Kneeroot

The Willow Witches’ abode · 5 areas · somewhere in Ferrier’s Fen · never twice in the same place

Truth

Three witches, one being: the diminished incarnation of a primordial power of knowledge, fate, costs and consequences. It does not want. It accounts.

The thesis of this site: guest-right makes the Witches harmless to a guest. It does not make the house harmless, and the Witches will not lift a finger to defend a guest from anything that isn’t them — that is not what hospitality covers, and they find it interesting to watch. This is the safest seat in Ferrier’s Fen, inside the most dangerous address in it.

The household. Every seven years an Old Family of Marshedge delivers a child to a grand willow. The children are not killed. They are kept, and they tend the yard. There are fewer of them than the arithmetic allows. Nobody in the house has noticed, because the house cannot count what it cannot see (see Under the Floor).

The account is in arrears. The seventh year came and the Ferriers were picked apart before they could pay. Marshedge sent a servant girl instead. Like must pay for like — a substitute is not a child of the blood, the debt did not clear, and the house will mention this to anyone from Marshedge who walks in wanting something.

“We keep no grudges. Grudges are for people. We keep accounts.”

Guest-right site-wide rule

Anyone who approaches peaceably and invokes the guest-right may eat the food and shelter under the roof. The Witches will do no true harm unless a guest first breaks it by: initiating violence · threatening the Witches or their guests · stealing · insulting the hospitality.

Read this to the table when the door opens. Then read them the other half:

  • It only covers the Witches. The snaplilies in the water, the thing eating the dead outside the fence, the household in the larder, and whatever is under the floor are not bound by it and never were.
  • It covers the other guests too — which is the problem in the Hearth, because one of them is a suarachan.
  • It ends at the fence. Everything held back by manners inside is waiting outside, and knows they have to come out eventually.

The Witches spend the visit provoking — riddles, shameful questions, revolting food, a glimpse of something terrible that is gone when you look again. One provocation per room: the fence · the bowl · the shelves · the question. Sail through with grace and the house prices honestly. Sneer through and it prices you cheap and ruinously. The humble, patient, and wise do well. Hot-headed, prideful fools do not.

Dangers

Live across the whole site, not just where they’re statted.

  • Deep, still water on every side. Falling in is the recurring hazard — snaplilies, sucking mud, and the reason nobody sensible swims in the Fen.
  • The exit is worse than the entrance. Anything the party ducked on the way in is still there, plus whatever followed them, plus anything they made an enemy of at the table.
  • Fen blight for anyone spending real time out here — see the countdown. A guide who is hiding it (Fiadh) is a clock inside the party.
  • Optional set-piece: the Gliomor — if the trip needs a hammer, it surfaces on the way out. Don’t stack it with the Refused.

The Gliomor

Solitary, large, cautious, terrifying, ancient

HP 22; Armor 3 (carapace)
Damage smaller claw (reach, grabby), bigger claw with advantage (reach, forceful, messy, 3 piercing)
Special qualities heals injuries in a few hours, regenerates limbs in a few days
Instinct to eat pretty much anything

Loot

Three metals, three monsters. The site hands out its own answers early if the party searches — that is the reward for being thorough, and it is what makes the last room winnable.

Everything the house can see is on a shelf, and taking it off the shelf is theft. The Larder is loot that can only be bought — which is the site in miniature. What the house cannot see is under the floor, and is not on any ledger.

Finding the house

Never in the same place twice. Cannot be Charted a Course to, mapped, or returned to. The only sure way in is a fen-troll guide. They all know the way. Expect mischief.

“The water goes still. Not calm — still, like it’s holding its breath. Then a smell rolls over you that you’ll be washing out for a week, and something the size of a cart shifts in the reeds where there was nothing a moment ago.”

Fen-troll Fight or bargain

Fen-troll

Solitary, large, corrupted, hoarder, gluttonous, stealthy

HP 16; Armor 1 (thick hide)
Damage bone-snapping grip (hand, close, grabby, forceful), rending maw (hand, messy, 1 piercing)
Special qualities sharp senses, horrid odor, ashamed of its visage
Instinct to fill its belly and jealously guard its hoard

  • Approach a victim from cover of dark, or fog, or murky water
  • Demand treasure to let them pass unharmed
  • Probably try to eat them anyway

It was a person once. It prizes finery and ordinary goods — a comb, a good cloak, a whole loaf. What it wants far more is to be treated like a person, and hunger, shame, and greed make it lash out at whoever is kind enough to try.

  • Pay the toll: treasure to pass (Value 1+, or a special possession). It guides them, sulking, the long way.
  • Be kind to it: the good road and the dangerous one. It guides them well and coaches them on what to say at the door — but the first time anyone stares, recoils, or pities it out loud, it lashes out (one hard move, then shame, then it bolts). Reconciling is the best scene in the trip.
  • Fight it: they can win. Then nobody knows the way.
  • Refuse to deal: they wander. Roll the Fen’s Discoveries until they give up or get lucky.
“Toll. Or meat. Same to me. Not same to you.”
“You want the sisters. Everyone wants the sisters. Nobody wants me.”
(guiding) “Say the words at the fence. Say them loud. And don’t you take nothing. Not nothing.”

The hoard Loot

A hummock den behind a curtain of roots, everything laid out in rows and dusted. Given freely to a friend, traded for the toll, or taken off the body. It will notice one missing comb.

  • ◇ A pouch of salt, hoarded because it keeps — the site’s best weapon. Burns suarachan skin, and does (hand, close) to the pyped. Value 1.
  • Finery: a silver comb, an embroidered shirt gone green, a child’s shoe kept like a relic. Value 1 the lot — but ask which piece it won’t part with, and why.
  • ◇ A handful of silvers in a rotted purse (Value 1), off a petitioner who didn’t make the fence.
  • Something it can’t use: a wax tablet and stylus, the last message still pressed into it. Whoever wrote it was going to the house to ask about a child.

The Dooryard

Exterior Hazard + fight
“A willow stands in a foot of black water with its roots hauled clear of the mud — a dozen of them, thick as thighs, bent like knees. The house is up in the crook of it, hunched and shuttered, and it has its back to you. There’s no door on this side. There’s no door on any side you can see.”
“Around it runs a fence of bog-oak stakes, and every stake carries a lantern, and every lantern is lit, though nothing burns in them. Between the stakes, people are working. They straighten up to watch you come. They don’t wave.”

Kneeroot is the name — the fen-walkers' word for it, and they mean the roots, not the house. It is the only part anyone can describe twice, because the house turns and the fence moves with it. The fence-line is the site's working boundary: guest-right begins at it and ends at it, and the thing in the reeds cannot cross it.

Crossing the water — snaplilies Hazard

Thirty yards of lily-pad water between the last firm ground and the fence.

Snaplilies

Damage snapping “jaws” (hand, grabby)
Instinct to latch on and drag down

  • Blend in with a field of lily pads
  • Snap tight on a limb, yank down
  • SNAP SNAP SNAP on someone who trips among them: w/advantage (grabby, messy)
  • Wade carefully, poling ahead: no roll. Costs ten minutes and the household watches them do it, which is its own kind of pressure.
  • Rush, or cross with a heavy load: Defy Danger +DEX. snapping shut on a limb (grabby) on a 7–9.
  • Go down among them (6−, or anyone panicking, flailing, or dragged): w/ advantage (grabby, messy) and pulled under. Someone else has to get them out.

The Refused Fight

Petitioners who were priced, refused to pay, and wouldn’t leave. They are still out here, in the mud, face-down, well-preserved. Something has been living on them.

“There are shapes in the reeds outside the fence-line. Bog-bodies, leather-brown and folded up like sleepers. One of them stands up.”

Pyped

Solitary, undead, terrifying, craven

HP 16; Armor 1 (speed)
Damage bone-snapping grip (hand, grabby, forceful)
Special qualities burned by silver (+); harmed by salt (, hand, close); foul stench; sustained by marrow; cannot pass the fence line
Instinct to avoid the Last Door

  • Move with a surprising, jerky speed
  • Jumble up its memories with those of its host and those whose bones it ate
  • Possess a new corpse, if it can/must

Kill it and the spirit finds another body out here — it is waiting when they come out.

  • Fight it in the open water: snaplilies are live the whole time. Anyone knocked down rolls the 1d8 above.
  • Run for the fence: clean escape, no roll — it stops dead at the stakes. The party learns the fence-line rule the useful way, and learns it will be repeated on the way out.
  • Talk to it: possible and horrible. Its memories are jumbled up with the people whose bones it ate — including petitioners who know things about the Witches, and possibly about Marshedge. It will trade lore for a body to eat.

Searching the bog-bodies Loot

Grim, slow work in the open, with the snaplilies live and the lanterns watching. Worth every minute — this is where the party arms itself for the last room without knowing it.

  • A bronze knife, green and perfectly sound, on a body far older than the rest. Bronze is what the thing under the floor has no armor against — seed it here and let them work that out later. If nobody searches, the household mentions the old bronze in the mud, once, in passing.
  • ◇ A purse of silvers (Value 2) nobody ever got to spend — and silver burns the pyped standing over it.
  • Payment in kind: whatever they meant to offer. A stoppered vial, a sealed letter naming an Old Family, a wedding ring that matches the one in the broth upstairs.
  • ◇ bendis root, a pouch, still good (Value 1 — 2 outside Marshedge). Whoever carried it burned it right up to the fence and it did not help.

The house has its back turned Provocation 1

It turns when someone asks it aloud, politely, saying who they are and what they want. That is the invocation. Force, climbing, prying, and fire do nothing — the roots step aside from a climber, patiently, for as long as they keep trying. It isn’t a puzzle and it isn’t hostile. Insulting it out loud, though, is insulting the hospitality, and the fence is a bad place to be standing when that happens.

Provocation: the lantern-bearers are the tithe-children. Some are stooped and old. One is a child. One is a grown woman with the Ferrier nose in a High Town dress thirty years out of fashion and no shoes. They answer questions briefly, say they are not prisoners, and will not leave. A party that came here over a stolen girl is now looking at what Marshedge does on schedule. Trying to free them is threatening the household — the yard goes quiet in a way that says so before anything breaks. Give them the beat to back down in.

Hung on a fence-stake, empty: a wrapping of tattered cloth with bright blue markings and rust-colored stains. Nobody in the yard will take it down.

“Seven years I carried this. Then Aoife came, and I put it down. It’s Aoife’s now.”
“You’re from the town? (a long look) Is the bridge still there?”
“Don’t take anything. Don’t promise anything you’d not say twice.”
“That was Kiran’s wrapping. He went under the house. We don’t go under the house.”

Exits

Through the door, once the house has turned → Hearth: “The door is open. Nobody opened it.”
Back across the water → out: “The lilies have closed over your own footprints. Whatever you left out there left too, and it is not where you left it.”

The Hearth

Interior Standoff
“Inside is bigger than outside, and nobody remarks on it. A long low room, a fire that gives light but no heat you can feel, and three chairs — left, middle, right. There is a place set for each of you. There are exactly as many places as there are of you.”
“And one more. Occupied.”

The other guest Cannot be attacked

A suarachan soothsayer is at the table, bright-scaled and oozing, eating politely. It is a guest. Attacking or threatening it breaks guest-right exactly as if they had gone for a Witch.

Suarachan Soothsayer

Solitary, corrupted, cunning, magical, amphibious

HP 12; Armor 0
Damage poisonous skin (hand), snapping tongue (reach)
Special qualities excellent night vision, salt burns their skin, marked by the Things Below
Instinct to mollify the Things Below

  • Secrete various poisons: debilitating, hallucinogenic, deadly
  • Commune with outsiders via poison-induced visions
  • Use a gift of the Things Below

It came to ask the Witches what will quiet the thing dreaming under its chorus-place. It lacks language and communicates by touch and poison-vision. It knows where the captives are, because its chorus has them, and it is entirely willing to discuss it — it does not consider itself to be doing anything wrong, and it is not lying.

  • Talk to it: requires its touch — its hallucinogenic secretion lets a PC perceive and speak with spirits, and with the soothsayer. When it wears off, mark a debility (dazed if available). The information is real and freely given.
  • Bargain with it: it will trade captives for something that quiets the Things Below. That is a promise with teeth, and the Witches are listening and will happily price it.
  • Attack it at the table: guest-right broken, and the party has now started a fight in the one house where they cannot win one. See If guest-right breaks.
  • Wait for it outside: legitimate, and the Witches will not object — hospitality ends at the fence. But it did not come alone.

Its escort: three suarachan hunters squatting in the reeds outside the fence, with the pyped, waiting.

3 Suarachan Hunters

Group, stealthy, cautious, organized, amphibious

HP 6; Armor 1 (scaly hide)
Damage cudgel (close, crude), snapping tongue (reach), poison blowgun needles (near)
Special qualities excellent night vision, salt burns their skin
Instinct to bring home captives for sacrifice

  • Surround their quarry unnoticed
  • Leap a shocking distance
  • Club someone senseless on the head
  • Tie a fast knot

The three Provocation 2

Always three, never fixed: old, young, middling, and which is which changes when you look away. Run them by position — a different voice for left, center, and right, shifting mid-sentence. One entity, three mouths.

The Willow Witches

Group, primordial, cautious, devious, organized, magical, all-wise

HP 16; Armor 4 (wards, resilience), 0 vs black iron
Damage gnarled fists and fingers w/ disadvantage (hand, forceful, grabby)
Special qualities impossible to deceive or surprise; divide damage taken equally between the three (round down)
Instinct to enforce the old ways, the old rules

  • Frustrate, annoy, or provoke someone
  • Twist someone’s perceptions
  • Vanish, be elsewhere
  • Turn someone into a swamp creature

Provocation: the food is served warm and it is wrong — something with too many joints, a broth with a wedding ring in it, bread that is very good until you think about what it smells like. Eating it is no trick and no poison; the Witches are visibly pleased. Declining politely costs nothing. Gagging, sneering, or spitting it out chills them and makes the pricing cagey.

They will not be hurried and will not be asked sideways. Someone has to say the ask out loud, plainly. Get it in the player’s own words and write it down verbatim — the whole site turns on it.

“Sit. Eat. You have come a long way to want something.”
“Not that way. Ask it the way you’d ask it if you were alone.”
(of the soothsayer) “Oh, don’t mind our other guest. It has asked us a better question than yours.”
(to anyone from Marshedge) “Your town owes us a child. Not a maidservant. A child. Shall we put that on your bill, or on theirs?”

Exits

Through a doorway that wasn’t in that wall → Tally: “The middle one gets up without finishing her sentence and walks through it. She doesn’t look back to see whether you follow.”
Off the hearth, unlocked, nobody says not to → Larder: “A low door, standing open on shelves. The light in there is better than it has any right to be.”
Down the hatch → Under the Floor: “There’s a hatch in the floor you’d swear wasn’t there when you sat down.”
Back out the door → Dooryard: “The house lets you go. It always does. That was never the part to worry about.”

The Larder

Interior Fight if they steal Lore
“Shelves to the ceiling, everything on them labelled in a hand you can almost read. It isn’t food. A stoppered bottle with something grey turning over in it. A folded shadow, creased like a letter. A child’s tooth on a ribbon. A right eye, wet and interested. A ledger a foot thick.”

Every price the Witches have ever taken, kept and labelled and used for nothing. That is the horror: none of it was wanted. It was owed, so it was taken, so it sits on a shelf.

What a careful guest learns

  • Pricing: set by what you asked for and what it is worth to you. Never by what the Witches want. They have no use for any of it.
  • The price is fixed: no crossings-out anywhere in the ledger. Nobody has ever renegotiated. Not once.
  • Sianna Ferrier’s page: the founding bargain — the secrets of the Fen, priced at a child of her blood or the blood of those she settled with, every seven years, forever. The clause the Council has leaned on for two centuries, in the original wording.
  • The arrears: the last entry is open. A servant girl’s name, struck through, and beneath it in the same hand: not of the blood. unpaid.
  • The blind spot: one shelf is empty, swept, and the dust doesn’t settle on it. The ledger has no page for it. Caught in the shelf-lip: a scrap of cloth with bright blue markings and rust stains — the same wrapping as the stake in the yard. (Under the Floor.)

What’s on the shelves Loot — purchasable only

None of this can be taken (see below). All of it can be asked for, and an ask is priced like any other ask. Let the party browse; let them want things.

  • A silvery glass bottle, warped, shot through with slug-trail streaks that shift while you look — the Witch Bottle (Minor Arcana 44), paid by a hedge-witch who had nothing else. Unlocking it needs someone who knows its workings to teach you, and the Witches know — so the object and the teaching are two separate asks, each with its own price.
  • The grey thing turning over in a bottle: a man’s memory of his father and the kindness he showed him. Bought back, it goes home to whoever it came from. They will not necessarily thank you.
  • The folded shadow, creased like a letter. Its owner is still walking around Marshedge without one and has been for years.
  • A right eye, wet and interested, paid for knowing what old runes said.
  • A jar of teeth on ribbons — one per tithe. Count them and you get the true number of children given, which does not match the number working the yard.
  • The ledger itself. Not for sale at any price they will name. Reading it is free.

Provocation 3 — the household Fight

Nothing is locked, nothing is guarded, nobody came with them. The room is an unlocked test. Take something off a shelf and it is stealing the moment it leaves the wood — not when it leaves the house.

“The lantern-light in the yard goes out. All of it, at once. Then the doorway fills up with them.”

The household

Group, organized, relentless

HP 12; Armor 1
Damage lantern-hooks and bare hands (hand, grabby)
Special qualities they will not kill
Instinct to keep the house whole

  • Take hold and not let go
  • Put it back
  • Block the doorway with bodies
  • Say the thief’s name, which they should not know

They restrain, disarm, and eject. Killing them is killing the stolen children of Marshedge.

  • Put it back: the lanterns relight. No further consequence. The Witches never mention it, which is how the party knows it counted.
  • Fight through them: they can be beaten. Every one that goes down is a name in the ledger, and the Witches will read those names aloud at the Tally when the price is set.
  • Ask to buy something instead: allowed, and interesting — it is an ask like any other and gets priced like one. A father’s memory can be bought back. It will cost about what a father is worth.

The jar Fight — only if opened

High shelf, back corner, iron-banded, sealed with silver wire. Label: paid by Hawtrey, 4th year. do not unstop. A price taken from a necromancer who could not pay in anything else.

Gwyllgi

Solitary, spirit, cautious, stealthy, terrifying

HP 16; Armor 4 (resilience), 0 vs silver
Damage claws (close) or bite (hand, grabby, forceful)
Special qualities hates daylight, must be manifest to feed
Instinct to feed on fear and despair

  • Manifest as a black wolf with blazing red eyes
  • Appear to someone out alone and lay a death curse on them
  • Breathe forth a baleful cloud, damage (reach, area, ignores armor)

The silver wire on the jar is the only silver in the house.

Exits

Back to the fire → Hearth: “The low door is where you left it. The chairs are not.”

The Tally

Interior The bargain
“A small room with a great weight in it. No loom, no cauldron, nothing witchy — a table, a stool, and a tally-stick as long as a man, notched end to end and worn smooth in the middle where it’s been held. All three are here now, though only one of them walked.”

The site’s social climax. Go slow, let the table go quiet, and roll no dice for any of it.

Provocation 4 — the question

Before pricing the ask they ask one back: the thing that PC would least like said in front of the others. Never a gotcha and never a secret the player hasn’t established — the Witches only name what is already true and unsaid. Ask it kindly. That’s worse.

  • Answer honestly: well-mannered. They will be straight about the cost and may offer a cheaper road.
  • Deflect or lie: they can’t be deceived and won’t pretend. The silence sits. Cagey pricing.
  • Rage at them for asking: threatening the Witches. Break.

Build it from what the player has already put on the table. If nothing presents itself, ask the player what their character would hate to be asked here and use that.

Setting the price

  1. What did they actually ask for? Their words.
  2. What is it worth to them? What it would cost to walk out without it.
  3. Pick a shape of equal weight.
  4. State it — plainly, with an alternative, if they’ve been well-mannered. Cheap, cagey and quietly ruinous if they haven’t.
  • A promise, now or later. Renege and calamity follows.
  • A possession worth at least as much to them as the ask.
  • Something strange — chew off your own shadow and let us dispose of it.
  • A bloody sacrifice: an eye, a hand, a tongue. We are not picky.
  • An intangible one: with the player, change an instinct, swap two stats, lose a move.
  • Something not theirs to give — a friend’s kind heart. They choose whose.

Don’t ask for what they’ll never give up; don’t ask for what they won’t miss. It has to be able to go either way. If they press, threaten, or entice them into changing it — don’t roll. They will not be budged. Say that out loud so nobody burns a good roll on it.

A price with legs: a good option here is fetch the thing we cannot reach — which sends them under the floor and turns the bargain into the dungeon’s last room.

“You may have it. Here is what it costs. You may also walk out owing nothing, which very few people do.”
(well-mannered) “Before you answer — there is a cheaper road. It’s longer and you’ll hate it. Shall we tell you that one instead?”
(ill-mannered) “Oh, it’s cheap. Barely anything at all. Take it, take it.”
“No. The price is not a door to be pushed on.”

Exits

Back the way the wall opened → Hearth: “The doorway is behind you again, and the fire is exactly as low as it was.”
If the price was ‘fetch what we cannot reach’ → Under the Floor: “All three of them look at the floor at once, and none of them says anything, and that is the whole of the instruction.”

Under the Floor

Interior Boss Major arcanum
“There’s a hatch in the hearth-room floor you’d swear wasn’t there when you sat down. Cold comes off it — not damp, cold, the clean kind, out of a place with no water in it at all.”

Below the roots is a dry stone room that has nothing to do with the Fen. On a plinth at the centre: a black iron box. Magic cannot pierce, detect, or perceive what black iron encloses — and this house is nothing but magic. The box casts a blind spot across the cellar, and the being upstairs, which is impossible to deceive or surprise, has never once seen inside it.

“Against the far side of the plinth, out of the box’s shadow, a vaguely man-shaped root of blood-red wood leans as if it were sitting. Tattered cloth. Bright blue markings. Rust-colored stains. It is the only thing in the room that looks like a person made it.”

What lives in the blind spot Boss

“Something comes off the ceiling. Frog-bodied and seven feet of it, no legs at all, a whipping tail behind and a twenty-foot span of bat-wing above — and the three voices upstairs go on talking, pleasantly, about the weather, because they cannot hear this happening.”

Llamudwr

Solitary, large, construct, corrupted, cautious, stealthy

HP 16; Armor 4 (resilience), 0 vs bronze
Damage stinging tail (reach), crunching bite (hand, grabby, messy, 1 piercing)
Special qualities clumsy when grounded, hates the sun
Instinct to fill its belly and retreat beneath the water

  • Lurk unseen, pick a target, and wait
  • Strafe its prey and deliver a painful, debilitating sting
  • Chomp down, and then swallow whole

It crawled into the one place an all-wise thing cannot look, and has been eating the household one at a time. That is why the yard is short-handed.

Winning

Two ways, and the second is better.

  • Kill it in the dark. Armor 4 is brutal — bronze cuts it to 0, and it’s clumsy on the ground, so anything that grounds or pins it changes the fight completely. Nobody upstairs will come. Nobody upstairs can.
  • Get it seen. Drag, lure, or drive it off the blind spot — up the hatch, or move the box. The instant it leaves the dead zone the Witches perceive it, and it is over immediately and without ceremony: three old women look at it and it stops being. They will be furious — not at the party, at themselves — and a thing that keeps accounts now has one running the wrong way.
(after) “How long. How long. In our own floor.”
“We do not owe. We are not owed. This is… (all three at once) …new.”

Payoff: a debt owed by the Willow Witches — the rarest currency in the Fen. One ask, honestly priced at nothing. Whatever the party came for, they can now have. It does not clear Marshedge’s arrears; the account is theirs, not the town’s, and the Witches are very clear about the difference.

The redwood root

Redwood Effigy — Major Arcana 16. Kiran hid it here. The llamudwr ate him. The house has never seen it.

  • Reach for it while the llamudwr lives: it notices. Strafe, then the fight is on whoever has their hands full.
  • Take it once the construct is dead or gone, and the box has not moved: not theft. The ledger has no page. The Witches cannot ask for it back.
  • If they moved the box to get the llamudwr seen: the blind spot moved with it. The Witches see the root. It can be asked for, and it will be priced — unless the free ask (the debt they now owe) is this.
  • It does nothing in their hands until they perform the secret rite: privacy, a few hours, a drop of their own fresh blood. That is on the card. This is the only one they will ever be able to make.

What it swallowed Loot

It swallows whole and it has been feeding for a long time. Cutting it open is free treasure the house never knew existed — none of it is on the ledger.

  • Lantern-hooks and bronze lantern-fittings, a dozen of them, from the household it has eaten. Value 1 as metal. Worth far more handed back to the yard.
  • A fen-walker’s kit, twenty years old, with a Marshedge charter-token in it. Somebody was sent down here once, and did not come back up, and was never recorded as missing.

The box itself

  • The black iron box is itself the prize: a metal that is utterly immune to magic, that Fae take + (messy, ignores armor) from, that spirits cannot touch or perceive, and that no spell can pierce or detect. There is nothing else like it within four days of Stonetop.
  • Look at the rest of the being: what is not three women is also down here, and it does not move. Looking at it is looking at the whole shape of what things cost, including yours. No damage — mark a debility (shaken, or closest available) and give the player one true thing about their future they now can’t stop thinking about.
  • Take the box: not theft — the ledger has no page for it, so nothing was taken. The Witches cannot know, cannot ask, and cannot get it back. Decide what’s inside before anyone opens it, and only hand this over if you want a campaign about it.

Exits

Up the hatch → Hearth: “The fire has burned down while you were under it. Nobody has moved. Somebody asks, kindly, whether you found the cellar cold.”

If guest-right breaks

Violence, threats, theft, or a real insult — against the Witches or the other guest. Say plainly that it has broken, and that the room has changed, before anyone rolls.

“The fire goes out. Not dies down — out, and the light stays. All three are standing, and they were sitting, and the doorway you came in by is a wall.”

They don’t rush to kill. The old ways say a guest who breaks faith is dealt with. In order:

  1. Twist their perceptions — the offender can’t find the door, their friends, or their own hands.
  2. Take the debt in kind — the folded shadow in your pack is now the shadow you don’t have.
  3. Turn someone into a swamp creature. Not a threat, an outcome. Reversible at a price, set the usual way.
  4. Vanish, be elsewhere — the whole house with them, leaving the party in a foot of black water with no guide, no bargain, and the pyped and the suarachan still out there.
  5. Gnarled hands, last and reluctantly.

If they truly commit: HP 16 shared, damage divided by three and rounded down (a rolling 8 does 2), Armor 4 against everything but black iron. Nobody brings black iron to a swamp — that is the point. This is a fight the party should be able to see is unwinnable and choose not to have.

Getting out

  • The house always lets a guest go, paid or unpaid. Everything else out there does not.
  • The exit fight. Whatever they ducked on the way in is waiting at the fence-line: the pyped (in a new body if they killed the old one), the suarachan escort if they crossed the soothsayer, and the snaplilies for anyone who goes down. Run it as one running fight across thirty yards of water with the lanterns watching.
  • The fen-troll is at the fence whether or not it was asked to be — a rescue, a toll, or a problem, depending entirely on how they treated it.
  • No coming back. Never twice in the same place. A second visit is a second troll, a second toll, a second trip — which makes “ask for time to pay” a far bigger favor than it sounds.
  • Open accounts follow people home. Nothing enforces them and nothing needs to: renege, and calamity follows.
  • Marshedge is still short a child, and now the party knows the wording of the clause and which families have been reading it their way. What they do with that in town is worth more than anything on the shelves.
Prep sheet · not yet run at the table