An RPG about Murder

Source: Grant Howitt

Once upon a time, there was a kind and wise and beautiful witch who lived in the forest with her familiars, and her life was peaceful and happy until a FUCKING WITCH-HUNTER broke into her cottage and dragged her our and FUCKING MURDERED HER and now she’s DEAD. But if you get revenge and kill him and bring his EYES to her corpse within a week she’ll come back to life. Or so you’ve heard. Even if it doesn’t work, at least he’s dead. The Witch-Hunter has retreated to the village, the FUCKING COWARD. Get him.

You are a cute woodland animal.

You have four traits:

  • CLEVER (understand/interact with humans)
  • FIERCE (scare, drag, push, carry, bite, scratch)
  • SLY (sneak, steal, hide)
  • QUICK (outpace, climb, evade)

Roll a d10 to see what you are.

dice: [[The Witch Is Dead#^animal|^animal]]

AnimalCleverFierceSlyQuick
Fox2211
Cat0132
Toad1021
Spider2031
Owl3112
Hare2211
Magpie2112
Crow2121
Dog1301
Rat1022
^animal

Your witch taught you a spell (d10).

dice: [[The Witch Is Dead#^spell|^spell]]

Spell
Unseen hand
Conjure light
Speak human
Lock/unlock, open/close
Conjure dinner
Make flame
Tidy, clean, and mend
Plant Growth
Distract/Confuse
Make a book read itself aloud
^spell

When you try to do something, roll a D10 and add your most relevant trait. The GM tells you what number you need to equal or beat. If the task is dangerous, you gain a point of DANGER if you fail. If you ever roll equal to or under your DANGER, you’re in serious trouble—dead, trapped, lost, or captured.

USING MAGIC IS ALWAYS DANGEROUS.

The GM’s characters don’t use dice; they force you to roll them.

Remember: Most tasks that are normal to humans are really difficult for animals, unless they’re broken down into smaller steps: remember, you don’t have opposable thumbs, and all you know of the human world is what the witch taught you. You can talk to other animals of the same or similar species. (You can lower your danger by solving, or running away from, your problems.)

The village is (roll twice):

dice: 2d[[The Witch Is Dead#^village|^village]]

Trait
Under the thumb of the baron
Filled with cheery gnomes
Controlled by a creepy cult
Devoutly religious
Incredibly superstitious
At war with forest tribes
Built around a wizard college
Full of hardy mining folk
Shady and dangerous
Oppressively perfect
^village

The witch-hunter is (roll once):

dice: [[The Witch Is Dead#^hunter|^hunter]]

Trait
Armed and tough
Wizened and wise
Drunk and violent
Pious and aggressive
Guarded and cowardly
Magical and jealous
Clever and cruel
Duplicitous and hidden
Jolly and well-meaning
Headstrong and wild
^hunter

But here’s the twist

GM: Roll, but keep it a secret.

dice: [[The Witch Is Dead#^twist|^twist]]

Twist
The village folk are in on it
A rival witch set her up
The Witch-Hunter didn’t do it
The Witch-Hunter is waiting for you
The village folk are having a festival
The Witch-Hunter died, and is being buried
There are two (rival) Witch-Hunters in the village
The village is abandoned
The Witch-Hunter has dragged a suspect up for interrogation
The village folk hate the Witch-Hunter
^twist

Task ratings

RatingDifficulty
6Simple
7Basic
8Challenging
9Difficult
10Near-impossible
^rating