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Secluded Witch Hut

Environments Designed by beanieburg

At a glance

Tier
1
Type
Exploration
Difficulty
11
Impulses
Appear when it is advantageous Draw in the curious Tempt with strange magic

Environment overview

A crooked, multi-storied wooden structure draped in moss and vine that serves as an isolated home for a mysterious witch.

Potential adversaries

Green ooze Minor fire elemental Swarm of rats

Features

Passives

passive
  • Strange Apothecary

    Magical trinkets and lore both natural and occult line the shelves and clutter the tables. PCs can make an Instinct or Knowledge roll to investigate the space.

    - Critical Success: They learn something valuable about the surrounding area and find a Common Consumable that is appropriate to the environment.
    - Success with Hope: They learn something valuable about the surrounding area.
    - Success with Fear: They learn something unsettling about the surrounding area.
    - Any failure: The PC investigates the area incautiously and the GM can use the Animated Objects action without spending a Fear.

    Questions
    • What magical secrets do the PCs hope to uncover here?
    • What do these surroundings say about the witch that lives here?

Actions

action
  • Animated Objects

    Many of the objects and features within the hut have been animated by magic. Spend a Fear and pick one of the options below.

    Bookshelf: Launches a thick tome at a PC. The PC must succeed an Agility reaction roll or take 1d4+2 physical damage.
    Broom: Throws dust in the PC's face and inflicts a violent sneezing fit. The PC must Mark a Stress.
    Fireplace: Vomits a cloud of ash into the room. Attack rolls and action rolls made to perceive or investigate the area are at disadvantage until the ash cloud is cleared.
    Taxidermy: A decorative stuffed creature makes unsolicited negative commentary while the PCs are within the hut. Targets must succeed on an Instinct reaction roll. On a failure, they have a -2 penalty to their next action roll.

    Questions
    • What other objects or features in this environment have been animated?
    • In what other ways could these objects help or hinder the PCs?
  • A "Warm" Welcome

    Spend a Fear to summon a Minor Fire Elemental from the hearth that seeks to protect the hut from intruders. It appears within Close range of a chosen PC and immediately takes the spotlight.

    Questions
    • What causes the elemental to react?
    • Can the elemental be persuaded not to attack?
  • Home, Sweet Home

    The witch who lives here returns home while the PCs are still present and must decide how to deal with these trespassers.

    Questions
    • How does the witch react to unexpected visitors?
    • What deals or bargains might take place now that the witch has returned?

Reactions

reaction

About this environment

An environment that can be eerie, whimsical, or cozy at the GM’s discretion. Additions, alterations, or improvisations to the Animated Objects feature encouraged.

Secluded Witch Hut

Tier 1 Exploration

A crooked, multi-storied wooden structure draped in moss and vine that serves as an isolated home for a mysterious witch.

Impulses: Appear when it is advantageous, Draw in the curious, Tempt with strange magic

Difficulty: 11

Potential Adversaries: Green ooze, Minor fire elemental, Swarm of rats

Features

Strange Apothecary - Passive: Magical trinkets and lore both natural and occult line the shelves and clutter the tables. PCs can make an Instinct or Knowledge roll to investigate the space.

- Critical Success: They learn something valuable about the surrounding area and find a Common Consumable that is appropriate to the environment.
- Success with Hope: They learn something valuable about the surrounding area.
- Success with Fear: They learn something unsettling about the surrounding area.
- Any failure: The PC investigates the area incautiously and the GM can use the Animated Objects action without spending a Fear.

  1. What magical secrets do the PCs hope to uncover here?
  2. What do these surroundings say about the witch that lives here?

Animated Objects - Action: Many of the objects and features within the hut have been animated by magic. Spend a Fear and pick one of the options below.

Bookshelf: Launches a thick tome at a PC. The PC must succeed an Agility reaction roll or take 1d4+2 physical damage.
Broom: Throws dust in the PC's face and inflicts a violent sneezing fit. The PC must Mark a Stress.
Fireplace: Vomits a cloud of ash into the room. Attack rolls and action rolls made to perceive or investigate the area are at disadvantage until the ash cloud is cleared.
Taxidermy: A decorative stuffed creature makes unsolicited negative commentary while the PCs are within the hut. Targets must succeed on an Instinct reaction roll. On a failure, they have a -2 penalty to their next action roll.

  1. What other objects or features in this environment have been animated?
  2. In what other ways could these objects help or hinder the PCs?

A "Warm" Welcome - Action: Spend a Fear to summon a Minor Fire Elemental from the hearth that seeks to protect the hut from intruders. It appears within Close range of a chosen PC and immediately takes the spotlight.

  1. What causes the elemental to react?
  2. Can the elemental be persuaded not to attack?

Home, Sweet Home - Action: The witch who lives here returns home while the PCs are still present and must decide how to deal with these trespassers.

  1. How does the witch react to unexpected visitors?
  2. What deals or bargains might take place now that the witch has returned?

Discussion

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