Daniel O_Donnell - The Witch of the Well.pdf

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1. The Be
lfry
Legend has it that ringing the bell
here will drive the dark spirits from
the valley. Unfortunately, the bell
chamber is empty (see The
Chapel).
The Belfry is inhabited by a
number of owls, and the floor
is covered by snail shells
which crunch underfoot.
These are fed to the owls by
The Witch who plucks
them from her
mandrake field.
2. The Field
The fairly ordinary looking plants in this field are in fact
Mandrakes cultivated by The Witch. While usually
passive, if one is uprooted its shrieks will provoke the
other Mandrakes to rise up in defense.
If The Witch is sorely pressed, she can command the
Mandrakes to attack an enemy.
The Scarecrow is for frightening
birds.
The Witch of the Well
3. The Hollow House
By Daniel O'Donnell
This derelict farmhouse is full of mouse holes and porcelain dolls, and the sound of scratching is frequent.
If carefully searched, characters will discover that one of the dolls is in fact a tiny mummified goblin-like
creature dressed in doll's clothing - a clue to the farmhouse's terrible secret.
Small fey creatures inhabit the hollow walls and underfloor spaces. They will observe intruders from their
hiding places, and, if presented with a vulnerable target, will swarm out to attack.
If the creatures manage to kill their chosen victim, they will dismember the corpse in
seconds and conceal the parts - the walls of the house are filled with human
hair and bones.
If the creatures hear or see anything of interest, they will send some of
their number to crawl down the winding tunnels beneath the house and
inform The Witch.
4. The Witch in the Well
Down a small tunnel concealed at the bottom of the well is a
hidden grotto inhabited by a grotesque hag.
She doesn't usually bother travellers on the path, but will murder
trespassers when the mood takes her, using her spies to inform her
of an opportune moment to strike.
In addition to her repertoire of hexes, The Witch can conjure a
mist that will disorient and turn around anyone attempting to leave
the valley. She can also turn herself into a great antlered owl-like
demon with a leering grin quite seperate from its beak. While in this
form, she is vulnerable to silver.
The Witch's familiar, Elemanzer, has a black cat's head and a long, furry,
snake-like body. He usually skulks around the valley, acting as the
Witch's eyes and ears.
If Elemanzer is spotted, he will pretend to be a benevolent
creature and tell characters that the farm's well is able to grant
wishes. If the PCs attempt to navigate the well, The Witch and
Elemanzer will take advantage of the party's seperation to ambush
them, cutting ropes if possible.
5. The Spoon Tree
Local superstition holds that
travellers passing through the
valley should hang a spoon in the
oak tree by the clapper bridge to
ensure safe passage. Thousands of spoons
hang in the branches and jangle in the wind. They
vary in size and material, from small silver spoons to
large wooden ladles. Some are carved into ominous shapes.
Thieves looking to steal the more valuable specimens might be noticed by
Elemanzer (See The Witch in the Well). While the Witch doesn't pay the
superstition much notice, she doesn't regard looters with kindness.
6. The Chapel
In the centre of the chapel is an unusual bronze font, clasped by sculptures of demonic creatures.
This font is in fact the bell originally contained within the belfry.
Characters attempting to free the bell from its pedestal will need to break the stone fingers of the carvings.
If this happens, the stone will crumble to reveal the emaciated imps encased within. They have been bound by
The Witch to keep the bell within the chapel, and will attempt to do so to the best of their abilities.
Several stained-glass windows in the chapel depict hellish scenes of torment. One inconguously features a mob of peasants pelting
owls with silver coins.
Released by Daniel O'Donnell under the Creative Common Attribution-Share Alike 3.0 - http://creativecommons.org/licenses/by-sa/3.0/
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