packed the things carefully into their bags and headed for the exit.

“Where are our prisoners?” Bruge asked.

“Just outside,” Hallada said. “I tied them to a tree.”

Are they still there? +2: Yes.

And so they were. The party tied the two prisoners to leads and led them back through the forest to the trade road. They traveled a little ways down the path and then headed into the woods a few hundred yards to camp and rest. They had a long day of marching ahead of them.

Night Encounter Check: No.

Travel checks: no, no.

The woke early the next morning, after a quiet night, and made their way back to town. The walls of the city were a welcome sight as they grew closer. They were stopped by guards as they neared the gate. The man saw the prisoners’ armor, recognized it as the army’s. He blew a whistle, demanded answers as spearmen swarmed out of the gatehouse.

Josue stepped forward. “Let us through to the captain,” he demanded. “Something is afoot in the wood.”

Wrap Up

Experience Record

*Note that I am adjusting the exp from enemies because I was going by the E&S rulebook, but when I looked at them carefully I realized that would be way too high as-written along with xp-for-gp, so I am adjusting EXP values here for monsters to be in line with Labyrinth Lord/Lamentations.

  • Thunderbird = 65 exp
  • Young Ogre = 50 exp
  • 3 bandits = 30 exp
  • turquoise necklace = 60 exp
  • found gold = 60 exp
  • dog = 5 exp
  • magic-user = 29 exp
  • bandit chief = 50 exp
  • jewelry = 400 exp
  • gems = 760 exp
  • clothes = 390 exp
  • coins = none, because they were recovered from known humans who were hiding them

This is a total of 1,899 exp, which rounds to 475 exp for each character. A comfortable haul, but they’re still a long way away from leveling up. It should hopefully be enough money to buy the slower members of the party some better armor, and maybe some other more specialized tools of the trade.

Character Sheets

Hallada, P1 (584 exp). S4 D9 C4 I9 W12 C7. HP 4/4. AC 9 (nothing). AT: mace (-1 hit, -1 dmg). Spells (0/2): healing, detect magic. Inventory: holy symbol, scripture, dagger, blanket, 1 ration, lantern, brooch (35 gp value). 121 gp. Goal: overthrow/pleasures (a real wet blanket).

Bruge, W1 (584 exp). S10 D12 C8 I6 W9 C7. HP: 4/4. AC 12 (none). AT: battle axe (+2 hit, +2 dmg) or bow (+3 hit, +2 dmg). Inventory: dagger, blanket, 1 ration, turquoise necklace (60 gp), unidentified potion (celestial step). 136 gp. Goal: harm/illusions (all about tearing down the veneer of civilization).

Silene, W1 (584 exp). S8 D7 C10 I8 W5 C9. HP: 8/8. AC 9 (leather and shield). AT: sword (+1 hit, +0 dmg) or crossbow (+1 hit, +0 dmg). Inventory: dagger, blanket, 1 ration, lantern, strange idol. 129 gp. Goal: travel/portals (wanderlust, insatiable curiosity).

Josue, P1 (584 exp). S9 D9 C7 I4 W11 C8. HP: 6/6. AC 10 (shield). AT: hammer (+1 hit, +1 dmg). Spells (0/2): healing, sanctuary. Inventory: holy symbol, scripture, dagger, blanket, 1 ration, torch. 181 gp. Goal: procrastinate/enemies (standing alone against an unspecified threat).

Mythic Stuff

NPCs: Barssus, a foppish and overpromoted captain in the Hierophant’s army. Pair of soldiers, one of whom may be a traitor.

Threads: Discover the fate of the missing supply wagon to earn 100 gp each. Weird statues found in bandit hideout.

Ironsworn — Marien the Woods Witch 2

Character Sheet

Name: Marien, Woods witch
Stats: Iron 1, Heart 2+1, Wits 3, Edge 1, Shadow 2
Momentum: 2 (max 10, reset 2)
Resources: Health 3, Spirit 3, Supply 5
Experience: 0

Assets:

  • Sighted—When facing danger or gathering info regarding mystic forces, +1 and +1 momentum on hit
  • Bind Ritual—Bind the strength of an animal to you in a nighttime ritual
  • Divination Ritual—Use a ritual to Gather Info, Compel, or Forge a Bond

Bonds 0.3:

  • The women of Thornfall Wood’s communities
  • Gult, a local trader who comes to her for herbs
  • Vigo, another healer from a distant village

Vows:

  • Cure the Cursed Boy, Deshi – 2.0 – Dangerous

Description: Marien is a woods witch, known throughout the region, feared by many but come to by pregnant women and the sick.

Inventory: knuckle bones, deer pelt, dagger, staff

Session Start

At the end of the last scene, Marien had just finished a long, cold night in an unsheltered copse. Now she has to get back on the road to reach the softlands and find an herb to help keep the boy Deshi alive.

NOTE: I had called the inventory item ‘rune stones’ that she used for her divination according to the rules, but in my fiction I renamed them knucklebones. I have renamed them in her inventory for this session.

Morning came slowly in the valley. The road stretched north and south beside her. She packed her few things and prepared to leave.

Undertake a Journey: 1+3w = 4 vs 8/10. Another miss. Is she waylaid by the bandits (likely) or does the trail become impassable? 98, the trail becomes impassable.

The road wound deeper into the valley. The sound of running water ran under everything, but it grew into a cacophony as she progressed. Finally, she rounded a rocky outcropping and pulled up short; the road ahead was entirely gone. A swift running stream washed across the path.

Gather Information – Try to find another way across: 4+3w = 7 vs 9/7. Miss again. Discover an unwelcome truth—men guard the ford. Is the ford guarded by Clan Whitewolf or bandits? 53, whitewall.

She turned her horse from the road and turned upstream, looking for a place where the water widened and she could ford it. After a moment, she cursed.

A pair of armed warriors flanked the stream, leaning on their spears. The first saw her, nudged his companion. Marien looked around, but there was no room to turn the horse fast enough to get away.

“Don’t recognize ye,” the first man said.

I’ll use a Compel move to convince the men to let me through. By convincing or pacifying them, rather than outright lying or threatening, I can use Marien’s strong Heart skill.

Compel – Pacify: 5+3h = 8 vs 5/10. Weak hit. They will do what I ask, but demand something in return. Do they need me to heal one of their friends? Likely: 20, yes.

“Marien. Of Thornfall Wood.”

“Ain’t heard of ye, either,” he answered.

“I’m a healer, and I need to get by.”

“This ford’s closed, by order of—“ the man began, but his companion elbowed him hard in the ribs. They whispered together. Finally, they broke apart.

“A healer?”

Marien grunted assent.

“Good. Come with me.” He pointed up the way, to the other side of the ford. She kicked her horse forward and followed the second man. The trees were close on the other side of the stream, but the man grabbed the horse’s bridle and led her through the wood.

They eventually emerged into a small clearing. A few tents cluttered the grass. Men lounged around a fire, talking quietly. They looked up when Marien entered.

“Who’s this, then?” a guard asked them on approach.

“A healer,” her escort said. “Found her trying to cross the ford.”

The guard’s face lightened, relief poured over him. “Bring her, quick!” They led the horse to a distant tent and helped her down.

“Who is it?” she asked.

“Kynnen. A good son of a good family. In.” He held the tent flap aside. Marien entered, saw a blonde, bearded man stretched out on a bed of grasses.

“A gut wound,” she said.

Oracle: Was it humans or something else? 50/50: 31, humans. Was it the Oakhearts? 50/50: 82, no.

“Aye. Bandits, from the road ahead. Trying to get over the ford. Took him in the dark.” The guard crouched down at his friend’s side. “Can ye help him?”

Marien crouched, moved the wounded man’s hand aside. “It’s bad,” she said.

“Please,” the man said. “Kynnen’s done well by all of us. Got young at home.”

Marien paused, looked at him. “I need by the river again, later.”

“You’ll have it.”

She nodded. “Get my bags.”

Secure an Advantage – Check if I have the right healing herbs: 3+3w = 6 vs 5/10. Weak hit. +1 momentum.

The man brought them. She rifled through the contents, pulled handfuls of dried herbs onto the smooth earth. “A pot,” she snapped at the waiting warriors. One was fetched. She boiled water, stirred the herbs in. “Pray,” she said. She smeared the poultice onto the wounded man’s side.

Heal Kynnen the Warrior: 2+3w vs 5/4. Weak hit. The healing succeeds, but -1 supply (4 left).

“And?” the man behind her demanded.

“And now we wait,” Marien responded. She settled onto her heels and sat.

How long does it take for him to recover: hours (likely) or days? 71, hours.

After a few hours, the wounded man stirred and coughed. His friends crowded to him, grabbed his hand. “Kynnen?”

He groaned. “By the gods…”

Form a Bond – Clan Whitewolf: 1+3h = 4 vs 7/9. Miss and the magic from her enchanted deer pelt is destroyed because she rolled a 1 on a heart check. Dang. These guys aren’t grateful enough to go out of their way.

His companions turned to Marien, thumped their chests with their fists. “You’ve earned your passage, witch.”

“Keep him still for a few days yet,” Marien said. “The fire should leave the flesh, but he’s still cut.”

“We will.” The man rose and escorted her out. “You need to head north?”

She nodded. “Into the softlands.”

Are the bandits still an issue? Likely: 11, yes.

“Be careful. The roads…Whitewolf doesn’t patrol the paths north of here. Bandits and worse hide in the wild places between here and the softlands.”

Secure an Advantage for the road ahead: 2+3w = 5 vs 2/6, weak hit. Gain +1 momentum for a short-lived advantage.

What does he warn her about? Settled woods

Marien mounts her horse and heads toward the road. “‘ware the forest past the valley. The bandits have set up a camp within.”

Marien nodded and urged her horse onward. There was a long way to go.

Undertake a Journey to the Softlands: 5+3w = 8 vs 7/9. Weak hit. Reach a waypoint (2.0 progress) but lose 1 supply. Remaining supply: 3. Where did she arrive? Beautiful waterfall.

Marien made good time on the road, stopping only long enough to eat a quick meal beside a lake. A waterfall rained from above, stirring the cool waters. She drank deep from the clean pool and then continued onward.

Undertake a Journey to the Softlands: 2+3w = 5 vs 7/8. Miss. This was supposed to be a quick detour, but the number of misses on travel has gotten to be ridiculous. I’m going to just delay her and take -1 supply for the penalty. 2 left.

The road beyond, however, led steeply up and out of the valley. The going was slow, and night was setting by the time she reached the level plain above.

Resupply by foraging for supplies: 3+3w = 6 vs 8/9, miss again. No supplies, can’t camp or rest for the night.

Marien found a depression in the plain and picketed the horse. She scoured the ground for herbs and edible greens, but the plain was dry and the grasses inedible. She settled in for a long night.

Undertake a Journey to the Softlands: 1+3w = 4 vs 1/8. Weak hit. 2 progress (now 4!) but -1 supply. Where does she stop? Empty/hill.

The road across the plain was smooth and level, but the dry grasses continued. By midday she reached a low hillock that had grown in the distance for several hours. She sheltered in the lee side of the hill and dumped her bag onto the ground and sorted through her supplies. They were dwindling.

Secure an Advantage by climbing to high ground to see the road ahead: 4+3w = 7 vs 8/10. Another miss. Does someone see her? 50/50: 59, no. The road ahead is hidden by the grass.

The road ahead was lost by the high grass. Beyond the hill, she could see nothing but the thigh-high grain. Distant hills stood blue against the sky, but the way there was unmarked.

Undertake a Journey to the Softlands: 1+3w = 4 vs 2/9. Weak hit. Make a waypoint (now 6 progress) but -1 supply (now 0).

The path petered out behind her. She moved through the high grass toward the distant hills. Evening came and she stopped to make camp. She ate the last of her rations and picketed the horse to crop the grass.

Resupply by looking for food: 2+3w = 5 vs 7/9. Find nothing helpful and now unable to camp again.

Marien crawled back to camp as full dark fell. She’d found nothing, and now it was too late to build a warm fire. She huddled beneath the deer pelt cloak and waited for morning.

Undertake a Journey: 2+3w = 5 vs 5/1. Weak hit. Make progress (now 8!) but -1 supply (now negative supply. She has to take health, spirit, or momentum damage. Since momentum is the only stat I’ve got building and I figure that Marien has dealt with hunger before and it won’t scare her, she’ll take -health instead of spirit (2 left).

*Rule Update: I’m just not having fun with the constant misses and occasional weak hits. In order to give the game a little more dynamic of a feel, I’m going to change the rules to have one of the challenge dice be a d8 instead of a d10. This will have a significantly smaller effect that increasing the player’s action die to a d8 from a d6 or giving her a bonus to rolls, but it should have a small positive effect on dice outcomes.

Marien rose from her camp. She looked at the road ahead, cinched her belt tight. Her stomach grumbled. She mounted the horse and headed toward the hills.

Undertake a Journey: 5+3w = 8 vs 8/5, weak hit. Make progress (now 10!) but at -1 supply. Since Marien is already out of food, this will hit her spirit instead (now at 2). Since she is unprepared, I can’t increase supply by foraging. I’ll need to find a town to Sojourn in (buy/be given food).

Reach a Destination: 10 progress vs 5/8. Strong hit! The situation favors me—either man another move immediately with a +1 bonus or gain +1 momentum. I think the +1 bonus roll is most helpful. I’ll use it to Sojourn and try to repair my unprepared debility.

I also rule that reaching the village is a milestone in Marien’s quest to cure the boy. This will give her +2 progress on her quest log. It is now at 4.

The road wound through the low places and then up into the hills. Finally, as the sun peaked overhead, Marien rounded a bend and saw the first sight of the softlands. Rich, dark soil covered the ground. Green shoots of plants poked up through the earth. In the distance, a city surrounded by an earthen wall stood atop a hill.

Marien wove in her saddle as the horse made for it.

Sojourn: 6+2h+1bonus = 9 vs 1/8. Strong hit! Sojourning represents Marien spending time in town to recover. She can choose to Equip (+1 supply and no longer unprepared) and she will gamble on a strong recovery. Recuperate: 5+2h = 7 vs 5/1. Strong hit. She heals 4 health (back up to max 5).

The village gates opened as she approached. Villagers saw her, crowded close. A stout woman shouted for help, and a pair of men ran from a nearby hall. The grabbed Marien by her arms, lifted her down from the horse.

“You came through the grasslands?” one of them asked her. Marien nodded. “Get her inside, and get some mead and bread for her. Quick!”

Marien didn’t protest. She allowed herself to rest as she was borne into the village hall.

Wrap Up

Name: Marien, Woods witch
Stats: Iron 1, Heart 2, Wits 3, Edge 1, Shadow 2
Momentum: 4 (max 10, reset 2)
Resources: Health 5 Spirit 2, Supply 1
Experience: 0

Assets:

  • Sighted—When facing danger or gathering info regarding mystic forces, +1 and +1 momentum on hit
  • Bind Ritual—Bind the strength of an animal to you in a nighttime ritual
  • Divination Ritual—Use a ritual to Gather Info, Compel, or Forge a Bond

Bonds 0.3:

  • The women of Thornfall Wood’s communities
  • Gult, a local trader who comes to her for herbs
  • Vigo, another healer from a distant village

Vows:

  • Cure the Cursed Boy, Deshi – 4.0 – Dangerous

Description: Marien is a woods witch, known throughout the region, feared by many but come to by pregnant women and the sick.

Inventory: knucklebones, deer pelt (not magical), dagger, staff