All foes

Witch House

ToughMagical

Thingamajigs · Really Big Magical Thingamajig · Really Big

Owie Limit
6
Cute
3
Cunning
3
Fierce
3
Illustration of Witch House

It’s very old-fashioned for a witch to want to travel everywhere by broomstick, not to mention very cold in the winter months. Most witches nowadays make use of intelligent houses that are able to move around on their own stilt-like foundations or even magical animal legs. But some of these houses have a mind of their own, and more than a few of them have fallen out with their witches and gone rogue, running off into the wilderness to cause all kinds of trouble.

Reactions

  • Lockup: The house sits itself down, locks its windows and doors, and refuses to move.
  • Flee: Any kitty who doesn’t make a Fierce check to get out of the way of a fleeing witch house is knocked aside for one Owie.

Adventure ingredients

  • Comfy Cottage: A host of nature sprites move into the comfy witch house they find one day in the Edgewoods. The house likes its new occupants, too. But when the witch who summoned the house arrives to move into her dream house, it’s all-out war between the sprites and the witch.
  • Trail of Treasures: When a house on stilts runs full speed, you can bet that all kinds of household items drop out behind it, falling through open windows or swinging doors. The hunt is on to collect the trail of goodies. But some of them are also magical and cause even more chaos!
  • A New Home for a Home: A small witch house could easily clamber up a tree to become a new kind of treehouse. This is likely to upset most trees’ animal residents. But it might fit right in if it climbs a magical animated tree, or even if it joins the treetop homes on Moon Island! In addition to all the creatures we’ve listed here as Supporting Cast and Foes, there are also plenty of wilderness Foes in the Rulebook. Be sure to check their As-Is and Mods lines for similar creatures each can be used for, too!

Book: Wild Ones p. 26