TEXT: THE
  BAYOU
  GAMES
  
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  Wyrd Miniatures, LLC. All rights reserved. This book is a work of fiction; any resemblance to organizations, 
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  other notices. Wyrd Miniatures, LLC holds exclusive rights to this work. Unauthorized duplication is prohibited. 
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  owner of the materials except for review purposes only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2017. The Wyrd logo, the MALIFAUX logo, the Through 
  the Breach logo, the Penny Dreadful logo and all related character names, places, and things are trademarks 
  and copyright ©2005-2017 Wyrd Miniatures, LLC.
  Through the Breach books:
  The Fated Almanac 
  The Fatemaster’s Almanac
  Into the Steam
  Under Quarantine
  Into the Bayou
  Through the Breach adventures:
  In Defense of Innocence
  Northern Aggression
  A Night in Rottenburg
  Nythera
  The Bayou Games
  
  This text is protected by the copyright laws of the United States of America. Contents copyright © 2005-2016, Wyrd Miniatures, LLC. All rights 
  reserved. This book is a work of fiction; any resemblance to organizations, places, events, or actual persons - living or dead – is purely coincidental. 
  Copies of materials herein are intended solely for your personal, non-commercial use, only if you preserve any associated copyrights, trademarks, or 
  other notices. Wyrd Miniatures, LLC holds exclusive rights to this work. Unauthorized duplication is prohibited. You may not distribute copies to 
  others for a charge or other consideration without prior written consent of the owner of the materials except for review purpose only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2016. The Wyrd logo, the MALIFAUX logo, the Through the Breach logo and all related 
  character names, places, and things are trademarks and copyright © 2005-2016 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, 
  serial no. 12/821,427
  THE
  BAYOU
  GAMES
  
  credits
  Design
  Mason Crawford
  Additional Design
  Aaron Darland
  Writing
  Mason Crawford
  TTB Logo Artist
  Patrick Guinane
  Art
  Hardy Fowler, Jorge Gomez, & Bram Sels
  Graphic Design & Layout
  Jorge Gomez & Aaron Darland
  Creative Direction
  Nathan Caroland
  Editing
  Aaron Darland
  Playtesters
  Paul Lippincott, Borja Vicedo Máiquez, &  
  Adam Rogers
  
  Introduction .................................4
  Act I .........................................................6
  Scene 1 ........................................................ 9
  Scene 2 ...................................................... 10
  Scene 3 ...................................................... 16
  Scene 4 ...................................................... 20
  ACT II ..................................................24
  Scene 1 ...................................................... 25
  Scene 2 ...................................................... 28
  Scene 3 ...................................................... 38
  ACT III ..............................................40
  Scene 1 ...................................................... 41
  Scene 2 ...................................................... 42
  Scene 3 ...................................................... 47
  ACT IV ................................................50
  Scene 1 ...................................................... 51
  Scene 2 ...................................................... 54
  Scene 3 ...................................................... 61
  Conclusion ................................................ 63
  FM Characters ........................64
  Complications ............................86
  Act I ........................................................... 86
  Act II ......................................................... 88
  Act III ........................................................ 90
  Act IV ........................................................ 92
  Appendix ............................................94
  Tarot Tie-Ins ............................................. 94
  Tracking Sheet .......................................... 96
  contents
  
  Chapter 1: Introduction
  introduction
  The Bayou Games is a Penny Dreadful adventure 
  supplement for the Through the Breach RPG. It 
  provides enough material for four to five fun-filled 
  gaming sessions and should provide a good challenge 
  for three to five players.
  Each session, referred to as an Act, is broken down 
  into individual Scenes, each with all the information a 
  Fatemaster will need to run that part of the adventure. 
  If the players need a bit more of a challenge, there's 
  also a “Complications” chapter that comes with a few 
  interesting wrenches you can throw at their characters 
  to make things more interesting. 
  This entire adventure takes place beneath the gloomy 
  canopy of the Bayou. It serves as an introduction to 
  the new options and locations presented in Into the 
  Bayou. In addition to taking advantage of some of the 
  new mechanics and creatures introduced in that book, 
  The Bayou Games allows players to participate in one 
  of the most important social gatherings in Gremlin 
  society, a Bayou Bash.
  Although The Bayou Games is a companion piece, it is 
  a great adventure to run without Into the Bayou. The 
  rules and stats you need are included in this book, so 
  although this adventure builds on concepts presented 
  in Into the Bayou, the only book you need to use this 
  supplement is the Fated Almanac.
  This adventure assumes that the Fated are Kin: 
  characters that are either Gremlins or that were raised 
  by Gremlins. If the Fated characters are not Kin, that's 
  okay. It just means that the adventure will start a little 
  differently than their Gremlin counterparts; see the 
  Complications Chapter (pg. 86) for more details.  
  As this is a Penny Dreadful, if you are not a Fatemaster 
  who plans on running this adventure, read no further. 
  You wouldn’t want to ruin the surprise!
  
  Chapter 1: Introduction
  contents
  This book is divided into five chapters. Each chapter 
  focuses on a different aspect of the multipart adventure.
  chapter 1: 
  INTRODUCTION
  This is the current chapter. It provides some 
  information on this supplement, how to best use it, 
  and an overall summary of the adventure.
  chapter 2:  
  ADVENTURE
  The adventure makes up the bulk of The Bayou 
  Games. Each Act is presented individually and is 
  intended to be played over one to two game sessions.
  chapter 2:  
  FM CHARACTERS
  This chapter provides descriptions, details, and stat 
  blocks for the various people the Fated will meet 
  over the course of their journey. 
  chapter 4:  
  COMPLICATIONS
  Sometimes, an adventure takes so long that it makes 
  more sense to split it into two sessions. Other times, 
  the Fated breeze through the story and need a bit 
  more content to fill out a full session. In either case, 
  the "Complications" chapter provides alternative 
  plot hooks that can be used to present additional 
  challenges to the players or to add a bit more action 
  or intrigue to the session.
  Additional resources:  
  APPENDICES
  These appendices provide Tarot Tie-ins and a 
  tracking sheet for the Fatemaster to help her keep 
  track of the points earned by the Fated and the other 
  teams during the contests in Acts II and III. 
  Call Out Boxes
  There are many call out boxes like this one 
  scattered throughout the adventure.
  These boxes have two main functions. Boxes 
  like this one highlight rules or special notes 
  for the Fatemaster.
  Boxes like the box on the right are used 
  to show dialogue or description. They are 
  intended to be read by the Fatemaster aloud 
  to the players. Be careful, though; some are 
  only intended to be read if the Fated take 
  certain actions or are successful at certain 
  challenges. 
  "Yeah, I was there." The drifter sighs, his 
  shoulders slumping at the admission. "It 
  only lasted a moment, and I still don't know 
  how I lived through it. There was only the 
  one Ortega, but she was so fast with that 
  gun of hers..." He shakes his head. "Two 
  of the bandits were dead before they even 
  realized she had drawn on them."
  His gaze becomes distant as the memory 
  comes back to him. "It was a ballet of death."
  
  The Bayou Games
  Chapter 2: Adventure, Act I
  In this adventure, the Fated are called upon by the 
  boss of their village to help a human inventor who 
  has had one of her inventions stolen by the Tucket 
  family. In the process of trying to retrieve the device, 
  the Fated will have to participate in a Bayou Bash, 
  which is sort of a combination Gremlin celebration, 
  social event, and competition. 
  Over the course of this adventure, the Fated will cross 
  the Bayou, encountering hazards and dangers in 
  equal measure as they attempt to retrieve the device. 
  Their hunt for the trail eventually leads them to a 
  Bayou Bash, where they can join in the competitions 
  and games in an attempt to win the device, which has 
  been tossed onto the prize heap with the rest of the 
  rewards brought to the Bayou Bash. 
  If the Fated are successful, resourceful, and just a 
  bit underhanded, they might even emerge victorious 
  and win a few rare items or Grimoire in the process 
  of retrieving the device!
  The final Act of the adventure involves a journey 
  home, once again pitting the Fated against the 
  dangers of the Bayou. Fate has one final twist in 
  store for the characters, however, in the form of a 
  lightning storm that super-charges the device and 
  gives it a will of its own. 
  Gremlins vs Humans
  This prologue assumes that the Fated are 
  Gremlin characters, which are described in 
  more detail in Into the Bayou. If the Fated are 
  human, it’s recommended that you instead 
  use the Missing Invention Complication 
  on page 86 as the Prologue and first Scene 
  of this Act. It connects back to the rest of 
  the adventure in time for Scene 2, at which 
  point the characters can continue with the 
  rest of the adventure normally.
  
  Act I
  In this Act, the Fated travel to Tucket lands to barter 
  with the Gremlins for the return of the stolen device. 
  Traveling through the Bayou can be dangerous, 
  though, and there are a number of hazards that the 
  Fated might encounter along the way.
  This adventure assumes that the Fated are in the 
  territory of the Jones family, but it can be easily 
  adapted to work with the Benois, LaCroix, or Leong 
  families as well, as each family has lands that are 
  relatively close to human settlements. The adventure 
  can also work if the Fated are in Tucket lands, as 
  villages under the control of the same family can and 
  do still squabble amongst themselves, but this will 
  remove a bit of the ‘conflicting family’ element from 
  the adventure. Just change Wilbur Jones’ last name 
  to that of the family whose lands this adventure 
  begins in. 
  act i, Prologue: 
  HUMAN PROBLEMS
  The Fated are all residents of the same Gremlin 
  village in the territory of the Jones family. This means 
  that the villages in the area are primarily inhabited 
  (and almost exclusively run) by the Joneses, but there 
  are still enough Gremlins from other families in the 
  village to allow Kin from any family to participate 
  without any significant trouble. 
  In fact, if none of the Fated are Joneses, you can 
  even play up this angle to make a point; Wilbur 
  Jones, the village’s boss, would much rather send 
  Gremlins from other families on a stupid assignment 
  that’s likely to get them killed than risk the safety of 
  his relatives.  If there are any Joneses in the group, 
  they’re made the leader due to blatant nepotism, 
  regardless of any leadership skills on their part. 
  Read the following text:
  It’s a hot, muggy day in the Bayou. The other Gremlins in your village are lounging around, half-
  drunk as they pluck lazily at their banjos or try to shoo away the small, green youngsters who are 
  pestering them for a sip from their jugs. Even the village’s pigs seem to have given up on being 
  ornery and have buried themselves beneath the layers of smelly refuse and mud that make up the 
  floor of their pens. 
  Unfortunately for you, Wilbur Jones, the village’s boss, has sent for you by name, which usually 
  means that he’s caught you doing something you shouldn’t have done. 
  When you arrive at the boss’s hut, his two lieutenants – Carson and Otis Jones, who have two wits 
  and seven handguns between them – motion for you to wait outside as Carson darts in to shout 
  about how “the patsies” have arrived. 
  There’s a return shout as Carson ducks out, followed by a thrown boot, and then Wilbur Jones 
  waddles out into sight. A tall, crooked stovepipe hat was perched atop his sweaty head, and his fat 
  bulk threatened to pop the buttons off the tiny, sweat-soaked white shirt he somehow managed to 
  fit himself into.
  Behind him came, surprisingly, a human woman. She is dressed in blue jeans, a long shirt, and 
  knee-high, muck-smeared boots, and her unkempt blonde hair stands out almost as much as her 
  height; she is easily a foot taller than Wilbur, who is nearly the biggest Gremlin in the village.
  “Listen up,” Wilbur says as he shoves a pipe in his mouth and tries to look important. “We’s gunna 
  help this ‘ere human lass, and by we’s, I mean youse.”
  Chapter 2: Adventure, Act I
  
  Wilbur explains that the woman, Audrey Moores, is 
  an inventor of “machines ‘n stuff.” He tells the Fated 
  that they’re going to help her out with a problem that 
  she’s got and then gestures toward Audrey, saying 
  that she’ll “learn ya what she needs.”
  Read the following text:
  Every Gremlin in the Bayou knows what a Bayou 
  Bash is; it’s when all the different Gremlin 
  families get together to gossip, trade, settle scores, 
  and participate in friendly (and not so friendly) 
  competitions. They’re a combination swap meet, 
  competition, and social mixer, with the added fun 
  of a bunch of drunken people waving guns around 
  at each other.
  Audrey glances nervously toward the large Gremlin 
  and then clears her throat as she turns back to you. 
  “Yes, well…” She fidgets nervously with the hem of 
  her shirt. “As I was telling Mr. Jones…”
  “Wilbur,” the boss corrects her, with a suggestive 
  waggle of his eyebrows. 
  She takes a step away from him, a look of disgust 
  flickering across her features. “Er, I was telling 
  Wilbur, I have a workshop just to the north of 
  the Hollow Point Pumping Station. Last week, a 
  group of Gremlins…”
  “The damn Tuckets,” he boss interrupts again, 
  spitting on the ground to show his disdain.
  “…right.” Audrey closes her eyes and pinches 
  the bridge of her nose between two fingers. 
  “In any case, they stole a valuable piece of 
  technology from my workshop. I’m not upset, 
  but I desperately need to get it back so that I can 
  continue my research.” 
  Wilbur cuts in again. “We’s gunna send y’all 
  up to Tucket lands to try to get the little lady’s 
  ‘sheen back, so y’all be on yer best behavior ‘n 
  try not to start a feud.” He pulls the pipe out of 
  his mouth and takes a long moment to glare at 
  each of you, and a shiver goes down your spine 
  as you remember the last Gremlin that ignored 
  his ‘you better behave’ look. 
  Harrumphing, Wilbur shoves the pipe back into his 
  mouth. “Last thing we need is the Tuckets getting’ 
  all uppity, what with the upcomin’ Bayou Bash."
  Chapter 2: Adventure, Act I
  
  act i, Scene 1: 
  UNEXPECTED PREPARATIONS
  Once Wilbur Jones has explained the situation and 
  made all of the appropriate threats, Audrey explains 
  just what her machine looks like, using simple terms 
  she believes Fated can understand: It’s roughly two 
  feet wide and a foot tall, made of metal. Numerous 
  spires and electrodes protrude from the top, and 
  there’s a row of switches along the bottom.
  She doesn’t volunteer the device’s function, but if the 
  Fated ask, she describes it as being “very technical.” If 
  the Fated succeed at a TN 10 Engineering or Artefacting 
  Challenge to prove that they know what they’re talking 
  about, Audrey is surprised by the demonstration of 
  intelligence and explains that the machine is intended 
  as a high-output portable electric battery. She intends 
  for it to serve as a means of powering machines for the 
  M&SU, but she hasn’t quite perfected the prototype 
  yet. If she doesn’t get it back, she explains, it will set 
  her research back by years. 
  If the Fated ask about what they’re getting out of 
  the deal, Wilbur answers. Read the following text, 
  choosing one of the Fated for Wilbur to focus upon:
  Gathering Supplies
  Wilbur Jones fully expects the Fated to run off into 
  the Bayou at the drop of a hat, but the Fated probably 
  need to gather some supplies for their journey. He 
  stays behind with Audrey, trying to act posh and 
  sophisticated, but if the Fated seem to be dawdling 
  or dragging their feet, he loses his temper and shouts 
  at them to hurry up and get going. He’s finally had a 
  good opportunity fall into his lap, and he’s not going 
  to let some lazy Gremlins ruin it for him. 
  Bayou Map
  If the Fated mention that they don’t know how to 
  get to Tucket lands, they can make a TN 9 Bewitch 
  or Convince Challenge to get Wilbur to give them 
  directions. On a success, he grumbles and draws a 
  crude map on the back of a scrap of crumpled paper, 
  which will come in handy in Scene 2: To Tucket 
  Lands We Go. On a failure, however, he just makes 
  a vague gesture toward Tucket lands and assumes 
  that will be enough for the Fated to figure it out.
  Food Pack
  The other Gremlins of the village load the Fated up 
  with plenty of roasted pork and fat skeeter eggs, all of 
  which are bundled together in a large backpack that’s 
  literally stuffed full of meat. It smells delicious and 
  drips juices from the strained seams, but it’s also quite 
  heavy and will require one of the characters to wear 
  it as a backpack (which lowers the character’s Walk 
  and Charge Aspects by 2 points for as long as it’s 
  worn). The backpack can be donned or removed as 
  a (1) Action, and it has enough food to feed everyone 
  for six days (at which point they’re on their own, as 
  far as supplies go). 
  Guns and Ammunition
  The Fated can try to talk the other Gremlins of the 
  village out of some extra ammunition by claiming 
  that Wilbur Jones is sending them on an important 
  task. Most of their fellow Gremlins will lie and claim 
  that they don’t have any ammunition to hand over, 
  but a TN 9 Scrutiny Challenge catches them in the 
  lie and forces the unhappy Gremlin to hand over 5 
  bullets or shells, plus an additional 5 bullets or shells 
  per Margin of Success.
  Wilbur’s grin widens to the point where you’re 
  certain it’s hurting his face. “She’s gunna give us two 
  whole crates o' guns and ‘nuff ammunition for ‘em to 
  make a pig crap itself in excitement. More’n enough 
  for us to carve out some space in the Bayou.”
  He puts a fat arm around [FATED]’s shoulder, 
  pulling [him/her] close in a stage whisper that 
  remains audible to everyone. “If you knuckleheads 
  don’t screw this up fer me, I’ll make sure y’all get 
  the first pick of the guns. If ya do muck it up…” His 
  expression turns threatening for a moment. “I’ll 
  give y’all the first pick of the bullets comin’ outta 
  my blunderbuss.”
  Suddenly jovial again, he pulls away and slaps 
  [FATED] on the shoulder. “These are the right 
  folks for the job, yesseree! Top o’ the line, the 
  whole lotta ‘em.”
  Chapter 2: Adventure, Act I
  
  act i, Scene 2: 
  TO TUCKET LANDS WE GO
  When the Fated finally leave the village, read the 
  following text:
  Traveling to Tucket lands is handled with the Visiting 
  the Tuckets Ongoing Challenge.
  If the Fated didn’t think to ask about food, then 
  they’ll have to hunt and forage along the way. If a 
  character achieves a Margin of Success on any of 
  their Skill Challenges made during the Ongoing 
  Challenge, they manage to find enough food to feed 
  the entire group for that day (even if they don’t make 
  any progress toward their goal). 
  If the Fated don’t eat during a day, they gain the 
  following Condition until they are able to find food: 
  “Hungry +1: This character subtracts -1 from her 
  Physical and Mental Aspects, to a minimum of -5. 
  If all of the character’s Physical and Mental Aspects 
  are -5, she dies from hunger.”
  Visiting the Tuckets
  •Skills 
  Allowed: 
  Geography, 
  Navigation, 
  Wilderness
  •Target Number: 10
  •Duration: 1 day
  •Success Requirement: (see below)
  •Failure Requirement: (see below)
  If the Fated are leaving from Jones territory, it 
  takes 6 days to reach Tucket lands. If they are 
  leaving from Benois, Leong, or LaCroix territory, 
  then their travel time increases to 12 days. If they 
  leave from Tucket territory, their travel time is 
  reduced to 3 days. 
  If the Fated have Wilbur Jones’ map (see Bayou 
  Map, page 9), they gain a + to their Challenge duels 
  made as part of this Ongoing Challenge. 
  At the end of each Duration, compare the number 
  of accumulated Successes and Margins of Success 
  made on this Ongoing Challenge during that 
  Duration to the number of Margins of Failure made 
  during that Duration. 
  If the number of accumulated Successes and Margins 
  of Success is greater than the number of Margins of 
  Failure, then the characters have managed to travel 
  in the right direction and lower the remaining time it 
  will take to reach Tucket lands by 1 day, until there 
  are 0 days left and the Fated reach their destination.
  If the number of accumulated Successess and 
  Margins of Success are tied with the number of 
  Margins of Failure, then the characters spend the 
  day disagreeing over which direction is correct and 
  make no progress toward Tucket lands.
  If the number of accumulated Margins of Failure is 
  greater than the number of Successes and Margins 
  of Success, the characters have wandered off from 
  their course and are now lost. This increases the 
  amount of time it takes to reach their destination 
  by one day. Any non-Gremlin characters then gain 
  the following Condition: “Infection +1: At the end 
  of the day, this character suffers +1 damage.” The 
  Infection Condition is explained in more detail on 
  page 66.
  At the end of each Duration, if the Fated have not 
  yet reached their destination, then they encounter 
  one of the following Encounters, in whatever order 
  the Fatemaster wishes, before the next Duration 
  begins. It is recommended that the Fated always 
  encounter The Bayou Bites Back Encounter about 
  halfway through their journey, as it provides for 
  some potential conflict later in this adventure.
  As you leave your village behind you, the normal 
  sounds of Gremlin activity fade away to the sounds 
  of buzzing insects and summer cicada playing their 
  steady, rhythmic song. If anything, the humidity 
  feels more oppressive out here, and you’re forced 
  to wipe sweat from your brows as you trudge 
  through brackish water and thick mud toward your 
  destination.
  It’s going to be a long trip, and you doubt that any 
  part of it will be particularly pleasant. 
  Chapter 2: Adventure, Act I
  
  Encounters
  •The Bayou Bites Back - Page 11
  •Skeeter Swarm - Page 12
  •Gremlin Fishers - Page 12
  •Hungry Pigs - Page 12
  •Bayou Cabin - Page 13
  •Buzzing Tree - Page 13
  •Mushroom Patch - Page 14
  •Sucking Bog - Page 14
  •Fireflies - Page 14
  •Broken Gamin - Page 15
  The Bayou Bites Back
  The Fated encounter a small group of Gremlins who 
  have been chased up a tree by a Snaptooth Creeper. 
  Read the following text:
  The Snaptooth Creeper doesn’t understand the 
  Gremlin’s shouts or seem to notice the Fated. If they 
  decide to ignore the pleas of their fellow Gremlins, 
  they shout curses at the Fated as they climb higher 
  into the tree. The Gremlins will eventually manage 
  to defeat the plant after losing another of their 
  number, but they won’t be particularly happy with 
  the Fated, and when the four survivors show up in 
  Act II to participate in the Bayou Bash, they’ll be 
  holding a strong grudge. 
  If the Fated decide to help out, the Snaptooth 
  Creeper turns its attention upon them as soon as it is 
  attacked. It starts the battle sixteen yards away from 
  the Fated but advances upon them as quickly as 
  possible, trying to get within range of its Entangling 
  Vines attack. Stats for the Snaptooth Creeper can be 
  found on page 65.
  If the Fated defeat the hungry plant, the Gremlins 
  climb down from the tree, introduce themselves, and 
  thank the Fated for their help.  The group consists 
  of Remy Jebsen, Savannah Turner, Garth Jebsen, 
  Chester Jebsen, and Bodean Sutton. In the course 
  of thanking the Fated, they mention that they’re 
  headed toward the Bayou Bash over in Fishbocker 
  lands, and they promise to make sure to get the 
  Fated “good ‘n drunk on the best ‘shine you’ve ever 
  had!” if they swing by following their current errand. 
  See the Allies and Enemies callout box on page 29 
  for more information on how these Gremlins can 
  help or hinder the Fated during the Grand Prix in 
  Acts II and III. 
  Alternatively, if the Fated decide to just abandon their 
  mission to retrieve Audrey’s machine, they can just 
  head to the Bayou Bash alongside these Gremlins, 
  in which case they’ll bump back into the adventure 
  in Act 2 when they reach the Bayou Bash and hear 
  rumors about the “weird metal box” that’s been 
  added to the loot pile. If the Fated decide to take this 
  route, they’ll need to restart this Ongoing Challenge, 
  which represents their change in direction; it takes 
  8 days to reach Fishbocker lands and the waiting 
  Bayou Bash.
  It’s late in the day when two gunshots ring out 
  nearby. Trudging through the swampy marsh to 
  investigate, you catch sight of six Gremlins that 
  have been run up into a tall tree some fifty feet 
  away. They’re clinging to its branches for dear life 
  and trying to awkwardly bring their weapons to 
  bear on the creature at the tree’s base. 
  It’s some sort of giant plant, all lashing vines and 
  flat, snapping mouth-traps. The mouth-traps are 
  large enough to completely engulf a Gremlin, and 
  as you watch, the plant manages to ensnare one 
  of the Gremlins with a vine, pulling her down 
  from the tree and into one of its mouths, which 
  instantly snaps shut around her, muffling her 
  screams of panic. 
  One of the Gremlins in the tree catches sight of 
  you and nearly drops his musket in surprise. “Hey! 
  Hey, you there! We needs help with this snapper!”
  Chapter 2: Adventure, Act I
  
  The sound of buzzing usually only means one thing 
  in the Bayou, and as you look up, you confirm 
  your worst fears: Skeeters! Six of the oversized 
  mosquitoes are flying toward you, their bulbous 
  bodies suspended on wings that are beating too 
  rapidly to be seen.
  In the underbrush ahead, three large, shaggy pigs 
  are rooting around, pawing at the muddy dirt and 
  chewing on the branches of a wiry shrub. Each is 
  nearly four feet tall at its shoulder, and their long 
  tusks are smeared with mud, berries, and other, 
  less pleasant substances. 
  Skeeter Swarm
  As the Fated are traveling through the swamp, they’re 
  set upon by a swarm of hungry Skeeters. Read the 
  following text:
  The Skeeters don’t show particularly advanced 
  tactics; they simply spread out among the Fated, 
  attacking as many characters as possible to get at 
  their sweet, sweet blood. If there are any Undead 
  or Construct characters in the group, the Skeeters 
  ignore them entirely. The stats for the Skeeters can 
  be found on page 66.
  A character can roast any killed Skeeters over a fire 
  with a TN 7 Culinary Challenge, which results in a 
  hearty meal.
  Gremlin Fishers
  The Fated encounter a pair of Gremlins who are 
  relaxing near a pool of water and doing a bit of 
  fishing. The Gremlins are Chester and Mary Lou 
  Tucket, and when the Fated show up, they wave in a 
  friendly manner and invite them to sit down, take a 
  load off, and maybe pass around any jugs of alcohol 
  that they might be carrying with them. 
  There’s nothing particularly out of the ordinary here; 
  the two Gremlins are exactly what they appear to 
  be. If any of the Fated ask them about directions to 
  Tucket lands or any villages that have found strange 
  metal box-things in the past few weeks, they can point 
  them in the right direction, giving the Fated + to their 
  Challenge duels made as part of the next Duration.
  If the Fated get into combat with either of the two 
  fishers, they count as Bayou Gremlins (pg. 67). 
  If the Fated don’t upset the two Gremlins, they’ll 
  share their food with any starving characters.
  Hungry Pigs
  The Fated come across a trio of Bayou Pigs. Read 
  the following text: 
  The Fated can attempt to avoid drawing the attention 
  of the Pigs with TN 8 Stealth Challenges. Any 
  character carrying the backpack of roasted pork (see 
  Food Pack, page 9) suffers a - on this flip, as the 
  Bayou Pigs are quite hungry and the smell of cooked 
  pork is quite appealing. The stats for Bayou Pigs can 
  be found on page 68.
  A character can roast any killed Pigs over a fire 
  with a TN 7 Culinary Challenge, which results in 
  a hearty meal. 
  Chapter 2: Adventure, Act I
  
  Bayou Cabin
  The Fated come across a well-made cabin on a dry 
  patch of ground. Trees surround it on three sides, 
  providing a bit of natural protection against wandering 
  pigs, and the front is lined with logs that have been 
  sunken into the ground and sharpened into points. 
  The ground of the Bayou isn’t particularly solid, 
  however, and most of these would-be stakes have 
  sagged beneath their own weight, rendering what 
  might have once been a defensible perimeter into a 
  minor annoyance. 
  The first character to approach the Cabin must 
  make a TN 11 Notice Challenge. On a success, they 
  notice a concealed bear trap, half-buried in the mud 
  a few feet in front of the cabin’s door. On a failure, 
  the character stumbles right into the trap, suffering 
  2/3/4 damage. If the trap deals Moderate or Severe 
  damage, the character also gains the Useless Limb 
  (Leg) Condition (see the Fated Almanac, pg. 217) 
  until all the damage from the trap is healed.
  The interior of the cabin is a bit dusty, but still 
  quite comfortable. There are two rooms, a large 
  common room and a smaller sleeping room in the 
  back. Stacks of dry (but slightly moldy) firewood 
  rest next to the stove, and there are plenty of chairs, 
  tables, and other types of furniture for the Fated to 
  relax in. Cupboards along one wall contain spoiled 
  or moldy food, but a TN 8 Notice Challenge 
  turns up a few bottles of whiskey. If they achieve 
  a Margin of Success on this Challenge, they also 
  find a crude map of the surrounding area, which 
  functions in a manner similar to Wilbur Jones’ 
  map when the Fated participate in the Visiting the 
  Tuckets Ongoing Challenge.
  All in all, the cabin makes for a convenient place for 
  the Fated to rest and recuperate along their journey.
  Buzzing Tree
  The Fated come across a towering dead tree on a 
  small island in the center of a pool of stagnant water. 
  A dead pig has been nailed to the tree, but its internal 
  organs have swollen and burst out of its stomach, 
  leaving a pile of rotting refuse at the tree’s base. 
  Black flies swarm around the dead pig’s remains in 
  a thick cloud. 
  If any of the Fated approach the tree, the buzzing 
  of the flies coalesces into a single, thrumming voice 
  that speaks to the character about the nature of life, 
  death, and the inevitable decay of all things. While 
  somewhat depressing, the tree and its pig remains 
  also serve as a Grimoire containing the Elemental 
  Projectile and Weaken Magia, as well as the Infected, 
  Increased Damage, and Increase Duration Immuto. 
  The Weaken Magia and the Infected Immuto are 
  both described in Into the Steam; but if your group is 
  not using that book, you may substitute the Terrifying 
  Aura Magia and Darkness Immuto in their place.
  Whenever a spell is cast while the Buzzing Tree is 
  a character’s Grimoire, the spell manifests itself as a 
  swarm of buzzing, biting insects, if possible.
  Chapter 2: Adventure, Act I
  
  Mushroom Patch
  The Fated come across a patch of strange, red 
  mushrooms with white speckles across their caps. 
  They’re fat, wide, and stand nearly a foot tall. They give 
  off a moldy scent, and any characters with a negative 
  Resilience Aspect will find themselves sneezing while 
  in the presence of the mushroom patch. 
  If a character succeeds on a TN 12 Wilderness 
  Challenge, she recognizes the mushrooms as a type of 
  fly agaric, a mildly poisonous mushroom that makes 
  those who eat it feel as if they are far larger than they 
  actually are. 
  If a Living character eats one of the mushrooms, 
  they must succeed at a TN 13 Carouse Challenge. 
  On a failure, after 30 minutes, the character gains the 
  following condition for the next twenty-four hours: 
  “Big Shrooms: This character believes she is Height 
  4 and increases all of her TNs by an amount equal to 
  4 minus her actual Height.”
  If the characters harvest the mushroom patch, there 
  are a total of 22 mushrooms.
  Sucking Bog
  The Fated wander into a sucking patch of swamp 
  muck! Each of the Fated must make a TN 8 Notice 
  Challenge. On a success, the character senses that 
  something is amiss and manages to avoid being drawn 
  into the worst of the quicksand-like bog. On a failure, 
  the character has wandered too far into the bog and is 
  now being pulled under the surface of the water. 
  Once in the sucking bog, a character must attempt 
  a TN 11 Athletics Challenge on her next turn. 
  Characters who are not also in the bog can use the 
  Assist Action (which can represent them tossing her 
  a rope or snapping off a tree branch and holding it 
  out for her to grab onto) to give the character a + 
  on this Challenge. 
  On a success, the character is able to pull herself free of 
  the sucking bog. On a failure, she gains the Suffocating 
  Condition (see page 217 of the Fated Almanac) until 
  she succeeds on the Athletics Challenge. 
  Fireflies
  Fireflies show up to keep the Fated company during 
  the night. Read the following text: 
  There are two Waldgeists here, and they wait until 
  the Fated are distracted by the fireflies to make their 
  attack. The characters can attempt TN 10 Notice 
  Challenges to realize that the trees around them 
  are moving before they make their attack. Anyone 
  who fails this Challenge is Slow on the first round of 
  combat. The stats for the Waldgeists can be found 
  on page 69.
  During this battle, each time one of the characters 
  casts a spell or Manifested Power, the fireflies 
  swarm around her, requiring her to make a TN 8 
  Centering Challenge. On a failure, the character’s 
  turn immediately ends.
  As you settle down for the night, plump fireflies 
  flicker into view around you. Soon, the entire 
  swamp seems to be glowing with thousands of 
  slowly flying insects emanating a light like the 
  flames of a candle. 
  Chapter 2: Adventure, Act I
  
  Broken Gamin
  The Fated come across a broken-down Whiskey 
  Gamin mired in some sludge. Read the following text: 
  The Whiskey Gamin is buried face-down in the 
  muck, where it fell after trying to cross the same mud 
  patch as the Fated. It’s been there for weeks, and 
  the mechanism that kept it functioning have become 
  clogged with mud and stopped working. 
  If the Fated stand the Whiskey Gamin up – a feat 
  requiring a TN 13 Athletics Challenge, due to all 
  the swamp water inside its barrel-like body – then 
  it can be restored to functionality with the Animate 
  Construct Magia or the Mechanical Animation 
  Manifested Power of the Engineer Pursuit. Its stats 
  can be found on page 70.
  The Whiskey Gamin cannot use its Booze Pump or 
  Free Drinks for Everyone! Actions until it has been 
  filled full of some sort of alcohol (which requires 
  about 30 gallons of booze).
  As you trudge through a particularly deep and 
  sticky patch of mud, your notice a strangely shaped 
  mound a few feet to one side. It’s strangely circular, 
  almost like a barrel, and a mud-caked wheel sticks 
  out from the top of it. Currently, that wheel is 
  serving as a perch for a small bird that is more 
  concerned with preening itself than anything you 
  might be doing.
  Chapter 2: Adventure, Act I
  
  act i, Scene 3: 
  TUCKET TROUBLES
  When the Fated finish the Visiting the Tuckets 
  Ongoing Challenge, they arrive at a Gremlin village 
  in Tucket lands. Read the following text:
  The Tuckets don’t pay the Fated much attention, 
  other than a few of the smaller Gremlins shouting 
  things such as “Ma! Ma! We got guests!” as they run 
  back to older, female Gremlins and hide behind her 
  feet. The adults mostly just give a few glances toward 
  the Fated and then carry on with their business.
  The Danger of Non-Gremlins
  If the Fated aren’t Kin, then their reception will 
  be a bit more dramatic. The children scatter while 
  screaming that “Humans are attackin’ us!” Their 
  cries cause chaos in the village as Gremlins draw 
  their guns, run to go get their guns, or just duck for 
  cover behind any nearby building, cooking cauldron, 
  or metal contraption. 
  In the event of a hostile welcome, the Fated can 
  attempt to talk the Tuckets down with a TN 10 
  Bewitch, Convince, or Deceive Challenge. If none 
  of the Fated have any drawn weapons, the characters 
  gain a + to this Challenge. 
  Intimidation is less successful against the Tuckets, 
  but the Fated can put the fear into them with a TN 13 
  Intimidate Challenge. Because the Gremlins vastly 
  outnumber the Fated, they suffer a - to their flip. 
  This penalty is negated if the character making the 
  flip has a drawn Heavy Melee, Shotgun, or Heavy 
  Guns weapon.
  On a success, the Tuckets stand down and let the 
  Fated into their village with a warning to not “stir 
  up any trouble.” If the Fated fail the Challenge, 
  then the Tuckets demand that the Fated drop their 
  weapons and surrender. If they do so, the adults 
  nudge the children forward, telling them to gather 
  the weapons up. Once that’s done, the adults 
  relax, and an older Gremlin man with a long beard 
  informs the Fated that they’ll get them back when 
  they’re good and ready to leave. A TN 12 Scrutiny 
  Challenge reveals this to be a bold-faced lie, but 
  the Fated can force the Tuckets to give them back 
  with a TN 12 Intimidate Challenge.
  If the Fated refuse to surrender – or just go in guns 
  blazing – then they’ve got a fight on their hands. 
  There are twenty Bayou Gremlins (pg. 67) armed 
  with rifles that begin firing on them, though if the 
  Fated launch a surprise attack, they are considered 
  to be Slow on the first round of combat. Starting 
  on the third round of combat, another ten Bayou 
  Gremlins arrive from their makeshift homes to 
  After a long slog through the swamp, you finally 
  arrive at one of the Tucket villages, though it takes 
  you a moment to recognize it as such. Truthfully, 
  the village seems more like a Bayou junkyard than 
  a proper village; the buildings are made of riveted 
  sheet metal, stacks of large machines that have been 
  tied together with thick rope, and the occasional 
  wooden shack wedged between two large pieces of 
  rusting junk. The faint scent of oil hangs in the air, 
  and streaks of the dark liquid are smeared across 
  many of the buildings’ surfaces, often into crude 
  designs or pictographs. 
  The village is swarming with dozens of Gremlins, 
  many of them wearing overalls, white work 
  shirts that drag on the ground behind them, or 
  oversized leather work boots. A few are even 
  sporting goggles, either strapped over their eyes 
  or pushed up onto their green foreheads. Young 
  Gremlin children follow the adults around like 
  baby chickens, watching with wide eyes as their 
  elders toss gator feet into smoking cauldrons or 
  use rocks to hammer nails into wooden boards.  
  Chapter 2: Adventure, Act I
  
  reinforce their brethren, with another ten appearing 
  at the start of the fifth and seventh rounds. All the 
  while, non-combative Gremlins are running around, 
  trying to find cover, scoop up their favorite children, 
  or avoid being shot at.
  At the start of the eleventh round of combat (or after 
  all the other Gremlins have been defeated), Sparks 
  arrives with his two Mechanized Porkchops to finish 
  the fight. Stats for Sparks and the Mechanized 
  Porkchops can be found on pages 71 and 72, 
  respectively. If defeated, Sparks can be interrogated 
  about the location of Audrey’s device; a TN 12 
  Intimidate Challenge gets him to confess to handing 
  it off to some Tucket Gremlins who were headed to 
  the upcoming Bayou Bash in Fishbocker lands. If 
  the Fated want to retrieve the device, they’ll have to 
  head eastward, deeper into the swamp. 
  Dragon’s Breath
  Assuming that the Fated don’t start a huge gunfight, 
  they can walk around the village and speak to the 
  other Gremlins. The Tuckets tend to think of 
  themselves as being quite clever, and as a result, 
  most of them will go out of their way to make the 
  Fated work for any information they want. 
  Generally speaking, any children asked about 
  Audrey’s device will point toward an adult, while 
  the adults will just grin and say that they might know 
  something… if the Fated can defeat them in a game 
  of Dragon’s Breath. The Tuckets are vague as to 
  what Dragon’s Breath actually involves, claiming 
  that it’s “the game of games” and that it is a test of 
  wits, endurance, and spirit. 
  If the Fated agree, the Gremlin shouts that “They’re 
  gonna play Dragon’s Breath!” which draws cheers 
  from the other Gremlins of the village, who quickly 
  begin rushing around to set things up for the game.
  Read the following text: 
  The point of Dragon’s Breath is to get the six screws 
  out of the flaming moonshine without tipping it 
  over, ideally without burning to death (though that 
  does tend to make the game more entertaining for 
  the spectators). 
  There are a number of ways that the Fated can go 
  about removing the screws, and the Fatemaster is 
  encouraged to let the players get creative in their 
  attempts to beat the game. Some examples can be 
  found on the next page.
  No sooner have you agreed to play Dragon’s Breath 
  than the Gremlins of the village are shouting in 
  excitement and rushing around to gather up all the 
  items needed to play. Two Gremlins bring over a 
  round metal plate that’s been beaten into a shallow 
  bowl about three feet in diameter and set it on the 
  ground. Other Gremlins arrive, draining flasks of 
  clear moonshine into the bowl until it’s sloshing 
  over the edges, at which point a female Gremlin 
  with uneven pigtails shows up with a lit torch and 
  touches it to the moonshine.
  The rapidly growing crowd cheers as the moonshine 
  catches fire with a loud “Whoosh!” the flames 
  leaping up to nearly two feet high. The Gremlin 
  who challenged you to the game then holds up a 
  hand filled with six metal screws. “These brave 
  folks gunna brave the Dragon’s Breath to pull out 
  its teeth!” 
  The crowd cheers again as the Gremlin tosses the 
  screws into the flaming bowl. “Well,” the Gremlin 
  says, looking at you with a wide smile. “Go get ‘em! 
  Only rule is that you can’t tip it over. Best hurry 
  ‘fore the ‘teeth’ get too hot!”
  Chapter 2: Adventure, Act I
  
  Brave and Stupid: The most obvious way to get 
  the screws is to just reach into the flaming moonshine 
  and fish around for them at the bottom. Finding the 
  screws isn’t the hard part; it’s enduring the pain of 
  the flames long enough to grab them… and given the 
  width of the bowl, most Gremlins will end up with 
  their face in the flames if they do so. 
  Reaching into the flames requires a TN 5 Toughness 
  Challenge. On a success, the character retrieves one 
  screw, plus one screw per Margin of Success. On 
  a failure, the character ends up having to pull her 
  hand out of the flames before she can grab a screw. 
  Regardless of whether or not the character is 
  successful, each time she reaches into the flames, 
  she gains the Burning +3 Condition. 
  Magnets: If the Fated have a magnet, it will help 
  them attract the screws, but the metal bowl and the 
  short range of such objects makes them a bit awkward 
  to use. The character must still make a Toughness 5 
  Challenge as noted above to resist the flames, but on 
  a success, she gains two screws, plus one screw per 
  Margin of Success. 
  If the character doesn’t have a magnet, a quick 
  search of the village (and a successful TN 12 Notice 
  Challenge) will allow a character to find a two-inch-
  long magnet stuck to the side of a Gremlin’s hut. 
  If the Fated are particularly creative, they might 
  think to attach the magnet to some sort of metal pole 
  (which are relatively common in the village), allowing 
  them to get the magnet into the flames without 
  risking their own safety. The character trying such a 
  thing may make a TN 5 Artefacting Challenge. On 
  a success, the character’s device holds together and 
  they retrieve two screws, plus one screw per Margin 
  of Success. On a failure, the heat causes the device 
  to fall apart and drops the magnet into the flaming 
  moonshine with a faint “bloop.” A dropped magnet 
  can be retrieved by hand as if it were a screw (with 
  each Margin of Success also producing a screw that 
  is stuck to it), but because the magnet is sticking to 
  the iron bowl, the TN of such attempts are increased 
  by +5.
  Play by Proxy: There’s nothing in the rules 
  against forcing someone else to fish the screws out 
  of the flaming moonshine. With a successful TN 12 
  Intimidate Challenge, the character can force one of 
  the bystanders to reach into the flames and pull out 
  a single screw (which they toss to the Fated as they 
  run off screaming, trailing flames behind them), plus 
  one screw per Margin of Success. If the Fated draw a 
  weapon on the poor Gremlin in question, they gain 
  a + to their flip. The other Gremlins find this sort 
  of thing to be hilarious.
  Alternatively, a character can command a subordinate 
  character, such as an animated construct or a mindless 
  undead servant, to reach into the flames and retrieve 
  the screws. In this case, the character should make 
  a TN 10 Leadership Challenge. On a success, the 
  subordinate character retrieves one screw, plus one 
  screw per Margin of Success. Regardless of success or 
  failure, the subordinate character gains the Burning 
  +3 Condition for reaching into the flames. 
  Drain the Moonshine: While drinking 
  flaming moonshine isn’t recommended, the Fated 
  could drain it by some other means, such as using a 
  drill to punch a hole in the bottom or constructing 
  some sort of siphon device to pump the moonshine 
  out. This requires a TN 10 Engineering Challenge 
  (if the Fated are using a tool of some sort) or a 
  TN 10 Artefacting Challenge (if they are building 
  a new device), and on a success, the moonshine is 
  drained out from the bowl, allowing the character 
  to reach in and pick up the hot screws. On a failure, 
  the character can make the attempt again, but if 
  she achieves a Margin of Failure, her tool or device 
  breaks or gets dropped into the flaming moonshine 
  and cannot be used again.
  Chapter 2: Adventure, Act I
  
  Put Out the Fire: The Fated may attempt to 
  put out the fire. The easiest method would be to 
  get a bunch of water to dump into the bowl, but the 
  Turners claim not to have any buckets if the Fated 
  ask for any. A TN 10 Notice Challenge allows the 
  Fated to perform a quick search to find one, and 
  after a few buckets of water (and plenty of flaming 
  moonshine sloshing over the sides of the bowl), the 
  liquid isn’t flammable enough to continue burning 
  and the flames go out. 
  Alternatively, the Fated could attempt to use the 
  various mechanical devices scattered around the 
  village to build some sort of extinguishing device, 
  such as a large fan. Treat these devices in a similar 
  manner to those mentioned in the “Drain the 
  Moonshine” section. 
  Magic: Finally, the Fated might try to use magic to 
  solve their problems. Given the number of different 
  magical effects the Fated could have access to, the 
  Fatemaster is encouraged to use common sense 
  when trying to determine whether or not these 
  attempts work. 
  Of particular note is the Teleport Magia, which 
  doesn’t work on the screws due to characters being 
  unable to see them through the flames to target them.
  Winners and Cheaters
  If the Fated come up with a particularly clever (or self-
  harming) method of winning their game of Dragon’s 
  Teeth, then the Gremlins of the village cheer and 
  whoop in celebration. Less inspired solutions – such 
  as just having a zombie slowly gather up the screws as 
  it burns to death – just get a bit of polite applause and 
  murmurs of disappointment from the crowd. Either 
  way, the Gremlin that challenged them informs the 
  Fated that a Tucket from a nearby village did bring a 
  box-like device around a week ago, wanting to trade 
  it off for something more useful, but that everyone 
  just pointed them toward Sparks LeBlanc, the local 
  engineer. They do the same with the Fated, sending 
  them to the far eastern edges of the village, where 
  Sparks keeps his workshop. See Scene 4: Sparks of 
  Innovation (pg. 20) for more information.
  If the Fated cheat by flipping over the bowl, the 
  Gremlins laugh at their failure. Since much of the 
  village watched the spectacle, the villagers will refuse 
  to answer any questions about Audrey’s device until 
  the Fated try the game again. A TN 14 Bewitch 
  or Intimidate Challenge, however, is enough to 
  convince a Gremlin to tell the Fated that they had 
  seen Sparks messing around with the device a week 
  ago, as noted above.
  Chapter 2: Adventure, Act I
  
  At first, you’re worried that you might have gone too far into the swamp and somehow missed Sparks’ 
  workshop, but then you push through the underbrush and realize that such a thing would have been all 
  but impossible. 
  Machines of all shapes and sizes are stacked atop another, many of them chugging along as they belch out 
  clouds of white steam. Sheets of metal have been laid down over the wetter portions of the area, crudely 
  marking out an area roughly a hundred feet in diameter.   
  Hunched next to a tall contraption is a pudgy Gremlin in brown overalls, with goggles pulled down over 
  his eyes. As you watch, he pulls on a chain, releasing a light trickle of molten metal into a weld mold 
  joining two iron plates.
  Two large, mechanical pigs watch from over the Gremlin’s shoulder, occasionally getting so close that he’s 
  forced to absently push them back with his free hand. A contraption that looks like a partially armored, 
  three-legged metal tree stands a dozen feet away. 
  act i, Scene 4: 
  SPARKS OF INNOVATION
  The Gremlins of the village direct the Fated toward 
  the eastern edges of the village, where a Gremlin by 
  the name of Sparks LeBlanc has set up his workshop. 
  Sparks is quite well traveled for a Gremlin; he spent 
  a year working alongside the man and women of the 
  Foundry, where he helped them lay rail and maintain 
  their machinery. The experience taught him quite a 
  bit about artefacting and pneumatic augmentations, 
  and when he returned to his family, he helped the 
  LeBlancs patch up their wounded with functional, if 
  not aesthetically pleasing, prosthetic limbs. 
  In recent months, he’s settled in Tucket lands, as 
  their regular raids on M&SU caravans and settlements 
  gives them access to a steady supply of pneumatic 
  technology, which he can often repurpose to his own 
  inventions. In many ways, Sparks is something of an 
  oddity among Gremlins; he’s a technological genius, but 
  many of his inventions are unappreciated by his fellow 
  Gremlins. His Mechanized Porkchops, for instance, 
  are possessed of an incredibly innovative design, but 
  his peers consider them to be an embarrassment. 
  After all, what use is a pig that they can’t eat?
  When the Fated arrive at Sparks’ workshop, read 
  the following text:
  Sparks is welding together pieces of armor for his 
  newest creation, the nearby tree-like Sprigallin. If 
  the Fated don’t make their presence immediately 
  known, the two Mechanized Porkchops at Sparks’ 
  side start snorting steam and pawing at the ground, 
  which draws his attention to them. 
  Sparks is amiable toward any visitors, whether 
  Gremlin or human. After a quick check to make sure 
  that the iron plates he’s welding together are properly 
  set, he pushes his goggles up onto his forehead and 
  saunters over to greet the Fated. He introduces 
  himself as Sparks LeBlanc and then motions to his 
  two Mechanized Porkchops, introducing them as 
  Snowball and Squealer. 
  The Gremlin engineer is more than happy to discuss 
  his inventions with any interested characters, and he 
  points out the Mechanized Porkchops are one of 
  the creations that brings him particular pride. Other 
  inventions that he mentions include his Alcohol 
  Dowsing Rod (which has been stolen and restolen 
  by just about every family in the Bayou), Spray-on 
  Clothing (actually an innovative compressed paint 
  dispenser), and the Disintegration Gun (which 
  promptly disintegrated when he first fired it, making 
  it technically a success in his eyes).
  Chapter 2: Adventure, Act I
  
  Sparks strokes his chin as he tries to remember 
  the device. “Yeah, the electrical box thing. I tried 
  to hook it up to the Sprigallin here, but…” He 
  heads over to the metal tree, leaning into it and 
  emerging a moment later with a handful of loose 
  pneumatic tubing.  
  “...darn thing just kept shockin’ me. Thought it 
  was a pump at first, but hoo boy, whatever human 
  whipped that thing up really put a kick in it. It was 
  like tryin’ to shove a lightning bolt into a pig, fer 
  all the good it did me.”
  He goes to shove the tubing back into the 
  machine, then frowns and gives it a tug, then 
  another. “Blasted tubes shouldn’t be connected 
  to anything,” he murmurs with a distracted frown. 
  Bracing one foot up against the machine, he gives 
  the tubing a hard pull, ripping them free… and 
  causing something to make a loud clanking sound 
  within the upper portions of the tall machine. 
  “There we go,” he says, tossing the useless tubing 
  aside. “Now, this device…”
  Suddenly, the Sprigallin coughs out a cloud of 
  steam from its top and lurches forward on its 
  thick legs, stumbling toward the Tucket village as 
  it burps out blasts of blue flame from its stubby, 
  branch-like arms. Sparks watches in silence as it 
  stomps toward the village. “Well,” he says after 
  a moment. “Reckon we should probably do 
  something ‘bout that, huh?”
  If the Fated mention Audrey’s device to him, read 
  the following text:
  As the Sprigallin trundles off to bring its own 
  particular flavor of flaming doom to the Gremlin 
  village, Sparks rushes to grab his toolbox. “I’ll have 
  to get inside ‘er to break the control gizmo,” he says, 
  “but it’s going to take a few minutes, and I’ll need 
  your help in trying to knock out its legs to keep it 
  from reachin’ the village and roastin’ everyone.”
  Once he has his toolbox, Sparks rushes off after the 
  construct, waving for the Fated to follow him. If they 
  seem disinclined to follow him, he’ll look back and 
  groan as he notices their inaction, and will add that 
  if they help out, he’ll tell them where to find their 
  electric box machine.
  Chapter 2: Adventure, Act I
  
  Flaming Metal Doom Tree
  Once the Fated head off to help Sparks, read the 
  following text: 
  The Fated have ten rounds to stop the Sprigallin 
  as it tromps steadily toward the Gremlin village. 
  Each turn, it uses its Nimble Talent to move 4 
  yards toward the village and devotes the rest of its 
  AP toward defending itself… which mostly means 
  releasing blasts of flame toward the Fated. The stats 
  for the Sprigallin can be found on page 73.
  If the Fated successfully reduce the Sprigallin to 0 
  Wounds, it doesn’t destroy the machine; instead, 
  Sparks manages to reach its control gizmo and shut 
  it down; there’s a great belch of steam, followed by a 
  clattering of metal as the Sprigallin slumps in place, 
  like a half-hearted shrug. Sparks climbs out of its 
  belly and wipes sweat from his forehead, huffing a 
  bit as he stares up at the towering machine. 
  “Welp,” he says. “Least it doesn’t have any problems 
  walkin’, I reckon.”
  If the Fated stopped the machine before it could 
  reach the village, then Sparks shakes their hands and 
  tells them that they “done good.” As a reward for 
  helping to save the village – or more precisely, for 
  keeping him from getting run out of his workshop by 
  the angry Gremlins after his machine destroyed their 
  homes – he brings the Fated back to his workshop 
  and pulls a battered case nearly as large as he is out 
  from beneath a wooden block that he was using as 
  a table. 
  “I got this off a Leong fella who wanted me to 
  make it Gremlin-sized. Figure I can tell him that it 
  got stolen.” Inside the case is a Shoulder Gatling, 
  similar to the weapons used by the samurai of the 
  Three Kingdoms. If the Fated are Gremlins, then 
  Sparks succeeded in miniaturizing the weapon to 
  work with Height 1 characters. If the Fated are 
  humans, then he just hasn’t gotten around to it yet. 
  Either way, he gives the gun (and the 30 rounds 
  of ammunition that it came with) to the Fated in 
  thanks for their assistance.
  If the Sprigallin reaches the village, the Tuckets 
  gape at the towering machine in awe… and then start 
  running and screaming as it begins roasting them alive 
  with blasts of fire. Sparks starts swearing profusely 
  from inside the machine, but the Fated can continue 
  to battle the berserk machine. Reducing it to 0 
  Wounds allows Sparks to shut it down as described 
  above, but he doesn’t hand the Shoulder Gatling 
  over to the Fated; by his reckoning, he might have 
  to use the weapon as leverage to keep from being 
  chased off into the swamp by his angry neighbors. 
  The metal tree-machine stomps forward at a 
  plodding but steady pace, trampling over the 
  underbrush and pushing past any trees that get 
  in its way. Sparks runs right up to the machine’s 
  backside and throws his toolbox into one of the 
  unarmed openings, then hops in himself. 
  “Aim fer the legs!” he shouts out as he disappears 
  inside it. His head pokes out of another opening a 
  few feet further up. “And no teleportin’ or nothing! 
  I don’t want to pop out the other side with gears in 
  my head!”
  WEAPON
  RANGE
  DAMAGE
  Cap.
  Reload
  Shoulder Gatling
  z14
  2/3/4
  8
  4
  Special: This weapon grants a + to its attack flips and 
  to Intimidating Challenges made while using it. This 
  weapon may not be modified. Characters firing this 
  weapon gain the following Trigger: 
  R Stutter Fire: After damaging, immediately make 
  another attack with this weapon against a different 
  target. This extra attack may not declare Triggers.
  Chapter 2: Adventure, Act I
  
  Your Device Is In Another 
  Castle
  Once the Sprigallin has been dealt with and any 
  resulting rewards have been handed out by grateful 
  Gremlin engineer, Sparks returns to his work… and 
  will likely have to be reminded about Audrey’s device. 
  When the Fated bring it up, he suddenly remembers 
  the device and that the Fated were trying to find it. 
  Read the following text:
  Traveling to the Bayou Bash to catch up with 
  Trixiebelle and recover Audrey’s device brings to 
  Fated to Act II of the adventure.
  “Oh, right, right!” Sparks snaps his fingers. “Like I 
  was saying, it just didn’t work with the Sprigallin, so 
  I sent it off with some of the Gremlins headin’ to 
  the Bayou Bash. Figured they could probably trade 
  it off for a few kegs of good Brackenridge ‘shine, 
  or at the very least, convince some bone-
  headed Gautraeux that there’s a lightnin’ 
  spirit trapped inside it.”
  He motions off to the southeast. “They 
  headed off toward Fishbocker lands 
  ‘bout three days ago. If you hurry, 
  you might be able to catch up to 
  ‘em. Just tell Trixiebelle that I 
  told you to bring it back an’ she 
  should hand it over without too 
  much fuss.”
  Chapter 2: Adventure, Act I
  
  As you make your way southeast toward Fishbocker lands, you encounter a small group of friendly 
  Tuckets headed the same way… and then another, and then another, until you look up one day and 
  realize that you’ve become part of a wandering mob of Gremlins. 
  The Tuckets are excited for the Bayou Bash, and the days are filled with good-natured ribbing of 
  Gremlins from neighboring villages, a few arguments that lead to Gremlins rolling around in the muck 
  and punching each other as the nearest Gremlins cheer them on, and a few impromptu shooting 
  contests that end in equal parts laughs and injured bystanders. 
  The nights somehow end up being better. When the Gremlins settled down to make their camps, they 
  break out the pork and cook up beer-braised ribs, skeeter-stuffed pork chops, and boiled ham hocks, 
  all of which are passed around without too much concern about who belongs to what family. Bottles, 
  flasks, and kegs of moonshine also make the rounds, with each brewer boasting (and lying) about all the 
  various ingredients that went into each batch. 
  As the night draws on, the Tuckets gather around campfires to tell fantastical stories about their kin, all 
  of whom are seem preternaturally clever and prone to acts of near mythical status. The tale of Jefferson 
  Tucket, who stole a Tyrant’s nose so that he could have one of his own, is told at your campfire, and it 
  draws hoots and knee-slaps from all the listening Gremlins as it finishes with the Tyrant walking away 
  with a frog on his face, having been tricked into thinking the animal was his stolen nose. 
  There’s no sign of Trixiebelle Tucket yet, but with the lead that she has on you, it seems pretty likely 
  that you’ll meet up with her at the Bayou Bash, if nothing else.
  Act II
  In this Act, the Fated set out on the trail of 
  Trixiebelle, who has taken Audrey’s device to the 
  Bayou Bash. Once the Fated arrive, however, they 
  discover that she’s already traded Audrey’s device 
  away to the Fishbockers, and that it’s been put up 
  as a prize for the Bash’s winners. In order to claim 
  it, the Fated will have to participate in the various 
  games and activities of the Bayou Bash and come 
  out in the lead.
  act ii, Prologue: 
  ONE WITH THE CROWD
  As the Fated head toward Fishbocker lands to catch 
  up with Trixiebelle, they’re joined by other Gremlins 
  – primarily Tuckets and Gautraeux – headed to the 
  Bayou as well. Everyone seems to have a general 
  idea where they’re going, and with that many armed 
  Gremlins traveling in a group, it ends up being a 
  relatively safe trip. Read the following text: 
  The Tuckets are friendly toward the characters, even 
  if they caused trouble at the Tucket village back in Act 
  I. In fact, they might ask the Fated to tell a few good 
  stories about what happened; not all of the villages are 
  friendly with each other, and the misfortunes of one 
  Gremlin are often a punchline to the next. 
  As they travel – either during the day or in the 
  evening – Gremlins approach the Fated, introduce 
  themselves, and ask the Fated their names (especially 
  if the Fated aren’t Gremlins, in which case, they’re 
  the center of attention as the mob travels and 
  camps). Any non-Tucket Gremlins are badgered 
  about why they’re in the area, but these questions 
  come from curiosity and friendship (and, perhaps, a 
  desire for some of their friend’s moonshine) rather 
  than suspicion. 
  It takes three days for the group to pass out of Tucket 
  territory and into the lands of the Gautraeux family. 
  That should give the Fated plenty of time to become 
  acquainted with their Tucket traveling companions, 
  who will serve as a stark contrast to the Gautraeux 
  family they meet in Scene 1. 
  Chapter 2: Adventure, Act II
  
  Midway through your third day of travel, the mob 
  of traveling Tuckets slows down and comes to a 
  halt. You hear the word “Gautraeux” work its way 
  back from the front, and a tall, matronly Gremlin 
  with a wooden spoon the size of an oar slung 
  over her shoulder rolls her eyes. “S’pose the fun 
  couldn’t last forever,” she sighs. 
  All it takes is a glance for her to size you up. She 
  grins and takes a moment to conspicuously adjust 
  her hat, which was almost as big as she is. “You 
  youngins go take a look, won’t ya? I reckon the 
  eager ones at the front of the pack have more 
  ‘shine in their heads than brains at this point, an’ 
  it’ll help to have some other families represented 
  to keep the Gautraeux from thinkin’ this is a feud 
  we’re bringin’ to their doorstep.” 
  As you reach the head of the mob, you find a 
  grisly scene waiting for you. On the other side of 
  a wide but shallow stream are dozens of wooden 
  pikes, each of which is topped by the severed 
  head of a pig or Gremlin, and there is even one 
  human. Flies buzz around each in a black cloud, 
  and birds seem to have made a meal out of their 
  eyes and other fleshy bits. 
  More alarming, at least in an immediate sense, 
  are the Gremlins standing behind those grisly 
  territory markers. There are thirty or forty of 
  them – far less than the mob you’re traveling with 
  – and their faces are painted white like skulls. 
  They’re pointing guns and bows at the Tuckets, 
  and the Tuckets are pointing guns of their own 
  right back at the Gautraeux. 
  Both groups of Gremlins are shouting insults at 
  each other, and the situation seems to be escalating 
  toward battle… which is certain to end poorly for 
  the outnumbered Gautraeux. 
  act ii, Scene 1: 
  THOSE WHO DO THE 
  VOODOO
  Eventually, the Gremlin mob passes into Gautraeux 
  territory. Read the following text (adjusting as 
  appropriate if all of the Fated are Tuckets):
  Heading up to the front of the pack requires a bit of 
  shoving and pushing, but it doesn’t take long for the 
  Fated to reach the edge of the mob and see what’s 
  causing all the commotion. Read the following text:
  The Fated have a few options here, depending on 
  how they want to handle the situation. 
  Diplomacy: The Fated can attempt to talk one 
  side into lowering their weapons, but it’s difficult to 
  do while the other is still pointing weapons at them; 
  Gremlins aren’t especially well known for honoring 
  their word, after all. Still, a TN 15 Convince or 
  Leadership Challenge will persuade one side to 
  surrender, which defuses the situation. Fated who 
  are Tuckets gain a + on their attempts to convince 
  the Tuckets to lower their weapons, while Gautraeux 
  gain a + on their attempts to convince their family 
  to lower its weapons. 
  Chapter 2: Adventure, Act II
  
  The crack of gunfire roars out like thunder as the 
  Gremlins open fire on each other, filling the air 
  with smoke and flying lead. Arrows arc overhead 
  as both sides dart for cover, and as you watch, a 
  piked pig’s head explodes into rotten pork chunks 
  as it catches a stray bullet. 
  Some of the Gautraeux duck behind trees and 
  raise their hands to the air, wiggling their fingers 
  dramatically as they shout out to the swamp. 
  “Great spirits o’ da swamp! We need yer help!” 
  Their hands begin to glow with green light, and 
  then dozens of hunched, spectral creatures begin 
  to fade into existence near the Tuckets. Each of 
  the specters is little more than claws and a gaping, 
  tooth-filled mouth wrapped in a dirty shroud, and 
  they hiss with hunger as they pounce toward you. 
  On a failure, the Gremlins refuse to surrender, but 
  another character can still attempt the Challenge. 
  If the Fated achieve a Margin of Failure on this 
  Challenge, the Gremlins they are trying to talk into 
  surrendering do so… and then are immediately 
  attacked by the other side, who whoop with delight 
  at the stupidity of their rivals as they fill the air with 
  lead. If things come to this (or if the Fated are unable 
  to convince either side to stand down), then the 
  Gremlins begin fighting. See the Combat section, 
  below, for more details.
  Alternatively, the Fated could attempt to get both 
  sides to lower their weapons at the same time, 
  which is a bit of an easier sell to both sides. Doing 
  so requires a TN 13 Convince or Leadership 
  Challenge, which results in both sides hesitantly 
  lowering their weapons. Fated who are neither 
  Tuckets nor Gautraeux gain a + to this Challenge, 
  as they’re seen as impartial third parties.
  Once one or more of the families have been convinced 
  to lower their weapons, the Tuckets and Gautraeux 
  begin to talk, warily at first, but then more openly as 
  the Gautraeux reveal that they are also on their way 
  to the Bayou Bash. What was once a hostile meeting 
  gradually becomes something more akin to mutual 
  respect (or bullying and grumbling acceptance, if 
  only one side surrendered), and together, the two 
  families continue onward toward Fishbocker lands. 
  Combat: If the Fated are unable (or unwilling) 
  to find a peaceful solution to the situation, then a 
  battle breaks out between the distrustful Gremlin 
  families. If one or the other Gremlin families 
  surrendered due to the Fated achieving a Margin 
  of Failure on their Convince or Leadership 
  Challenges, then the surrendered side is not 
  considered to have drawn weapons and must take 
  the (1) Ready Weapon Action on their turn to 
  unsheathe or unholster their weapons. 
  When the fight begins, the Tuckets assume that 
  the Fated are on their side (they’ve been traveling 
  together for days, after all). The Gautraeux assume 
  the same thing (even if any of the Fated are also 
  Gautraeux; it’s not like they don’t fight among 
  themselves on a regular basis), and their bokor call 
  upon the spirits of the swamp to defend them. 
  Read the following text: 
  This battle is far beyond the scope of most 
  anything the Fated have likely been involved in, 
  so just focus on their immediate surroundings. 
  The spirits are Gaki (pg. 75), and the Fated have 
  to fend off the attacks of two of them, plus one 
  Gaki per Fated character present in the battle. 
  They appear 5 yards away from the characters and 
  focus on charging into melee range, heedless of 
  any wounds they might suffer. 
  Meanwhile, two Gautraeux Bokor (pg. 74) hide 
  behind trees 10 yards from the Fated. The trees 
  give them Hard Cover, and they try to stay behind 
  them as long as possible, focusing on hiding and 
  using their magic to assist their Gaki and hinder the 
  Fated. Killing the Bokor doesn’t cause the Gaki to 
  fade away or become any less violent; their spirits of 
  hunger, and they’re not about to turn away from a 
  free meal.
  Chapter 2: Adventure, Act II
  
  It’s important to remember that there’s a battle raging 
  all around the Fated. Take the time to describe the 
  chaos of the fighting: Gremlins fire their guns and 
  bows wildly in every direction, the spirits tear anyone 
  they can get their hands on into pieces and shove that 
  fresh meat into their bottomless gullets, and every so 
  often, a blast of fire or explosion topples trees and 
  sends Gremlins flying in every direction. 
  To represent this chaos, at the start of the second 
  turn and every turn thereafter, resolve one of the 
  following events, as determined by the suit on the 
  top of the discard pile (if any): 
  R  Explosion: A spell flies out of control, a 
  Gremlin chucks a lit stick of dynamite, or 
  some other event occurs that results in a 
  massive explosion. The Fated must pass a 
  TN 8 Evade Challenge or immediately take 
  the Drop Prone Action. 
  M  Mah Tucket: The matronly Gremlin woman 
  the Fated spoke to earlier dashes past, chasing 
  a Gaki as she cackles and swings at it with a 
  giant wooden spoon. The Fated are inspired 
  and gain Focused +1. 
  C  Flying Lead: A group of Gremlins begin 
  firing wildly in all directions. Resolve a single 
  Ranged Combat attack with Acting Value 9 
  against each Fated. On a success, the attack 
  deals 1/2/3B damage. Then, each of the Gaki 
  suffers 1 damage.
  t  Magical Mojo: A Gremlin on either side 
  of the combat attempts to cast a strange 
  spell on the Fated, with disastrous results. 
  Each Fated must pass a TN 8 Counter-
  Spelling Challenge or suffer the effects of 
  an Immuto, as determined by the suit of 
  their Challenge flip:
  R  Darkness Immuto (lasts until the end of the 
  character’s turn)
  C Poison Immuto (Poison +1)
  M  Natural Immuto (lasts until the end of the 
  character’s turn)
  t Ice Immuto (character becomes Slow)
  Once the Gaki and Gautraeux Bokor have been 
  defeated, the battle around the Fated wraps up. The 
  Tuckets celebrate with whoops of victory and cheers 
  as the surviving Gautraeux are forced to retreat, 
  and if the Fated did well, they get claps on the back 
  and flasks of moonshine pushed into their hands in 
  celebration. In the days to come, the stories about 
  their prowess steadily grows to mythical proportions, 
  and the Fated should hear stories during the Bayou 
  Bash about how they held off a dozen spirits all by 
  themselves, with the flaming meteors called down 
  from the sky by their spellcasters and the way that 
  the melee specialists were picking up spirits twice 
  their size and snapping them in half over their knees. 
  If the Gautraeux are defeated, then the Hully 
  Gullies never arrive at the Bayou Bash and thus, 
  cannot participate in the ensuing competitions and 
  contests. During the Grand Prix events that take 
  place in Acts II and III, ignore any members of 
  the Hully Gullies team. See Grand Prix, pg. 30, for 
  more information. 
  Chapter 2: Adventure, Act II
  
  With the unpleasantness of the Gautraeux behind 
  you, the rest of the journey passes quickly. Every 
  night, you hear tales of the encounter, and every 
  night, they grow more and more epic, until the 
  heroes of the story bear only a passing resemblance 
  to yourselves; after all, you’re not ten feet tall, and 
  you certainly don’t remember calling upon your 
  half-bird mother to send a flock of fearsome raptors 
  to harass the Gautraeux. By tomorrow, you’re half-
  certain that the raptors will become wendigo with 
  jetpacks strapped to their shaggy backs.
  The stories seem to annoy the Gautraeux, who 
  roll their eyes when a new one starts up and try to 
  change the topic to something more amusing. For 
  them, that apparently means rambling on about 
  the spirits of the swamp and how their hunger 
  has to be appeased, which leads to more than a 
  few Tuckets watching with quiet sadness as the 
  Gautraeux wave their hands around, chant, and 
  empty bottles of perfectly good moonshine into 
  the water as offerings to their supposed spirits. 
  The soggy swamp starts to give way to firmer 
  ground as you approach the borders of Fishbocker 
  territory. The other Gremlins with you begin 
  to grow excited as they hear the first twangs of 
  banjos in the distance, and soon you come across 
  Fishbocker Gremlins walking awkwardly along on 
  tall stilts. 
  “Welcome to the Bayou Bash! Keep on moving!” 
  they shout, motioning forward with flaming torches 
  that seem quite impractical for people suspended 
  high above the ground by wooden beams. Indeed, 
  it’s not long before you pass the flaming remains of 
  what was likely a very clumsy stilt-walker. 
  Soon you’re in the heart of a bustling Gremlin 
  village, far larger than any you’ve seen before. 
  The Tuckets spread out, shouting in joy as they 
  see old friends or rolling up their sleeves and 
  breaking out into a string of curses as they catch 
  sight of an old rival. Soon it’s hard to tell Tucket 
  from Fishbocker as the Gremlins start to mingle. 
  If you’re lucky, someone around here might 
  know where you can find Trixiebelle Tucket and 
  the device she’s carrying. 
  act ii, Scene 2: 
  CONTEST OF CHAMPIONS
  It takes another nine days to reach Fishbocker lands, 
  but there aren’t any other problems along the way. 
  Read the following text:
  If the Gautraeux are accompanying the Fated, read 
  the following text as well:
  When the Fated finally reach Fishbocker lands, they 
  find a warm welcome waiting for them. Read the 
  following text:
  Fortunately, all it takes is a few questions to get the 
  Fated pointed toward Trixiebelle. She’s considered 
  quite attractive by Gremlin standards, and when 
  the Fated catch up with her, she’s surrounded by 
  a gaggle of starry-eyed boys who are hanging on 
  her every word. In order to get a word in edgewise, 
  characters will have to succeed on a TN 9 Bewitch 
  or Intimidate Challenge. Female Gremlins or non-
  Gremlin characters gain a + to this Challenge, since 
  they stand out amidst the crowd of Trixiebelle’s 
  usual admirers. 
  Chapter 2: Adventure, Act II
  
  On a failure, the Fated find themselves unable to 
  draw Trixiebelle’s attention. Eventually, Baylee 
  Pickett, a female Gremlin who had been watching 
  the pitiful scene play out, wanders over and pulls 
  the Fated away from the crowd (by an ear, if she 
  can reach one). Once the Fated are out of earshot 
  of Trixiebelle, Baylee explains that she’s “like one 
  of them snap-traps, only for the brains of boys” and 
  that if they want to impress her, they’ll have to find 
  something expensive and shiny to give her. She 
  recommends jewelry or a really big gun, then leaves 
  the Fated to their fate. The Fated can find a suitable 
  gift without too much trouble – lots of Gremlins 
  brought things to trade with the other families – but 
  it ends up costing them around 4 scrip (or one good 
  pig, or a few dozen bullets, or whatever other items 
  of value they’re willing to part with). A TN 9 Barter 
  Challenge lets them walk away with the item for 
  only a scrip’s worth of trade, while a TN 9 Appraise 
  Challenge lets the Fated find a seemingly worthless 
  item they can purchase for a song (perhaps literally).
  If the Fated return with the item – or if they succeed 
  on the initial Bewitch or Intimidate Challenge -  they 
  are able to successfully attract Trixiebelle’s attention. 
  She’s quite friendly and fawning no matter who she 
  talks to, but if Audrey’s device is mentioned, she 
  laughs and says, “That old thang? I traded that off 
  to the Fishbockers days ago, hun. They gone done 
  and made it one of their prizes for the Grand Prix!”
  She then grabs the asking character by the hand 
  and pulls them past a group of Gremlins who are 
  tuning their banjos to point at a heap of loot that’s 
  been stacked on a small island in the middle of a 
  shallow, slow-moving river. A dozen Gremlins are 
  sitting atop the heap, smoking pipes and talking 
  among themselves, but any semblance of casual 
  relaxing is dispelled by the rifles in their hands. As 
  the Fated watch, a Gremlin starts wading out toward 
  the island, a bowl in his hands. He calls out to the 
  Gremlins perched on the junk heap and is rewarded 
  with a bullet through the head as one of the perched 
  Gremlins shoots him dead. 
  Trixiebelle leans close to the Fated and whispers 
  that since everyone always tries to steal the prizes, 
  the Fishbockers have been really vigilant this time 
  around in protecting them. “The only way you’re 
  going to see your sparkin’ little box is if you win the 
  Grand Prix,” she explains. “I’m sure a big, strong 
  person like yourself would have no problem with it…”  
  If the Fated express an interest in entering the Grand 
  Prix, Trixiebelle mentions that there’s a “darling 
  little necklace” tucked in with the other prizes, and 
  that if the Fated won and gave it to her, she’d be “just 
  the happiest little Gremlin this side of the Bayou.” 
  She has said similar things to just about every other 
  team that has entered the contest; she’s hedging her 
  bets in the hopes that the winner – whomever that 
  might be – will give it to her.
  Allies and Enemies
  If the Fated rescued the Gremlins from 
  The Bayou Bites Back (pg. 11), then they 
  have a bit of extra help in the events of the 
  Grand Prix. Their assistance – which mostly 
  involves cheating on behalf of their new 
  friends – grants the Fated a total of three 
  “floating” + modifiers that can each be 
  used once at any point during the Grand 
  Prix (Acts II and III). These + can only 
  be applied to Challenge Flips (not damage 
  flips), but otherwise can be cashed in at any 
  point during the adventure. The players 
  and the Fatemaster should work together to 
  describe this assistance in a way that makes 
  sense for the contest in question.
  If the Fated left those Gremlins to their 
  unpleasant fates, they eventually escape 
  the hungry plant and make their way to 
  the Bayou Bash. Upon recognizing the 
  Fated, the Gremlins decide to have their 
  revenge; the Fatemaster has two “floating” 
  - modifiers that she can apply to the 
  Fated’s flips during the Grand Prix. Each 
  - modifier can be used once, and the 
  Fatemaster should be sure to describe 
  these penalties as hindrances caused by the 
  abandoned Gremlins seeking their revenge. 
  Chapter 2: Adventure, Act II
  
  The Grand Prix
  The Grand Prix is the name the Gremlins have 
  given to the random assortment of ever-changing 
  contests and competitions that accompany a 
  Bayou Bash. These aren’t the only contests that 
  happen at a bash – Gremlins are always getting 
  into shooting contests, drinking contests, and 
  drinking and shooting contests – but winning the 
  Prix also brings with it a whole pile of loot that’s 
  been donated by the various Gremlin families in 
  an attempt to one-up each other. Bringing the best 
  gift to a Bayou Bash is a sign of prestige, and some 
  of the stuff hauled into the Bayou and tossed onto 
  the loot pile can be pretty impressive. 
  Due to the potential (almost certain, really) chance 
  of death in the Grand Prix’s events, Gremlins usually 
  sign up as a team, and the winners split the prize 
  among all the survivors. There are a total of ten 
  teams competing in the Grand Prix, so if the Fated 
  sign up, they’re the eleventh team on the list. 
  Each event lists the participating teams, the name 
  of the competitor, and the number of points each 
  team scores in that event. The number of earned 
  points is only the baseline; the Fated can modify 
  these points during events as a result of their actions, 
  such as blatant cheating. Cheating is considered to 
  be an important (some might say integral) part of the 
  Grand Prix, and teams that don’t engage in at least a 
  little bit of creative problem solving are going to be 
  at a disadvantage. 
  The events of the first day include a Drinking Contest, 
  Wrestling, a Cook Off, and Gator Wresting, in that 
  order. The individual rules for each event are listed 
  on the following pages. 
  The Event Board
  The points of each team are tracked on a long 
  wooden board that has had the name of all the 
  teams painted onto it. After each event, the 
  Fishbockers use their stilts to reach the board 
  and paint each team’s scores on the board, where 
  everyone can see them. 
  There isn’t much oversight to this process, and as a 
  result, the Fated can bribe, intimidate, coerce, and 
  otherwise influence which numbers get painted up on 
  the board. After each event, a character can attempt 
  a TN 8 Barter, Bewitch, or Intimidate Challenge to 
  adjust one team’s score up or down one point, plus 
  one point per Margin of Success. The players can 
  only attempt to adjust a team’s score once per event; 
  if the Challenge fails, they cannot attempt to adjust 
  that team’s score again until after the next event. 
  The players generally shouldn’t have an exact idea 
  of another team’s progress during an event; during 
  the Drinking Contest, for instance, it’s easy to tell 
  who’s still competing, but during more complicated 
  events such as the Cook Off, the progress of rival 
  teams should be summed up in more general terms 
  (e.g., “The Silver Shooters have a table stacked with 
  food, but the Big Wigs are struggling to make a 
  small, wilted salad seem appetizing”). 
  Event Score Sheet
  An Event Score Sheet can be found on 
  page 96. It is recommended that you use 
  this sheet to track the points gained by each 
  team in the events that take place across 
  Acts II and III. 
  Chapter 2: Adventure, Act II
  
  Chapter 2: Adventure, Act II
  
  Event 1: Drinking Contest
  As with most Gremlin activities, the Grand Prix 
  kicks off with copious amounts of drinking.  In this 
  event, each team chooses one of its members to 
  take a seat at a long wooden table as a crowd gathers 
  around to watch and cheer on the participants. Tall 
  mugs of moonshine are brought out, and everyone 
  drinks until unconsciousness and alcohol poisoning 
  have narrowed things down to one winner. 
  Read the following text: 
  Each round, the Fated competitor must attempt a 
  Carouse Challenge against a TN of 7 + the current 
  round number (i.e., the first round is TN 8, the 
  second is TN 9, and so on). Undead or Construct 
  characters are effectively immune to intoxication 
  and thus pass this Challenge automatically, making 
  their victory in this event a bit of a sure thing.
  On a success, the character remains conscious and 
  may pass on to the next round! On a failure, the 
  character passes out and is disqualified from the 
  event. If the last contestants all pass out at the same 
  time, then those passed out finalists are all declared 
  winners after the fact. 
  After the first round, every character gains the 
  Intoxicated Condition for 10 minutes. After each 
  subsequent round, a Living Fated gains Poison +1 
  (which most likely means that she suffers 1 damage, 
  unless she is somehow immune to the Poison 
  Condition). Any character reduced to 0 Wounds 
  by this damage must make an Unconsciousness 
  Challenge as normal. 
  At the end of each round, one of the other teams 
  attempts to cheat in one way or another. Resolve 
  one of the following events, as determined by the 
  suit on the top of the discard pile (if any):
  R  Gunshot: The competitor with the highest 
  points is fired upon by one of the teams! If 
  that competitor is the Fated character, she 
  suffers a single attack with an Acting Value 
  of 9 that deals 1/2/3 damage. If the target is 
  an NPC, they are wounded by the attack and 
  rendered unable to further compete. The 
  attacking Gremlin is promptly tackled and 
  beaten by the rest of the crowd. 
  C  Poison: One of the teams poisons the Fated’s 
  drink! She gains an additional Poison +1 at 
  the end of the round. 
  M  Water Down: Two teams of the Fatemaster’s 
  choice fill their entrants’ cups with water 
  instead of moonshine. Increase the points 
  scored those two entrants by +1 each as they 
  last another round. 
  t  Bribe Judges: A few coins, a shiny new 
  pistol, or a particularly pretty pig changes 
  hands as one of the teams bribes the judges 
  into declaring that the Fated spilled too 
  much booze. Unless the Fated can pass a TN 
  10 Convince Challenge to defend herself, 
  this round doesn’t count when determining 
  how many points her team scores at the end 
  of the event.
  A sprightly Gremlin man wearing large boots and 
  a soiled black cape around his neck leaps up onto 
  a table as everyone gathers for the first event of the 
  Grand Prix. “Hooo-whee!” he shouts, looking over 
  the crowd. “We’ve got us some great teams this 
  time around!”
  There’s some murmurs from the crowd, but the 
  Gremlin just keeps talking over them. “As is the 
  tra-dition ‘round these parts, we’re gonna kick off 
  the Grand Prix with a drinkin’ contest! So you 
  teams fight amongst yourself to decide just who’s 
  gonna do the drinking – “ There’s a gunshot from 
  the crowd as one of the gathered Gremlins shoots 
  an over-eager teammate – “and who’s gonna be 
  watching!”
  Chapter 2: Adventure, Act II
  
  Cheating: After the other Gremlins have cheated, 
  Fated who are not entrants in the contest can attempt 
  to even the odds of their competitor with some 
  cheating of their own. Each such character may only 
  attempt to cheat once per round. Some possible 
  examples of how they can do this are included below:
  Bribe a Judge: The Fated can bribe one of the 
  judges to declare that an entrant spilled too much 
  of her drink. Doing so requires a TN 10 Barter 
  Challenge and an item worth at least 3 scrip. On a 
  success, the indicated entrant earns no points for 
  this round (which will reduce its team’s base points 
  gained by 1). If the character achieves a Margin of 
  Failure, the judge accepts the item but fails to come 
  through with her side of the bargain. 
  Sudden Attack: The Fated can attack one of the 
  Gremlin entrants, hoping to severely wound him 
  or her. Doing so requires an attack against a final 
  Defense or Willpower total of 10; flip damage 
  normally. If an entrant suffers 3 or more points of 
  damage total across any number of Sudden Attacks, 
  she is severely wounded or killed, removing her (and 
  her team) from the drinking competition. Regardless 
  of the results of the attack, however, firing upon the 
  competitors gets the members of the other teams 
  riled up, forcing the character to flee and preventing 
  her from cheating any further during the event.
  Filthy Drinks: If the Fated have something 
  unpleasant or vile, they can attempt to slip it into 
  the drink of one competitor with a TN 12 Pick 
  Pocket Challenge. On a success, that character gags 
  on the terrible substance they had expected to be 
  moonshine and spits it out. That competitor doesn’t 
  score any points for this round (which will reduce 
  its team’s base points gained by 1). If the character 
  achieves a Margin of Failure, the crowd notices what 
  she’s doing and chases her away, preventing her 
  from cheating any further during this event.
  Swap Out Moonshine: Similar to the above, a 
  TN 12 Pick Pocket Challenge allows a character 
  to swap out their entrant’s drink with a mug of 
  water or weaker booze. On a success, their entrant 
  automatically passes her next Carouse Challenge (if 
  water) or gains a + to her next Carouse Challenge 
  (if weaker booze). If the character achieves a 
  Margin of Failure, she’s run off from the event as 
  described above.
  At the end of each round, a team scores one point 
  if its entrant is still conscious, or if she was one of 
  the last characters to pass out. Once there is only a 
  single competitor left, the event ends. 
  TEAM NAME
  COMPETITOR NAME
  FINAL ROUND IN 
  COMPETITION
  BASE POINTS 
  SCORED
  The Shines
  Spencer Lee Jones
  4
  3
  United Gremlin Liquor Enthusiasts
  Jed Brackenridge
  7
  6
  The Deliverers
  Forrest Ravage
  3
  3
  The Big Wigs
  Jiro Leong
  4
  3
  The Tooth Snappers
  Amberly Anne Tucket
  5
  4
  The Knockouts
  Pierre Gautraeux
  5
  4
  The Silver Shooters
  Dale Turner
  5
  4
  The Hully Gullys
  Austin Gautraeux
  3
  2
  The Boondoggle Seven
  Ricky Jones
  4
  3
  The Cricket Spitters
  Yoko Tong
  6
  5
  Drinking Contest Results
  Chapter 2: Adventure, Act II
  
  Event 2: Wrestling
  The second event is relatively simple, involving 
  a straight wrestling match… in the “professional 
  wrestling” sense of the event. Read the following text: 
  The wrestling tournament is handled by assigning 
  everyone a token of some sort – a character with 
  buck teeth might be represented by half of a pair of 
  dentures, while a character with a bad limb might 
  be represented by a frog’s leg – and then tossing the 
  tokens into a hat. Two tokens are pulled out at a 
  time, and then the competitors that those tokens 
  represent square off to fight each other, and the 
  loser’s token is thrown away. 
  If there are an odd number of competitors, the 
  Fishbockers have a “ringer pig” that they let the left 
  over competitor wrestle with. This isn’t as easy of a 
  pass as most might think, as pigs are dangerous even 
  when a Gremlin isn’t fighting it alone and unarmed. 
  In at least two prior Bayou Bashes, ringer pigs have 
  gone on to win the wrestling competition. 
  The Fated competitor will end up facing off against 
  three rival competitors, though there’s enough 
  time between the matches for the character to rest 
  up, catch her breath, and receive some first aid. 
  Because the wrestling event is so popular, many 
  Gremlins dress up in costumes, which always seems 
  to draw applause or boos from those watching 
  the match, depending on whether the character 
  wearing the costume is seen as a hero (or “face”) 
  or a villain (or “heel”). 
  Very few Gremlins actually care who is wearing 
  a costume; it’s the character that they want to see 
  wrestle. Thus, if a Fated competitor has a costume 
  and is too wounded to continue into the next round, 
  another Fated can don her costume and fight the 
  next match in her stead. This is the sort of low-level 
  cheating that most Gremlins just assume is part of 
  wrestling in general. 
  In order, the Fated competitor will have to face off 
  against the Competitors of the Tooth Snappers (Bart 
  Tucket, aka “The Bullet Eater”), the Cricket Spitters 
  (Kenta Tong, aka “The Hungry Ghost”), and the 
  Shines (Mancha Roja). Bart Tucket and Kenta Tong 
  both use the “Bayou Wrassler” stats on page 76. 
  Mancha Roja’s stats can be found on page 77.
  The next event in the Grand Prix is a wrestling 
  tournament. Unlike the technical wrestling 
  preferred by humans (which most Gremlins find 
  boring), this type of wrestling in a combination 
  of grappling, pugilism, and martial arts that has 
  been liberally seasoned with flashy costumes and a 
  judges with very loose interpretations of “fair play.” 
  A Gremlin wearing a bright yellow shirt and a 
  matching bandana around his head explains the 
  rules. “All you gotta do to win is stay conscious 
  and stay in the ring.” As he says this, he gestures to 
  the ‘ring’ in question, which is a large pig pen that 
  has been cleared of its pigs. Colorful pennants are 
  draped over the sides of the pen’s wooden fence, 
  which mostly consists of two wooden boards nailed 
  haphazardly to posts in a roughly rectangular 
  shape. Nobody seems to have cleaned up the mess 
  of slop, refuse, and mud left behind by the pigs… 
  no doubt they’re hoping that such slippery flooring 
  will make the event more interesting for spectators. 
  No Pugilism? No Problem!
  If a Fated doesn’t have any ranks in the 
  Pugilism or Martial Arts Skill, they can still 
  make attacks using either their Strength 
  (for Pugilism) or Speed (for Martial Arts). 
  These attacks have the following profile: 
  WEAPON
  RANGE
  DAMAGE
  Weak Punch
  y1
  0/1/2
  Chapter 2: Adventure, Act II
  
  The ensuing match can be run just like a normal fight, 
  save that the Fated can only take Actions involving 
  the Grappling, Martial Arts, or Pugilism Skills; any 
  other attacks will get the character disqualified. 
  Similarly, any open use of magic will also get the 
  character disqualified. If an opponent is knocked or 
  thrown out of the ring – which is about six yards to a 
  side – then they are disqualified and lose the match. 
  The final match comes down to either The Shines vs 
  the Fated’s team or the Cricket Spitters (depending 
  upon whether or not the Fated defeated the Tooth 
  Snappers and Cricket Spitters).
  If the Fated are in the finals, read the following text 
  as the final match begins: 
  The rest of the match proceeds as normal. Mancha 
  Roja’s true identity is a secret, and this is the only 
  event that he participates in. The Shines have bribed 
  him to be a ringer during this event, hoping that 
  nobody will be strong enough to defeat the famous 
  King of the Iron Hand.
  Cheating:  At the end of each round in a match 
  involving the Fated competitor, every Fated that is 
  not competing in the match may attempt to cheat 
  to even their odds. Each such character may only 
  attempt to cheat once per round. Some possible 
  examples of how they can do this are included below:
  Sudden Attack: The Fated can attack the other 
  wrestler, hoping to severely wound him or her. 
  Regardless of the results of the attack, however, 
  attacking any of the competitors gets the members 
  of the other teams riled up, forcing the character to 
  flee and preventing her from cheating any further 
  during the event.
  Hold ‘em Still: The Fated can attempt to grab the 
  rival competitor, holding them in place to allow 
  their teammate to pummel the helpless Gremlin 
  without fear of reprisal. The character makes a TN 
  10 Grappling + Speed Challenge. On a success, the 
  enemy competitor becomes Slow and cannot move 
  on the following turn. If the character fails with a 
  Margin of Failure, the enemy competitor notices 
  the cheating attempt in time to make a single attack 
  against the cheating Fated.
  Special Effects: The Fated can cast a Spell or 
  Manifested Power on one of the two competitors. If 
  this is an attack spell, handle it like a Sudden Attack. 
  Otherwise, the character makes a Challenge as 
  normal to cast the Spell or Manifested Power. On a 
  success, the effect of the Spell or Manifested Power 
  is applied normally… though if the Fated attempts to 
  teleport a character out of the ring, the judges stop 
  the match and let the competitor hurry back to the 
  ring to resume the fight. In the meantime, the other 
  teams take advantage of the break in action to chase 
  the spellcasting character away, preventing her from 
  cheating any further during this event. 
  Each time a competitor defeats a rival, they gain 3 
  points and continue on to the next match. Each of 
  the teams that could potentially face off against the 
  Fated have two values listed for their “Base Points 
  Scored” column. The first value is the points the team 
  ends up scoring if the Fated defeat its competitor, 
  while the second are the points the team scores if its 
  competitor defeats the Fated. 
  You’ve done well for yourselves and made it to 
  the final match! Unfortunately, that means that 
  you’re now matched up against Mancha Roja, 
  the King of the Iron Hand, a towering, seven-
  foot tall Gremlin with a reputation for excessive 
  brutality in the ring. Just last round, you watched 
  in horror as he clubbed his opponent, the so-
  called “Bayou Snake,” into unconsciousness 
  with an innocent bystander. 
  As he climbs over the wooden sides of the fence, 
  Mancha Roja flexes his muscled body and grins at 
  you from behind his red mask. “I will break you,” 
  he intones, his voice like a death bell.
  Chapter 2: Adventure, Act II
  
  Event 3: Cook Off
  In this event, the teams are tasked with cooking up a 
  proper Bayou feast for the judge. At the start of the 
  event, read the following text: 
  The self-appointed judge of this event is Som’er 
  “Teeth” Jones, the most prominent Jones boss (and, 
  arguably, one of the most prominent bosses in the 
  entire Bayou). After giving his speech, he plops down 
  on a tree stump and immediately starts drinking.
  The characters have two hours to prepare up to 
  four different dishes. One member of each team is 
  designated the Chef (or Head Chef, if they want to 
  be fancy about it) and does the actual cooking, while 
  the other team members are designated as Assistants. 
  The type of dish prepared is up to the Chef; there is 
  plenty of pork and Skeeter meat available, as well as 
  a bit of Gator, snake, and chicken. 
  The Chef makes a TN 8 Culinary Challenge for 
  each dish, one at a time. On a success, the team 
  scores 2 points, plus 1 point per Margin of Success. 
  If the character scores any Margins of Failure on this 
  Challenge, they end up producing something really 
  terrible, and when the event comes to a conclusion 
  and Som’er tries the dish, he cringes, coughs, or just 
  vomits it up all over the chef, resulting in one point 
  being deducted from the team’s score as he throws a 
  fit about trying to poison him with bad food.
  TEAM NAME
  COMPETITOR NAME
  BASE POINTS 
  SCORED
  The Shines
  ??? (as "Mancha Roja")
  6 / 9
  United Gremlin Liquor Enthusiasts
  Jessie Jones (as "The Doctor of Pain")
  0
  The Deliverers
  Lonnie Bodine (as "The Bird of War")
  0
  The Big Wigs
  Dwayne Turner (as "The Bayou Snake")
  3
  The Tooth Snappers
  Bart Tucket (as "The Bullet Eater")
  0 / 3
  The Knockouts
  Carl Hayes (as "The Mortician")
  0
  The Silver Shooters
  Gaston LaBoeuf (as "The Cannibal")
  0
  The Hully Gullys
  Cesaire Gautraeux (as "The Mechanic")
  3
  The Boondoggle Seven
  Harley LaCroix (as "The Voodoo Queen")
  0
  The Cricket Spitters
  Kenta Tong (as "The Hungry Ghost")
  3 / 6
  Wrestling Results
  The next event’s judge, a thin Fishbocker Gremlin 
  in overalls with spectacles perched on his nose, 
  herds everyone together in front of a large tent 
  that has been filled with all manner of cooking 
  implements, supplies, and ingredients. “Now, what 
  we’ve got lined up next is…”
  The booming report of a blunderbuss cuts him off, 
  both figuratively and literally, as the gunshot blows 
  the top half of the Gremlin organizer off the rest of 
  his body. His legs wobble for a moment, then fall 
  over into the mud with a muted splat. 
  Sauntering closer, a tall and equally wide Gremlin 
  in a dirty suit leans his still-smoking blunderbuss 
  against his shoulder. “Dun be lissnin’ to ‘im,” the 
  Gremlin slurs, his tall top hat leaning askew on his 
  bald head. “Fishbockers ne’er knew ‘ow to run a 
  decent cook off. Joneses gunna be runnin’ it this 
  time ‘round, so git ta makin’ me some supper.” 
  He flashes a grin at you, revealing his many, many 
  missing teeth. “Winners dun get shot.”
  Chapter 2: Adventure, Act II
  
  If the Chef succeeds on her Culinary Challenge to 
  prepare a dish, each Assistant character can then 
  choose to either protect it from their thieving rivals 
  or try to steal one of their rival’s dishes.
  Protecting the Dish: Assistant characters 
  who are protecting the dish may attempt TN 10 
  Intimidate Challenges to frighten their rivals away 
  from it. If at least one character succeeds on this 
  Challenge, then the rivals are prevented from getting 
  near the dish. If none of the characters succeed, 
  however, one of their rivals steals some or all of the 
  dish; the team loses one point, and one team of the 
  Fatemaster’s choice scores one point. 
  Stealing Dishes: Assistant characters who wish 
  to steal another team’s dish may attempt a TN 12 
  Pick Pocket Challenge to filch some or all of the 
  prepared meal. On a success, the character’s team 
  scores one point, and a team of their choice loses 
  one point. If a character achieves a Margin of Failure 
  on this Challenge, they’re caught trying to steal and 
  forced to flee from the gunfire of multiple angry, 
  rival teams. The fleeing character cannot participate 
  further in this event.
  Once each Assistant has had a chance to protect 
  the Chef’s dish or steal a dish from a rival team, the 
  Chef may make the Culinary Challenge to prepare 
  her next dish, continuing in this manner until the 
  Chef has attempted to prepare a total of four dishes.
  At the end of the event, Som’er “Teeth” Jones 
  samples every dish, devouring each one that tastes 
  halfway palatable and washing everything down 
  with copious amounts of moonshine. Eventually, 
  he declares the team with the most points to be the 
  winner, then shuffles off to pass out in the shade. 
  TEAM NAME
  CHEF NAME
  BASE POINTS 
  SCORED
  The Shines
  Augusta Jones
  6
  United Gremlin Liquor Enthusiasts
  Reuben Bodine
  5
  The Deliverers
  Gomer Sutton
  3
  The Big Wigs
  Stanton Clampett
  4
  The Tooth Snappers
  Billy Ray Tucket
  4
  The Knockouts
  Sally Lou Turner
  7
  The Silver Shooters
  Jamie Lee Robichaud
  5
  The Hully Gullys
  Darcourt Gautraeux
  5
  The Boondoggle Seven
  Jimmy "The Hand" Jebsen
  8
  The Cricket Spitters
  Shu Wen Tong
  6
  Cook Off Results
  Chapter 2: Adventure, Act II
  
  act ii, Scene 3: 
  MO' GATORS, MO' PROBLEMS
  As the Fated prepare for the final event of the day – 
  Gator Wrestling – read the following text:
  The gators dart out from the shattered pen and 
  start snapping up anything that seems edible… 
  which coincidentally includes the Fated. The 
  Fated are confronted with three Bayou Gators (pg. 
  78), which begin the battle five yards away from 
  them. The gators charge toward the Fated and 
  pretty much just keep biting until they’re knocked 
  unconscious or killed. 
  As the Fated battle the gators coming for them, the 
  rest of the gathered Gremlins fight back against the 
  remaining escaped gators. To represent the chaos of 
  such a mass battle, at the start of the second turn and 
  every turn thereafter, resolve one of the following 
  events, as determined by the suit on the top of the 
  discard pile (if any): 
  R  Flaming Bottle: A “helpful” Gremlin throws a 
  flaming bottle of moonshine at one of the Gators 
  the Fated are fighting. The Fatemaster chooses 
  one Bayou Gator, which gains Burning +3. 
  Every character within p1 of the Bayou Gator 
  must then pass a TN 8 Evade Challenge or gain 
  Burning +1.
  M  Wild Salvo: A group of Gremlins takes aim at 
  the gators and fire a barrage of bullets into them… 
  and into the Fated. Resolve a single ranged 
  Combat attack with Acting Value 9 against each 
  Fated. On a success, the attack deals 1/2/3B 
  damage. Then, each of the Bayou Gators suffers 
  1 damage.
  C  Som’er Encouragement: Upset that someone 
  woke him up from his nap, Som’er “Teeth” 
  Jones starts throwing rocks at the Fated and 
  yelling at them to “quit screwin’ ‘round an’ jus’ 
  kill ‘em!” Any of the Fated may suffer 1 damage 
  to gain the Focused +1 Condition. 
  t  Snap Up: A few panicking Gremlins that are too 
  concerned with fleeing from the escaped gators 
  aren’t watching where they’re going and run 
  right into the Fated’s combat. They’re quickly 
  snapped up in a single bite by the Bayou Gators, 
  who all lose Melee Expert for this round. 
  Obviously, since the Gator Wrestling event never 
  happened, nobody scores any points for the event. 
  None of the other Gremlins seems particularly 
  upset by this; there’s always at least one event at 
  each Bayou Bash that breaks down into anarchy, 
  and it’s come to be expected as just another part of 
  the festivities.
  The sun is beginning to set over the western trees 
  as the battered, wounded, and depleted teams 
  gather for the final event of the day. A Gremlin 
  woman with long braids and a scrabbling child 
  in her arms squints as she tries to read from a 
  battered clipboard.
  “This ‘ere’s a gator wrasslin’ contest. If’n yer an 
  idiot, that means that you gotta wrassle one of the 
  gators,” she gestures to a large wooden pen that 
  seems stuffed to overflowing with large, hungry 
  reptiles over ten feet in length, “into submission.” 
  Some of the gators seem to notice that they’re 
  being talked about and crawl up onto the walls of 
  the pen, leaning their bulk against it to peer out at 
  all the tasty Gremlins.
  The woman shifts the child to her other arm, where 
  it starts clawing and biting at her braids. “Now, 
  how this works…” Before she can complete her 
  sentence, there’s a cracking sound and screams as 
  the gators that had been stuffed into the pen break 
  free and dart out of their shoddy confinement with 
  surprising speed. The Knockouts Team – which 
  had been standing closest to the pen – is devoured 
  almost instantly, and everyone else runs away 
  screaming in terror. 
  Chapter 2: Adventure, Act II
  
  A Pretty Average Day at a 
  Bayou Bash
  Once the Bayou Gators have been dealt with, the 
  rest of the Gremlins at the bash manage to kill or 
  drive off the remaining gators, which leads to plenty 
  of celebrating (in the form of drinking, cheering, 
  and firing weapons off into the air). The other 
  teams disperse and head off to get drunk, and other 
  Gremlins swoop in to haul the dead gators off for 
  cooking. Beer-braised gator ribs and Shish-ka-gator 
  are both passed around liberally that night, and any 
  Fated that particularly distinguished themselves in 
  the events or the battle with the gators is treated as a 
  minor celebrity. 
  The next day brings with it second half of the Grand 
  Prix, which is continued in Act III.
  Chapter 2: Adventure, Act II
  
  You’re awakened from your slumber by loud 
  young Gremlins who are pawing through your 
  things and arguing over who gets to keep what. 
  After chasing them away and making sure 
  they didn’t run off with anything, you notice 
  that a crowd is starting to form near the river 
  overlooking the prize heap. 
  Once you wander over to have a look, it’s pretty 
  obvious what the source of the commotion is. 
  An attractive female Gremlin in a wide-brimmed 
  hat – Ophelia LaCroix, from the whispers of the 
  other Gremlins around you – is motioning for 
  a half dozen of her followers to carefully roll a 
  large, wheeled cannon up to the heap. 
  “The LaCroix thought this pot looked a little 
  light,” she explains, grinning as she hooks her 
  thumbs into her gun belt. “We don’t need this 
  lil’ thang anymore, so we figured, what the heck, 
  we’d give it to a less fortunate family.”
  Act III
  This Act finds the Fated completing the second 
  portion of the Grand Prix, which involves Chicken 
  Jousting, Skeeter Shooting, and a Hog Race. Things 
  aren’t as simple as they might seem, however, as the 
  Fated find themselves threatened and eventually 
  attacked by The Shines, a team comprised of Joneses 
  being bossed around by Som’er “Teeth” Jones.
  act iii, Prologue: 
  ONE-UPSMANSHIP
  When the Fated wake up in the morning, they find a 
  crowd gathering around the heap of loot that is being 
  offered to the winners of the Grand Prix. Read the 
  following text:
  The crowd seems to be in awe of the prize, not 
  just for it being a cannon, but also due to the blasé’ 
  manner in which the LaCroix seem to be willing to 
  part with it. After all, how many cannons could they 
  have just lying around?
  The crowd eventually begins to disperse as they 
  discuss the upcoming events of the Grand Prix: 
  Chicken Jousting, Skeeter Shooting, and the Hog 
  Race. The Fated should hear about these events 
  from the crowd in order to give them a chance to 
  choose appropriate Pursuits. 
  Chapter 2: Adventure, Act III
  
  The crowd starts migrating toward the next event 
  of the Grand Prix as the Fishbockers call out for 
  all the surviving teams to gather, but you find 
  your way blocked by the Shines. The team’s 
  leader, an ugly Gremlin with the handle of a 
  spoon sticking out of one empty eye socket, puts 
  his hands on his overall-covered hips and glares 
  at you as the rest of his team backs him up. 
  “Listen ‘ere,” he says. “My name’s Rufus Jones, 
  son of Som’er Teeth, so that makes me an 
  important person, ya ken? My pop’s got his eye 
  on that there cannon, even if it is LaCroix trash, 
  so we’re gunna be winning this thing. You got 
  a problem with that, and we’ll send you back 
  home in lacy white curtains, ya dig?”
  act iii, scene 1: 
  NO MORE FOOLIN' AROUND
  As the LaCroix family reaps the awe and fear of their 
  fellow Gremlins, the Fishbockers announce that the 
  next event of the Grand Prix – Chicken Jousting - 
  will be starting soon. As the Fated start making their 
  way to the event, however, they’re stopped by The 
  Shines. Read the following text:
  Whether or not Rusty Jones is actually Som’er’s 
  son or not is a matter of debate, but Som’er hasn’t 
  shot him for claiming such, which is as good as a 
  confirmation in the minds of most Gremlins. 
  Regardless of the veracity of his lineage, Rusty and 
  the rest of the Shines don’t back down unless the 
  Fated assure them that they’ll step aside and let the 
  Shines win the Grand Prix. If the Fated attempt to 
  lie to Rusty and the Shines, they must pass a TN 10 
  Deceive Challenge to do so. 
  Of course, the Fated might choose to puff up 
  their chests and threaten the Shines right back, in 
  which case they’ll have to pass a TN 11 Intimidate 
  Challenge. On a success, they get the Shines to back 
  down and retreat while shouting vague threats about 
  how the Fated “better watch yerselves!”
  Alternatively, the Fated might choose to work out a 
  deal with the Shines; they really only need Audrey’s 
  device, after all, and the Shines don’t really care 
  about it one way or the other, other than it being a 
  thing and them liking to amass things. The cannon 
  is the real prize for them. With a TN 14 Barter 
  Challenge, the Fated can work out a deal to either 
  let the Shines win and trade something valuable for 
  the device, or to win themselves and give the cannon 
  to the Shines. 
  If the Fated fail any of these options, they can 
  attempt another option with an increase of +1 to that 
  option’s TN. If they fail with a Margin of Failure, 
  however, they instead get into a tussle with the 
  Shines. Similarly, if the Fated leap right into combat 
  or fail all three options, then the Shines attack 
  them. The Shines consist of Rusty Jones and two 
  Bayou Gremlins per Fated. They’re more interested 
  in intimidation than murder and thus don’t draw 
  their guns until the Fated draw their own. If Rusty 
  Jones is defeated, the Bayou Gremlins flee from 
  combat after half their number have been defeated 
  (rounded up). If Rusty Jones is still conscious and 
  fighting, however, they continue to fight to their last 
  man. Stats for Rusty Jones and the Bayou Gremlins 
  can be found on pages 79 and 67, respectively. 
  If the Fated are defeated, the Shines kick them a few 
  times, leaving them on the ground as they inform 
  the Fated that “that’s what you get for messin’ with 
  the Joneses!” By the time the Fated pull themselves 
  back to their feet, the Chicken Jousting event has 
  concluded and the Fated don’t score any points for 
  the event. 
  If the Fated manage to defeat the Shines, then the 
  situation is reversed. The Shines never make it to the 
  Chicken Jousting event, which prevents them from 
  competing and thus scoring any points. Even if all of 
  the Shines are killed, however, Som’er wrangles up 
  some ringers to pretend to be Shines and participate 
  in the later Skeeter Shooting event, allowing the 
  team to continue competing. Any Shines that escape 
  shout threats about how “Som’er’s gunna get you fer 
  this!” over their shoulders as they run away.
  Chapter 2: Adventure, Act III
  
  A Gremlin in a feathered headdress waves his 
  arms to gather the attention of the surviving 
  teams. “Listen up! Next event we got here is 
  Chicken Jousting!”  
  He gestures to a nearby pen – which seems to 
  have been quickly reinforced after last night’s 
  gator incident – that holds a dozen six-foot tall 
  chickens. Some are hens and some are roosters, 
  but all of them seem tense and edgy. 
  “Rules are pretty simple,” the Gremlin continues. 
  “Y’all pick whichever one of yer team you don’t 
  like very much, then that fool is gunna go pick out 
  a chicken, climb onto its back, and then square 
  off against someone who dun the same. Y’all get 
  points for knockin’ other fella off, and the last one 
  still on a chicken at the end is the winner.”
  act iii, scene 2: 
  CHICKEN JOUSTING
  Once the Fated have dealt with Rusty Jones and the 
  rest of the Shines, they can rejoin the rest of the teams 
  for the next event of the Grand Prix. As a reminder, 
  the Knockouts Team was devoured at the end of Act 
  II, and depending upon the actions of the Fated, it’s 
  possible that the Hully Gullys or the Shines might be 
  absent for one or more events as well. 
  Event 4: Chicken Jousting
  The next event involves each team choosing a 
  competitor to mount a Bayou chicken and then charge 
  toward another, similarly mounted, competitor while 
  brandishing sharpened tree branches at each other. 
  Most of the entertainment for this event comes from 
  the Bayou chickens themselves, which are essentially 
  large, six-foot tall chickens that tend to be high-strung, 
  nervous, and extremely panicky. It’s all but expected 
  that at least one of the chickens will bolt out of its 
  pen and into the crowd, much to the delight of all 
  the spectators that aren’t anywhere near the chicken 
  when it happens. Read the following text:
  Before the jousting event can begin, each team’s 
  competitor must choose which chicken she wishes to 
  ride during the event. This is actually an important 
  step, as some of the roosters are more high-strung 
  than others, and an agitated Bayou chicken is a bit 
  like a lit stick of dynamite: it’s going to go off sooner 
  than later, and the only question is whether or not 
  there’s a Gremlin trying to ride it at the time. 
  To pick out a chicken, the competitor must approach 
  the chicken pen and make a TN 10 Husbandry 
  Challenge. On a success, the character manages to 
  pick out a (relatively) calm chicken and claim it for her 
  own. If the character achieves any Margins of Success 
  on this Challenge, she’s able to calm her chicken 
  further, granting her a + to all Skill Challenges she 
  makes while mounted during this event. 
  On a failure, however, the character confuses 
  paralyzing fear with calmness and picks a chicken 
  that is agitated and on the verge of all-out panic 
  attack. The character can only make a single attack 
  when she declares a Charge during this event. If she 
  achieved any Margins of Failure, she suffers a - to 
  all Skill Challenges she makes while mounted during 
  this event. 
   
  Use the following stats to represent the wooden 
  sticks given to the competitors:
  WEAPON
  RANGE
  DAMAGE
  Crude Lance (Heavy Melee)
  y2
  1/3/4
  I Brought My Own Chicken
  If the Fated competitor happens to have 
  a Bayou chicken of her own – perhaps as 
  the mount to a Buckaroo or as a Primal’s 
  Animal Companion – then she can ride that 
  during the event. She does not have to pick 
  out a chicken in this case and is considered 
  to have automatically passed the Husbandry 
  Challenge with a Margin of Success. 
  Chapter 2: Adventure, Act III
  
  You’ve no sooner mounted the large chicken than 
  one of the Fishbockers shoves a long, pointed 
  stick into your hands and points you toward the 
  wide, open area containing the other competitors. 
  They’re all mounted on giant chickens as well, 
  though most seem to be struggling to keep control 
  of the agitated creatures. 
  The cheering, shouting, and yelling Gremlins 
  which have gathered to watch the event certainly 
  aren’t helping things, and whenever one of them 
  fires a gunshot into the air in excitement, all of 
  the Bayou chickens tense up, as if preparing to 
  bolt at any second. Some of them even seem to 
  have developed noticeable eye tics. 
  The Gremlin in the feathered headdress holds 
  his hands up as the last competitor’s chicken 
  struts into the area. “Right… “He raises his hand, 
  then drops it in a swift motion. “Go!” The word 
  is no sooner out of his mouth than he’s running 
  for the safety of the sidelines. 
  Once the character has mounted her Bayou chicken, 
  read the following text:
  Each round, the Fated competitor may nominate 
  another team’s entrant as the target of her jousting 
  attack. The Fated makes a single Charge attack 
  against the target, using the stats presented in the 
  Chicken Jouster Stats callout box on this page. If 
  either of the Fated’s attacks succeed in dismounting 
  her target, her team scores 3 points.  
  Then, the Fated competitor is targeted by two attacks 
  from a rival entrant of the Fatemaster’s Choice. Each 
  attack has an Acting Value of 10 and deals 1/3/4 
  damage. Each time the character is damaged while 
  mounted, she must pass a Husbandry Challenge (TN 
  equal to 6 + the damage dealt) or be dismounted, 
  which disqualifies her from the event and earns 3 
  points for the rival competitor’s team.
  If a Fated character is dismounted in this way, the 
  Fatemaster can quickly resolve the rest of the contest 
  by eliminating the bottom-most competitor on the 
  team list and giving 3 points to a team of her choice 
  that still has a competitor in the contest. Continue 
  doing this, one competitor at a time, until only a 
  single NPC competitor remains. 
  Chicken Jouster Stats
  The Gremlins participating in this event are 
  considered to have Df 4 (10), Wp 4 (10), 
  and 6 Wounds. If reduced to 0 Wounds, the 
  Gremlin riding the chicken is dismounted, 
  sending the panicking bird racing off into 
  the crowd in a flurry of angry clucking and 
  panicked screaming. Dismounted characters 
  are effectively removed from the event. 
  Chapter 2: Adventure, Act III
  
  At the end of each round, one of the teams attempts 
  to cheat in one way or another. Resolve one of the 
  following events, as determined by the suit on the 
  top of the discard pile (if any). 
  R  Gunshot: The entrant with the highest points is 
  fired upon by one of the teams! If that entrant is 
  a Fated character, she suffers a single attack with 
  an Acting Value of 9 that deals 1/2/3 damage. 
  If this damages her, she must pass a Husbandry 
  Challenge as noted above to keep from being 
  dismounted. If the target is an NPC, they are 
  wounded by the attack and suffer 2 damage. If this 
  would be result in the target being dismounted, a 
  team of the Fatemaster’s choice scores 3 points. 
  The attacking Gremlin is promptly tackled and 
  beaten by the rest of the crowd. 
  C  Loud Bang: One of the Gremlins tosses a string 
  of firecrackers into the ground at the Fated’s 
  feet, resulting in a rapid succession of loud pops 
  that frightens her chicken. The character must 
  attempt a TN 8 Husbandry Challenge to calm 
  her chicken down. On a failure, it starts running 
  wildly around the area, flapping its wings and 
  leaving a trail of feathers behind it. The Fated 
  may not declare any attacks next round, and she 
  suffers a - on her Defense flips against the next 
  round’s attacks. 
  M  Upgrade: An entrant of the Fatemaster’s choice 
  is tossed a wooden pole with serrated knives 
  strapped to one end with a tightened belt. Until 
  the end of the event, that entrant deals +1 damage 
  to the Fated character. Each round the chosen 
  entrant does not attack the Fated entrant, she may 
  choose to eliminate an NPC competitor from the 
  contest and score 3 points for her team. 
  t  Thrown Rocks: The Gremlins watching the 
  event decide that it would be fun to throw rocks 
  at the chickens! The Fated character suffers 
  a single attack against her Defense with an 
  Acting Value of 7 that deals 1/1/2 damage. If 
  this damages her, she must pass a Husbandry 
  Challenge as noted above to keep her from 
  dismounted. Then, every NPC entrant suffers 1 
  damage. If this would result in an entrant being 
  dismounted, the team with the lowest scored 
  points in this event immediately scores 2 points.
  Cheating:  After the other Gremlins have cheated, 
  Fated who are not entrants in the contest can attempt 
  to even the odds of their entrant with some cheating 
  of their own. Each such character may only attempt 
  to cheat once per round. Some possible examples of 
  how they can do this are included below:
  Sudden Attack: The Fated can attack one of the 
  Gremlin entrants, hoping to severely wound him or 
  her. The Gremlin’s stats can be found in the Chicken 
  Jouster Stats callout box on page 43. Regardless of 
  the results of the attack, however, assaulting the 
  competitors gets the members of the other teams 
  riled up, forcing the character to flee and preventing 
  her from cheating any further during the event.
  Take This: The Fated can toss a better weapon to 
  their team’s entrant, allowing her to use it in place of 
  the Crude Lance. 
  Scare the Chickens: The Fated can attempt to 
  scare a rival team’s chicken with loud sounds or 
  explosive items. The character makes a TN 12 
  Music or a TN 10 Explosives Challenge, and on 
  a success, she generates a loud enough sound 
  to spook a nearby chicken, causing the Gremlin 
  riding it to lose control. Until the end of the next 
  turn, the targeted entrant cannot attack, and the 
  Fated entrant gains + to her attack and damage 
  flips against the target.  
  At the end of the event, the last entrant scores 
  an additional 3 points for her team. If multiple 
  characters are dismounted at the same time, resulting 
  in no winner, then no team gains these bonus points. 
  Because of the way scoring works in this event, the 
  Base Points Scored for each team is 0, but each may 
  gain points randomly throughout the event as they 
  dismount their rivals. If the Fated do not participate 
  in this event (likely as a result of being beaten by 
  the Shines in Scene 1), then use the numbers in 
  parenthesis to determine how many points each 
  team scores in this event.
  Chapter 2: Adventure, Act III
  
  “This ‘ere event’s pretty fun,” beams an older Gremlin man with a mighty fine beard. The checkered 
  red shirt he’s wearing clashes horribly with his green skin, but for some reason, he decided to up the 
  ante with a pair of Gremlin-sized rubber waders. 
  “All you gotta do,” he says, hefting a rifle to his eye and aiming it up at the overhead trees, “is shoot 
  down the Skeeters once we set ‘em free. Clean shots get yah the most points, but the rest of yer team 
  will be out in the river to club the ones what don’t get cleanly killed the first time.”
  He lowers the gun and grins. “Good luck!”
  Event 5: Skeeter Shooting
  The fifth event is Skeeter Shooting. One member 
  from every team gathers on the riverbank with his 
  or her favorite firearm as the Fishbockers release 
  a swarm of Skeeters from their wooden cages (and 
  then run for safety). The competitors then unleash a 
  barrage of gunfire into the hungry Skeeters, felling as 
  many of the oversized mosquitoes as possible while 
  their team mates slosh about in the river, trying to 
  snatch up the fallen Skeeters before they sink, fly 
  off, or get snatched up by another team. The team 
  that manages to return to shore with the most dead 
  Skeeters is then declared the winner.
  Read the following text:
  There are five rounds in this contest, each of which 
  represents thirty seconds of frantic gunfire. At the 
  start of each round, the team’s shooter gains 2 AP 
  that she can use to make Ranged Combat attacks 
  against a final Defense of 11. If the character runs 
  out of ammunition, then she can use these AP to 
  reload her weapon as normal. 
  On a successful attack, the character hits a Skeeter 
  and flips damage as normal. Each Skeeter has 4 
  Wounds. If the attack deals enough damage to 
  reduce the Skeeter to 0 Wounds or less, then the 
  character has killed it outright and her team scores 2 
  points for the character’s masterful shooting.
  TEAM NAME
  COMPETITOR NAME
  BASE POINTS 
  SCORED
  The Shines
  Andy Jones
  0 (9)
  United Gremlin Liquor Enthusiasts
  Jacques Ravage
  0 (3)
  The Deliverers
  John Boy Brackenridge
  0 (0)
  The Big Wigs
  Ju-Long Nuema
  0 (6)
  The Tooth Snappers
  Barnabus Tucket
  0 (3)
  The Knockouts
  *Eaten by gators*
  -
  The Silver Shooters
  Haruko Leong
  0 (3)
  The Hully Gullys
  Jean-Baptiste Gautraeux
  0 (0)
  The Boondoggle Seven
  Geraldine Higgins
  0 (6)
  The Cricket Spitters
  Shun Tong
  0 (0)
  Chicken Jousting Results
  Chapter 2: Adventure, Act III
  
  If the character hits but fails to kill the Skeeter, then 
  it falls into the water below. One of the shooting 
  team’s other members – who are waiting in the river 
  for this very eventuality – may then make a single 
  Close Combat attack against a final Defense of 11. 
  On success, the character hits the Skeeter and flips 
  damage as normal. If this damage would reduce the 
  Skeeter to 0 Wounds or less, then the Skeeter is killed 
  and the team scores 1 point for a somewhat messy 
  kill. If the character misses – or if she doesn’t deal 
  enough damage to kill the wounded Skeeter – then 
  the oversized insect recovers and quickly flies away.
  If the Fated defeated the Shines in Scene 1, then 
  the team bearing that name now looks nothing 
  like its original members. Som’er really wants the 
  cannon that’s in the loot pile, and after learning that 
  “his” team was defeated, he rounds up some more 
  Joneses and forces them to enter the Grand Prix 
  and pretend to be the defeated Shines. None of the 
  Fishbockers seem particularly concerned by this… 
  or if they are, they’re at least not concerned enough 
  that any of them wants to risk drawing Som’er’s ire 
  by making a fuss about it. 
  Cheating: At the end of each round, each 
  character can attempt to cheat in one of two ways, 
  depending upon whether she is shooting or waiting 
  in the river.
  Oops, I Missed: The shooting character can 
  choose to shoot at one of the other teams as they’re 
  out trying to club wounded Skeeters in the river. 
  Doing so requires a Ranged Combat attack against a 
  final Defense of 9. On a success, the character blows 
  away one of the enemy team members, frightening 
  the others and causing that team to lose 2 points 
  from its final score.
  That’s Mine!: A character who is waiting in the 
  river can attempt to steal a Skeeter that was killed by 
  another team with a TN 12 Intimidate or Grappling 
  Challenge. On a success, the character manages to 
  frighten or wrestle one of the team’s dead Skeeters 
  out of them, increasing her team’s score by one 
  while decreasing the rival team’s score by one point. 
  A character cannot attempt to cheat in this way if she 
  attacked a Skeeter this round. 
  At the end of the five rounds, the number of points 
  each team earned are added up, and the team with 
  the most points is declared the winner. The Skeeters 
  are then hauled away for the next event. 
  TEAM NAME
  COMPETITOR NAME
  BASE POINTS 
  SCORED
  The Shines
  Dwayne Jones
  6
  United Gremlin Liquor Enthusiasts
  Floyd Ravage
  5
  The Deliverers
  Bobby "Buck Tooth" Benois
  8
  The Big Wigs
  Clint Tucket
  7
  The Tooth Snappers
  Ike Tucket
  8
  The Knockouts
  *Eaten by gators*
  -
  The Silver Shooters
  Sierra Hedfield
  9
  The Hully Gullys
  Amand Gautraeux
  7
  The Boondoggle Seven
  Moses Cruickshank
  4
  The Cricket Spitters
  Ryou Tong
  6
  Skeeter Shooting Results
  Chapter 2: Adventure, Act III
  
  The final event of the Grand Prix is the Hog 
  Race, and from the look of the race course, 
  the Fishbockers have spared no expense in 
  preparing for a lengthy and interesting race. Pig 
  handlers are trying to calm the beasts down as 
  you arrive at the start of the course, and you 
  can see Gremlins gathering along the edges of 
  the track, loading their rifles as they wait for the 
  event to commence. Strangely, the Shines team 
  isn’t anywhere to be seen.
  As the event organizer – a heavy-set male Gremlin 
  in a woman’s dress – waddles up to you, there’s a 
  terrible crash from the other direction. Gremlins 
  are fleeing in every direction as the biggest pig 
  you’ve ever seen crashes through a Gremlin hut, 
  sending wooden boards and splinters flying in 
  every direction. 
  Seated on top of the massive pig is none other 
  than Som’er Teeth Jones, the Gremlin who 
  commandeered the Cook Off event the day 
  before. Somehow, he looks even drunker than 
  he had been then. “Watch it, Peaches!” he 
  shouts, using his arm to shield him from the 
  falling debris. “Dumb pig! Smash dem idiots, not 
  the huts!” He points a meaty finger right at you 
  and the other competitors.
  Coming up cautiously in the pig’s wake, you 
  finally see the Shines… and the rifles that they’re 
  pointing in your way. 
  act iii, scene 3: 
  SHINE, PIG
  As the teams gather for the Hog Race, the last event 
  of the Grand Prix, Som’er “Teeth” Jones grows 
  impatient and launches an attack on the other teams, 
  hoping to kill or drive off as many of them as possible 
  in order to help the Shines win the Grand Prix and 
  claim "his" cannon. In theory, he would probably 
  have a better chance just attacking the pile of loot and 
  wheeling the cannon off in the confusion, but Som’er 
  has been drunk since the Bayou Bash started, which 
  means that he’s been planning this attack since, oh, 
  about five minutes before the shooting starts.
  Read the following text: 
  The other teams scatter as quickly as they’re able, 
  either ducking for cover or just running away as fast as 
  they can, arms flailing in the air as they shriek in terror. 
  Som’er charges directly toward the nearest Fated, 
  shouting drunken, nonsensical phrases at the Shines, 
  such as “Gett‘er dun!” or “Shine, pig!” If the Fated 
  defeated the Shines earlier in Scene 1, then most of 
  these Gremlins are the “ringers” that Som’er rounded 
  Chapter 2: Adventure, Act III
  
  up to let the team compete in the Skeeter Shoot. 
  The battle here is against Rusty Jones (pg. 79) and 
  two Bayou Gremlins (pg. 67) per Fated, which begin 
  Dramatic Time ten yards from the Fated. If the 
  Fated killed or defeated Rusty, then his second in 
  command, Darrel Jones, takes over in his stead (and 
  uses the same stats). 
  Som’er & Peaches stampede around the battlefield, 
  tying up characters with ranged weapons where 
  possible with their 1 yard engagement range. If the 
  Fated feel like attacking Som’er & Peaches, he has a 
  final Defense of 4 (16), a Willpower of 5 (17), and 
  10 Wounds. 
  Som’er is nine sheets to the wind during this fight 
  and not really paying much attention to what’s going, 
  so rather than attacking as normal, resolve one of 
  the following events at the start of the first round 
  and every subsequent round he is in the combat, as 
  determined by the suit of the top card of the discard 
  pile (if any): 
  R  “Ya Done Made Me Mad!”: Som’er draws 
  his blunderbuss and fires it at a random target. 
  If the value of the top card of the discard 
  pile is odd, he fires at one of his own people, 
  mistakenly believing them to be the enemy. A 
  Bayou Gremlin of the players’ choice is killed. 
  If the value of the top card of the discard pile is 
  even, then he fires at one of the Fated. Resolve 
  a single Ranged Combat attack with an Acting 
  Value of 16 against a Fated of the Fatemaster’s 
  choice (if Som’er and Peaches are engaged, the 
  Acting Value of this attack is lowered to 12). On 
  a success, the attack deals 2/2B/5bb damage 
  and Som’er & Peaches become Slow. 
  M  “Ahm Not Feelin’ So Well…”: All the fighting 
  and hew-hawing about gives Som’er motion 
  sickness, and he reacts by throwing up onto 
  nearby characters. All characters within 1 
  yard of Som’er & Peaches (if any) gains the 
  following Condition until they wash the vomit 
  off: “Covered in Slop: This character suffers 
  a - to all Social Skill duels and cannot declare 
  Triggers. Pigs targeting this character with 
  attacks gain + to the Attack flip.” 
  C  Swamp Gas: Peaches groans and releases a 
  massive burst of foul-smelling gas. All non-Pig 
  characters within p2 of Som’er & Peaches gain 
  Slow and Poison +2.
  t  “Watch It, Pig!”: Som’er & Peaches stampede 
  into the hog pen, shattering it open and 
  releasing a wild Bayou Pig into the combat. 
  If the value of the top card of the discard pile 
  is even, the Bayou Pig scampers away from 
  Som’er & Peaches to a place 4 yards away from 
  one of the Fated. If the value of the top card 
  of the discard pile is odd, then the pig runs 
  to a spot 4 yards away from one of the Bayou 
  Gremlins. The Bayou Pig does not get a turn 
  this round (as it’s too busy fleeing from Som’er 
  & Peaches), but will act normally on subsequent 
  rounds, attacking whatever non-pig target 
  (other than Som’er & Peaches) that is closest 
  to it. Whenever a Bayou Pig attacks a Bayou 
  Gremlin, it gores the unfortunate Gremlin to 
  death. If the Bayou Gremlins attempt to attack 
  a Bayou Pig, they have to spend 2 AP to deal 2 
  damage to it; otherwise, their attacks miss. 
  Jok er: "I’ll Learn Ya!”: The first time this happens, 
  Som’er takes off his hat and pulls a Soulstone 
  the size of his fist out of it. He raises it above its 
  head, draining its magic as he summons a swarm 
  of Skeeters (pg. 66) down from the sky. He jabs 
  a finger at the Fated and commands them to 
  “Get ‘em!” One Skeeter appears within 5 yards 
  of each Fated, but they do not get turns this 
  round (as they spend their turns moving into 
  position). They act normally on subsequent 
  rounds, attacking the Fated exclusively. If any 
  Fated characters attacks Som’er after this event 
  occurs (regardless of success or failure), the 
  attack jostles Som’er and he drops the Lade 5 
  Soulstone (Size 4, Quality 1) at Peaches’ feet. 
  If this result comes up again, Som’er moves 
  over to the fallen Soulstone and scoops it up 
  (if it’s still on the ground) or fires his shotgun at 
  the character who picked it up (as per the “Ya 
  Done Made Me Mad!” result above).   
  If the Fated manage to reduce Som’er to 0 Wounds, 
  Peaches squeals and flees from the combat while 
  Som’er screams at her and hangs on for dear life. 
  Otherwise, he retreats after the last Bayou Gremlin 
  is defeated. 
  Chapter 2: Adventure, Act III
  
  Som’er Didn’t Cause Nearly As 
  Much Trouble This Year
  Once the Fated have dealt with Som’er and the 
  Shines, the Fishbockers grumble and pull themselves 
  out from beneath the shattered tables they had been 
  hiding from. Read the following text: 
  With the Grand Prix concluded, the Fishbockers 
  total up the points scored by all of the surviving teams 
  and determine a winner! Since the Shines have either 
  been wiped out or fled (possibly even twice) by this 
  point, they’re disqualified from the standings. 
  If the Fated’s team ended up in first place, then the 
  Fishbockers give them free reign to take whatever 
  they’d like from the picked-over loot pile. It’s not 
  quite as enticing as it was before, thanks to the Jones’ 
  pillaging, but there are still plenty of fun items in there. 
  The Fated can, as a group, choose up to 100 scrip 
  total worth of weapons, customizations, ammunition, 
  armor, or normal gear from the loot pile. The 
  Fatemaster is also encouraged to add one Rare Item 
  from Into the Steam, Under Quarantine, or Into the 
  Bayou to the loot pile as well, as this is an excellent 
  opportunity for the Fated to find a particularly 
  unique item buried in with all the other stuff. 
  If the Fated think to look for it, they can find the 
  necklace that Trixiebelle wanted. She’s very happy 
  for the present and will think fondly of the Fated in 
  the future… at least until the Fated stops being able 
  to give her nice things. 
  If the Fated didn’t win the Grand Prix, they don’t get 
  anything other than the joy of having participated. 
  Audrey’s Device
  Unfortunately, Audrey’s Device is among the items 
  that the Jones family ran off with. Read the following 
  text as the Fated search through the loot pile or after 
  the winning team has gone through it: 
  The Fated are close to retrieving Audrey’s device! 
  All they have to do is pry it out of the drunken 
  clutches of the most notorious Gremlin boss in the 
  Bayou! Easy, right?
  An old Gremlin with a long beard shuffles out 
  into the aftermath of the battle, harrumphing as 
  he passes mauled Gremlins, blood-splattered 
  pigs with distended, Gremlin-filled bodies, and 
  more than a few pools of cooling blood. 
  He stands there for a moment, hands on his hips 
  as he looks out over the ruined race course, then 
  turns back to what remains of the competing 
  teams. “Well, looks like the race is canceled, 
  don’t it? Suppose the Grand Prix went better 
  than last year, all in all.”
  A younger Gremlin runs up to him,  then doubles 
  over as he tries to catch his breath. “Pappy! The 
  Joneses! They done raided the loot pile while 
  Som’er was causin’ a fuss n’ stole the best stuff!”  
  The old Gremlin just swears and shakes his fist 
  at the sky. “Soooooom’eeeerrr!!!”
  Unfortunately, nobody pulls anything even remotely 
  resembling Audrey’s Device out of the loot pile. 
  After a few questions, you’re able to find a Gremlin 
  that spotted it in the arms of a Jones as the family was 
  running off with as much stuff as they could carry. 
  “Yup,” the Gremlin says, nodding his head as he 
  cooks a spitted frog over a campfire. “Ran right 
  past me and tripped on a tree root, landed right 
  on top of the boxy thing. Must have knocked 
  something loose, cause all of a sudden there were 
  lightnin’ bolts shootin’ out every which way.” 
  He pulls the frog off the spit, looks at it carefully, 
  and then returns it to the fire. “Reckon you 
  wouldn’t have too much trouble chasin’ after 
  ‘em, if you want. They’s just gunna head back 
  to their lands with all their stuff, same as they do 
  most years. Probably drunk an’ not even expectin’ 
  anyone to come after ‘em, either, on account of 
  how many folks are ‘fraid of ol’ Som’er.”
  Chapter 2: Adventure, Act III
  
  Act IV
  In this Act, the Fated chase down the Joneses as 
  they escape with a great deal of the Grand Prix loot, 
  including Audrey’s Device. Once they have the 
  troublesome machine in hand, all they have to do 
  is return home and hand it over to Wilbur Jones… 
  which is easier said than done.
  act iv, Prologue: 
  ON THE TRAIL
  The Jones family has stolen Audrey’s Device from 
  the Bayou Bash, but they don’t get far before they’re 
  forced to camp out, which gives the Fated plenty of 
  time to catch up with them. Read the text on the 
  following page.
  Night has settled on the Bayou by the time 
  you catch up with the pilfering Jones family. 
  They’re camped out on patch of mostly dry land 
  surrounded by shallow water, and you can hear 
  their cheers of victory and raucous celebration 
  from your hiding place in the nearby underbrush. 
  They’ve hung dozens of lanterns around the 
  area, making their encampment a bastion of 
  warm light in the dark night. Every so often, 
  you catch a few chords of banjo music from the 
  camp, but it never lasts too long. The wind shifts, 
  carrying the familiar scents of roasting pork 
  and booze to your hiding place, making your 
  stomachs rumble in hunger. 
  The Joneses seem to be distracted and in the 
  throes of celebration tonight, but it’s unknown 
  how much longer their drunken revelry will 
  last. A few sentries patrol the borders of the 
  camp, but nowhere near enough to form a solid 
  perimeter. Whatever you plan to do, this might 
  be the best chance you have to finally get your 
  hands on Audrey’s mechanical device.
  Chapter 2: Adventure, Act IV
  
  act iv, scene 1: 
  THE VICTORY PARTY
  In order to retrieve Audrey’s Device, the Fated will 
  have to deal with the Jones family in some manner 
  or another. There are multiple ways they might go 
  about doing this, some of which are described below.
  Sneaking In
  The Fated can sneak up to the Jones encampment 
  with TN 10 Stealth Challenges. If any of them fail 
  this Challenge, they’re spotted by a sentry who shouts 
  out a warning and starts firing at the Fated, signaling 
  a shift to Dramatic Time. Use the stats for a Bayou 
  Gremlin (pg. 67) to represent the sentry. At the start 
  of the second round and every round thereafter, 
  if there is at least one conscious Bayou Gremlin, 
  two more Bayou Gremlins arrive to see what the 
  commotion is about. If there are no surviving Bayou 
  Gremlins, the Fated can either retreat back into 
  the underbrush (at which point all future Stealth 
  Challenges made to approach the encampment 
  suffer a - due to the heightened security) or hurry 
  forward into the camp. 
  On a success, the Fated manage to sneak into the 
  camp; see the Locating the Device section on page 53.
  Because of the darkness, 
  characters suffer a - to 
  all z Actions taken 
  during this scene.
  Diplomacy
  If the Fated attempt to talk their way into the 
  encampment, they’re spotted by a half-drunk sentry 
  who asks them what they’re doing running around 
  in the swamp at night. The sentry is still suspicious 
  of outsiders, on account of the recent theft, but 
  there are also a whole lot of Joneses in the camp 
  that the sentry hasn’t seen before a week ago. Each 
  Fated can pretend to be a Jones who belongs in 
  the camp with a TN 11 Deceive Challenge. If the 
  character making the claim is actually a Jones, they 
  gain a + to this Challenge. On a failure, the sentry 
  tells the Fated to get lost... unless they achieve 
  a Margin of Failure, which results in the sentry 
  attacking the Fated as described under Sneaking 
  In. On a success, the sentry waves them into the 
  camp, allowing the Fated to creep around without 
  arousing any further suspicion. See Locating the 
  Device, pg. 53, for more information.
  Alternatively, the Fated could claim that they want 
  to speak with someone about trading for Audrey’s 
  Device. That sort of thing isn’t too terribly unusual, 
  so the Fated only have to pass a TN 9 Bewitch, 
  Convince, or Deceive Challenge. On a failure, the 
  character is told to get lost, unless they achieve a 
  Margin of Failure, in which case the sentry attacks 
  the Fated as described under Sneaking In. On 
  a success, however, the sentry agrees to 
  take them to see Som’er “Teeth” 
  Jones so they can bargain with 
  him. See the Haggling 
  With Som’er section 
  on page 52 for more 
  details.
  Chapter 2: Adventure, Act IV
  
  Fighting
  If the Fated decide to launch an attack on the 
  encampment, they’re in for an uphill fight. In the 
  first round of combat, they only have to worry about 
  a single Bayou Gremlin (pg. 67) that’s posted as a 
  sentry, but five more Bayou Gremlins join the battle 
  at the start of the second and every subsequent round, 
  up to a total of two hundred (!) Bayou Gremlins. 
  At the start of the fifth round of combat, the Joneses 
  send their Whiskey Golem (pg. 80) teetering into 
  battle as well. Its combat tactics are pretty simple; it 
  stomps toward the nearest Fated and pummels them 
  into the ground with its barrel fists. 
  Needless to say, this isn’t the sort of battle that the 
  Fated are likely to win. If they retreat to more than 
  20 yards away from the settlement, however, the 
  Joneses settle back down but remain cautious for the 
  rest of the night (which imposes a - to any future 
  Skill Challenges made to enter the encampment).
  Haggling With Som’er 
  Fated who attempt a more diplomatic approach 
  might be brought before Som’er “Teeth” Jones to 
  haggle for Audrey’s Device. The Gremlin boss is 
  (amazingly) still drunk, though instead of riding a 
  pig, this time he’s sprawled out on a large mattress 
  stuffed full of Guild scrip. The entirety of the Bayou 
  Bash has passed Som’er in a drunken blur, and he 
  barely remembers what he did, let alone what the 
  Fated might have done. He treats the Fated as if he 
  had never met them before, but will fake it if they 
  mention that they talked with him (to a point; he 
  doesn’t consider anything he said to the Fated while 
  drunk to be binding, one way or the other, so trying 
  to convince him that he made a deal with them is 
  doomed to failure. 
  The Fated have to succeed on a TN 18 Barter 
  Challenge to convince him to let them take Audrey’s 
  device, but every interesting item, firearm, food 
  dish, or flask of moonshine they offer him reduces 
  the TN by 1. 
  If they succeed on convincing him to let them take 
  the device, he scoops up all of their traded items, 
  chortles like he just got the better end of the deal, 
  and bellows at his lackeys to take the Fated to find 
  Cooper Jones. If they then attempt to haggle with 
  Cooper (see Locating the Device, pg. 53), they gain 
  a + to their Skill Challenges by mentioning that 
  Som’er traded the Device to them.
  If the Fated fail to convince Som’er to trade them the 
  Device, then he sends them away with a few drunken 
  (and confusing) words of wisdom, such as “You sho’ 
  ain’t turnin’ no sows into swines in this ‘ere time,” 
  or “Yer gunna hafta dredge up mo’ conviction if you 
  wanna swim with the big pigs.” He sends some of 
  his lackeys to escort the Fated out of the camp, but 
  they can slip away with TN 10 Stealth Challenges. 
  Any Fated that fail are noticed by the Gremlins and 
  escorted the rest of the way out at gunpoint.
  Chapter 2: Adventure, Act IV
  
  Locating the Device
  If the Fated succeed in sneaking or bluffing their way 
  into the camp, it takes a TN 10 Notice Challenge to 
  catch sight of Audrey’s Device in the camp. If they 
  successfully haggled with Som’er, then the Joneses 
  perform a quick search of the camp and discover its 
  location for them. 
  Audrey’s device is being used as a plate by Cooper 
  Jones, a male Gremlin dressed in overalls and a 
  bowler hat. As far as he’s concerned, the box is a 
  meat-cooking machine; he’s been putting raw pork 
  on the electrodes and flicking the switch, which 
  shoots electricity into the meat, instantly cooking it. 
  He’s quite amused by the process (not to mention the 
  sparks it shoots out) and has been cooking meat for 
  just about everyone in the camp. This has resulted 
  in a pretty thick layer of grease and gristle on the top 
  of the machine, but a TN 9 Artefacting Challenge 
  reveals that the machine still seems to be functional 
  despite some of the grease getting into the chassis. 
  Cooper isn’t particularly interested in parting with 
  the Device, but the Fated can try to persuade him 
  to let it go with a TN 12 Convince or Intimidate 
  Challenge. If they offer him something equally 
  interesting in trade (he doesn’t have much use for 
  scrip, but anything worth at least 10 scrip or more 
  will entice him), then a TN 10 Barter Challenge 
  gets him to part with his new meat-cooker. If the 
  Fated have successfully negotiated with Som’er 
  and drop the bigger Gremlin’s name, they gain a 
  + to this Challenge.
  Alternatively, the Fated can try to just steal it 
  while he’s not looking with a TN 10 Pick Pocket 
  Challenge. This gets him shouting about thieves as 
  soon as he notices it’s missing, and if the Fated are 
  still around when that happen, they’re probably 
  the main suspects in the theft. Cooper runs to his 
  tent to grab a rifle, but if the Fated take the hint 
  and flee, he’s only able to fire off a few ineffectual 
  shots before he gives up on chasing them. If the 
  Fated stay behind, however, then they’ faced with 
  a very angry Gremlin.
  Treat Cooper as a Bayou Gremlin (pg. 67) with 
  Rank Value 6, +2 Wounds, and the following attack 
  in place of the normal Boomstick attack: 
   
  If the Fated just start a fight to kill Cooper and take 
  the Device from him, then he fights with these stats. 
  Two Bayou Gremlins come to Cooper’s aid at the 
  start of the second and every subsequent round of 
  combat, making an extended fight a poor idea. The 
  Fated are probably best served by just grabbing the 
  Device and making a run for it.
  WEAPON
  RANGE
  DAMAGE
  Cap.
  Reload
  US&E Carbine
  z12
  2/4/5
  2
  2
  Special: This weapon grants a + to its attack flips 
  Characters firing this weapon gain the following 
  Trigger: 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total.
  Chapter 2: Adventure, Act IV
  
  act iv, scene 2: 
  THE JOURNEY HOME
  Once the Fated have Audrey’s Device, they can 
  finally head back to their village to give the device 
  to Wilbur Jones (and, by extension, to Audrey 
  Moores). The Fated will need food for the trip, but if 
  they’re on good terms with Som’er and the rest of the 
  Gremlins in his encampment, they will give the Fated 
  two large sacks full of salted pork and moonshine to 
  help them get home. Each sack has enough food 
  for five days of traveling. The sacks are heavy, and 
  each will have to be carried by a character (which 
  lowers the character’s Walk and Charge Aspects by 
  2 points and prevents her from doing anything else 
  with her hands). The sacks can be dropped as (0) 
  Actions and picked up as (1) Actions. 
  If the Fated didn’t impress the Joneses quite so 
  much, they can attempt to steal enough food to get 
  them through their trip. This requires a TN 10 Pick 
  Pocket Challenge while the Fated are already in the 
  camp, and each success allows the Fated to abscond 
  with a sack of tasty salted pork. 
  Alternatively, the Fated might decide to spend their 
  trip hunting and foraging. If a character achieves a 
  Margin of Success on any of their Skill Challenges 
  made during the Returning Home Ongoing 
  Challenge, they manage to find enough food to feed 
  the entire group for that day (even if they don’t make 
  any progress toward their goal). 
  If the Fated don’t eat during a day, they gain the 
  following Condition until they are able to find food: 
  “Hungry +1: This character subtracts -1 from her 
  Physical and Mental Aspects, to a minimum of -5. 
  If all of the character’s Physical and Mental Aspects 
  are -5, she dies from hunger.”
  Returning home is handled with an Ongoing Challenge. 
  Returning Home
  •Skills 
  Allowed: 
  Geography, 
  Navigation, 
  Wilderness
  •Target Number: 10
  •Duration: 1 day
  •Success Requirement: (see below)
  •Failure Requirement: (see below)
  If the Fated are traveling back to Jones, LaCroix, 
  or Tucket territory, it takes 9 days to reach their 
  destination. If they are headed to Benois territory, 
  then their travel time increases to 12 days. If they’re 
  traveling back to Leong lands, then their travel time 
  is a lengthy 16 days.
  If the Fated are friendly (or at least, haven’t come to 
  blows) with the Gremlins in the Jones encampment, 
  they can convince the Joneses to let them travel 
  alongside them with a TN 12 Bewitch Challenge. On 
  a success, the Fated can tag along with the Joneses 
  for three days, which allows the Fated to travel for 
  three days without having to worry about food or 
  making Skill Challenges to find their way. After 
  three days, however, the Gremlins begin splitting up 
  and heading back toward their respective villages, 
  leaving the Fated on their own again. 
  At the end of each Duration, compare the number 
  of accumulated Successes and Margins of Success 
  made on this Ongoing Challenge during that 
  Duration to the number of Margins of Failure made 
  during that Duration. 
  If the number of accumulated Successes and Margins 
  of Success is greater than the number of Margins of 
  Failure, then the characters have managed to travel 
  in the right direction and lower the remaining time it 
  will take to rreturn home by 1 day, until there are 0 
  days left and the Fated reach their destination.
  If the number of accumulated Successess and 
  Margins of Success are tied with the number of 
  Margins of Failure, then the characters spend the 
  day disagreeing over which direction is correct and 
  make no progress toward returning home.
  If the number of accumulated Margins of Failure is 
  greater than the number of Successes and Margins 
  of Success, the characters have wandered off from 
  Chapter 2: Adventure, Act IV
  
  their course and are now lost. This increases the 
  amount of time it takes to reach their destination 
  by one day. Any non-Gremlin characters then gain 
  the following Condition: “Infection +1: At the end 
  of the day, this character suffers +1 damage.” The 
  Infection Condition is explained in more detail on 
  page 66.
  At the end of each Duration, if the Fated have not yet 
  reached their destination, then they encounter one 
  of the following Encounters, in whatever order the 
  Fatemaster wishes, before the next Duration begins. 
  When the Fated are one day away from their 
  destination, they encounter the events Scene 3: 
  Lightning Strikes (pg. 61) instead of a Bayou Event. 
  After encountering Scene 3, the Fated automatically 
  reach their home on the next day, without needing 
  to perform any further Challenges. 
  Encounters
  •Botflies - Page 55
  •Paranoid Floater - Page 56
  •Gator Snaps - Page 56
  •Ruined Workshop - Page 57
  •Pack Rats - Page 57
  •Dragonflies - Page 57
  •Amazing Talking Catfish - Page 58
  •Carnivorous Plant - Page 58
  •Austringer Ambush - Page 59
  •Bayou Hanging - Page 59
  •Bushwhacker - Page 60
  •Will o’ Wisps - Page 60
  Botflies
  The Fated have the unfortunate luck of wandering 
  into a swarm of botflies. These small insects don’t 
  seem like very much, but they have an insidious 
  method of reproduction: When they encounter 
  a living, warm-blooded creature, they land on any 
  patch of exposed skin they can find and release a 
  dusting of tiny, adhesive eggs. After spending about 
  an hour next to warm flesh, the eggs hatch and the 
  larvae begin digging under their host’s skin to feed 
  and on its flesh. 
  The Fated can attempt TN 10 Wilderness Challenges 
  when they encounter the swarm. On a success, the 
  character recognizes the swarm for what it is and 
  knows that the eggs dissolve in alcohol; by rubbing 
  a flask of alcohol (about six ounces) on themselves 
  within the next hour, a character can kill the botfly 
  eggs on her skin.
  If a character washes her skin with water, it might 
  be effective; the character flips a card from the Fate 
  Deck, and on any result other than a C or Black 
  Joker, the eggs are washed off. 
  Living characters who do not wash off the eggs gain 
  the following Condition: “Larvae Under My Skin 
  +1: At the end of each day, this character suffers 
  damage equal to the value of this Condition, then 
  increase the value of this Condition by exactly 1. 
  When the value of this Condition reaches +5, dozens 
  of tiny flies crawl out of this character’s skin and fly 
  away; permanently reduce this character’s Charm 
  Aspect by -1 due to the hideous scarring that occurs, 
  then end this Condition.”
  With each passing day, an infested character develops 
  more and more large welts that release tiny maggots 
  if cut open. If a character has a knife or other small, 
  sharp object, she (or another character) may take ten 
  minutes to attempt to cut out the larvae. This deals 
  damage to the infested character equal to the value of 
  her Larvae Under My Skin Condition but allows the 
  cutting character to make a TN 10 Doctor Challenge. 
  On a success, the value of the Larvae Under My Skin 
  Condition is reduced by 1. If this would reduce the 
  value of the Condition to 0, the Condition ends as 
  the last of the larvae are cut out. 
  Chapter 2: Adventure, Act IV
  
  Paranoid Floater
  As the Fated move through some deep, brackish 
  water, have them make Notice Challenges. The 
  actual value of the cards doesn’t manner – there’s 
  nothing to see around them other than swamp and 
  trees – but feel free to describe some animal sounds 
  in the distance to make the players a little paranoid. 
  In actuality, pay attention to the suits of the cards the 
  players flip. If any of them flip a t card, after all the 
  flips are made, the first player to do so bumps against 
  something underwater and dislodges a corpse. Read 
  the following text: 
  The corpse isn’t an undead creature, though the 
  movement might convince the Fated otherwise. If 
  they react with sudden violence, go ahead and let 
  them enter Dramatic Time as they battle against 
  “the undead Gremlin.” It doesn’t attack (or even flip 
  initiative), but a single point of damage is enough to 
  burst it open into putrefied organs and water bugs.
  If the Fated don’t attack the corpse, a quick 
  investigation reveals that its hands are clutched 
  around a perfectly circular rock that is carved with 
  hundreds of tiny runes. The rock is actually a 
  Grimoire that reveals itself to any Fated that handles 
  it for more than a minute. It contains the Shapeshift 
  and Conjuring Magia, as well as the Additional Suit, 
  Increase AP, and Increased Duration Immuto.
  Gator Snaps
  As the Fated wade through a patch of brackish water, 
  they’re attacked by a pair of hungry gators. Read the 
  following text (adjusting as appropriate if the Fated 
  don’t have any firearms): 
  The two Bayou Gators both choose different Living 
  or Undead targets, which they charge and attack 
  to the exclusion of everyone else. If its target is 
  rendered unconscious, the Bayou Gator continues 
  to attack it until is killed, at which point they either 
  turn their attention upon the next threat (if they are 
  still being attacked) or take the take to eat their meal 
  (if not). Stats for the Bayou Gators can be found on 
  page 78.
  Height 1 characters are considered to be swimming 
  in the water. A Swimming character moves at half 
  her normal Walk speed and cannot declare Charge 
  Actions. Characters that are Height 2 or higher are 
  only inconvenienced by the water and treat it as 
  Severe Terrain (i.e., they move at half speed, but 
  can still declare Charge Actions). 
  A character can roast any killed Bayou Gators over 
  a fire with a TN 7 Culinary Challenge, which results 
  in a hearty meal.
  A few bubbles rise to the surface near [FATED] 
  as [he/she] feels something brush against her leg! 
  A moment later, the leering, rotting skull of a 
  dead Gremlin breaks the surface of the water 
  within arm’s reach of [FATED]!
  The brackish water you’re trudging through is 
  only ankle-deep as you start wading through it, 
  but it gradually grows deeper and deeper until 
  your feet are buried in mud somewhere in the 
  brown water beneath you. In the deep water, 
  you’re forced to hold your firearms up above 
  your head to keep the powder dry. Just when 
  you don’t think it can get any worse, one of the 
  logs floating nearby opens a reptilian eye and 
  starts leisurely swimming toward you. You start 
  backing away, only to catch sight of a second 
  gator making its way toward you from the other 
  side of the stagnant swamp water. 
  Chapter 2: Adventure, Act IV
  
  Ruined Workshop
  The Fated come across the ruins of a workshop. 
  Read the following text: 
  Once upon a time, this workshop was the mobile 
  research station for an Arcanist who was researching 
  amalgamation techniques: the combining of living 
  flesh with mechanical technology to produce a 
  stronger whole. 
  Unfortunately, the Arcanist met his end in the 
  swamp (he waded into a patch of water infested with 
  leeches and was drained of so much blood that he 
  passed out and drowned in said water) and now, 
  only his Electrical Creation experiment remains. 
  The Electrical Creation is currently nonfunctional, 
  but it can be reactivated with the Animate Construct 
  Magia or the Mechanical Animation Manifested 
  Power of the Engineer Pursuit. Its stats can be found 
  on page 81.
  Pack Rats
  If the Fated thought to leave someone on watch 
  during the night, that character can make a TN 10 
  Notice Challenge to catch sight of a couple swamp 
  rats poking around their food supplies. Any sort of 
  loud noise scares them off, but if the Fated don’t have 
  a guard or their guard isn’t all that attentive, then the 
  Fated wake up to discover that four days' worth of 
  food has been devoured by the hungry rodents, which 
  will surely put a dent in their food supplies. 
  Dragonflies
  The Fated encounter some very large (but mundane) 
  insects. Read the following text: 
  Any sort of sudden movement or noise spooks the 
  dragonflies and scares them away. Otherwise, the 
  dragonfly remains on the rock for a few minutes before 
  launching itself back into the sky and flying away.
  It’s still early in the morning when you come 
  across a wide, mostly dry hill at the center of 
  a small clearing. The collapsed remains of a 
  barbed wire fence run along the perimeter of 
  the hill, and at its center is a partially upright 
  pavilion tent that is sagging beneath the weight of 
  the water pooling in atop its canvas roof. 
  Beneath the leaky roof is a row of what was likely 
  some sort of mechanical equipment. Time spent 
  exposed to the elements has reduced them to 
  little more than piles of rust and grime, but 
  there’s one machine that seems to have survived 
  the ravages of the swamp: a weird amalgamated 
  contraption that looks like mechanical ball with 
  living octopus tentacles grafted onto the bottom 
  of it.
  After navigating a particularly frustrating patch 
  of treacherous nettles, you decide to take a 
  short break to let everyone catch their breath 
  and bandage their wounds before they attract 
  any leeches. You’ve only been resting for a few 
  minutes when you hear a faint buzzing and look 
  up to see three dragonflies – each the size of your 
  head – buzzing around in the branches overhead. 
  One of the oversized insects lands on a nearby 
  rock, its wings slowly beating as it regards you 
  with multi-faceted purple eyes.
  Chapter 2: Adventure, Act IV
  
  Amazing Talking Catfish
  The Fated come across a Gremlin with an interesting 
  proposition for them!  Read the following text: 
  Rowdy says that he’s willing to let them talk with 
  Clementine for a few minutes if they give him 
  something to make the time worthwhile, like 
  an article of clothing, bit of food, or something 
  particularly shiny. When they do, he opens the pot, 
  revealing an ordinary looking catfish that can, as it 
  turns out, talk just like a human. 
  Unfortunately, the catfish seems obsessed with 
  eighteenth century French theater and always tries to 
  bring any topic of discussion back to “the foremost 
  theaters of Europe” and the “biting political debate” 
  that they instigated among the “unwashed bourgeois.” 
  Rowdy doesn’t really understand anything that the 
  catfish says, but that’s okay; he’s just happy to have a 
  talking catfish. If the Fated are particularly interested 
  in the catfish, a TN 10 Barter Challenge convinces 
  him to exchange it for ten scrip worth of material 
  goods. Alternatively, the Fated could just shoot him 
  and take Clementine for themselves; he has the stats 
  of a Bayou Gremlin (pg. 67).
  Carnivorous Plant
  The Fated wander beneath a carnivorous plant that 
  decides to make a meal of them. Read the following 
  text, choosing one of the Living Fated as the target 
  of the plant’s attacks: 
  This encounter happens in Dramatic Time, though 
  the carnivorous plant is not a combatant in the usual 
  sense. On her turn, the entangled character can 
  attempt a TN 12 Athletics or Acrobatics Challenge 
  to escape the grasping tendrils. Any characters that 
  attempt to help her with the tendrils may do so with 
  an Assist Action. If the Fated attempt to attack the 
  carnivorous plant, it has Defense 2 (8), Willpower 4 
  (10), Armor +2, and 8 wounds. 
  At the end of each turn, if the character has not 
  escaped the entangling tendrils and the plant is still 
  alive, it drags the entangled character five feet upwards 
  toward its mouth. The third time this happens (i.e., 
  once the entangled character has been pulled fifteen 
  feet into the air), the character is pulled into the 
  After a short wade through a patch of brackish 
  water that left you with more leeches than you've 
  got teeth, you pause to remove the little buggers. 
  It only takes a moment to notice a male Gremlin 
  wearing a white shirt and frayed denim jeans 
  coming your way. He’s carrying a clay pot that’s 
  bigger than his head, and when he notices you, 
  he waves you down. 
  “Howdy!” The Gremlin smiles widely as he 
  saddles up to you. “How’re you folks doing? 
  Name’s Rowdy Tucket, and this ‘ere," he pats 
  the large pot in his hands affectionately "is 
  Clementine, the Amazing Talkin’ Catfish.”
  The mosquitoes and midges are out in full 
  force today and much of your travel time has 
  been spent slapping at any exposed flesh in an 
  attempt to ward them off. As [FATED] waves 
  [HIS/HER] hand in front of [HIS/HER] face 
  to scatter another buzzing swarm, tendrils reach 
  down from overhead and starts wrapping around 
  [HIS/HER] limbs!
  Looking up in a panic, [FATED] can see the 
  jagged maw of some sort of carnivorous plant 
  perched fifteen feet overhead in a nearby tree, its 
  roots wrapped around a tree branch to stabilize 
  itself as its tries to drag [HIM/HER] upwards 
  into its maw. It’s only then that everyone else 
  notices the small, slime-covered bones littering 
  the ground beneath the hungry plant.
  Chapter 2: Adventure, Act IV
  
  plant’s mouth and takes 2/3/4 damage immediately, 
  as well as at the end of each subsequent round.
  If the character escapes the tendrils, then the plant 
  is no longer a threat; it’s an ambush predator and 
  will just wait for the next creature to wander below 
  it. If the Fated attack it, it has no way to defend 
  itself (though it will grab a Living character if it 
  wanders below the plant while it doesn’t have a 
  captured victim). 
  Austringer Ambush
  The Fated are ambushed by a pair of Austringers, 
  Guild agents who patrol the borders of the Bayou 
  with raptors that have been trained to hunt and kill 
  Gremlins. Read the following text: 
  The Fated are under attack from two Trained 
  Raptors (pg. 82). At the start of the third round of 
  combat, two Austringers (pg. 82) barrel through the 
  underbrush ten yards from the Fated, having followed 
  the hunting cries of their raptors. The Austringers 
  may act normally on the round they appear. 
  A character can roast any killed Trained Raptors 
  over a fire with a TN 7 Culinary Challenge, which 
  results in a hearty meal.
  Bayou Hanging
  The Fated come across an old tree with a human 
  corpse hanging from it. Its hands are bound behind 
  its back, but from its ruined face and torn abdomen, 
  it’s clear that the birds have had a field day with the 
  best parts of the unfortunate man. Flies buzz around 
  the corpse in a black cloud, but a TN 8 Notice 
  Challenge allows a Fated to pick out a set of nice 
  Trail Chaps on the man’s legs and a gun belt around 
  his waist. 
  The Fated can either cut the corpse down with a knife 
  (no check required) or try to show off and shoot it 
  down with a TN 13 Ranged Combat Challenge. Any 
  sort of disruption, however, angers the spirit of the 
  hanged man, which remains hanging in place from 
  the tree as the corpse drops to the ground. If the 
  Fated leave without further messing with the corpse, 
  they can do so, but looting the corpse or attacking 
  the spirit draws the full wrath of a Hanged (pg. 83) 
  down upon them. 
  If looted, the corpse has Trail Chaps (Fated 
  Almanac, pg. 177), some torn clothing, and a gun 
  belt containing a fully loaded Collier “Rough Rider” 
  pistol (Fated Almanac, pg. 159). The weapon has 
  been exposed to the elements for a while, and until 
  it’s properly cleaned (a process taking an hour), it 
  counts as being Gremlinized. 
  As you’re trudging through a patch of mud, you 
  hear an avian shriek from overhead. Looking 
  up, you barely have time to duck to avoid the 
  swooping claws of a large hunting bird. It wheels 
  around overhead, shrieking once more as it 
  prepares to dive bomb you in a flurry of beating 
  wings and sharp claws. 
  Gremlinized
  Gremlin weapons tend to sport a number 
  of dubious “improvements.” When this 
  weapon is first acquired, the character flips 
  the top card of the Fate Deck and consults 
  the following chart:  
  M  Bent Gun Barrel: The weapon’s Range is 
  reduced by -3 yards.
  C  Loose Trigger: When the Ready Weapon 
  Action is used to draw this weapon, flip a 
  card. On a C, if this weapon is loaded, it 
  fires off a round and deals its damage to 
  its wielder. 
  R  Kicks Like A Pig: After firing, the wielder is 
  pushed 3 yards directly away from her target. 
  t  Jury-Rigged: This weapon’s Capacity is 
  reduced by 3 (to a minimum of 1). 
  Chapter 2: Adventure, Act IV
  
  Bushwhacker
  The Fated hear the crack of a nearby gunshot and a 
  victorious holler. If they investigate, a TN 8 Notice 
  Challenge allows them to follow the sound to Rona 
  Tucket, who is in the process of hauling a slain Bayou 
  Gator out of the water so that she can string it up and 
  gut it. She’s ambivalent toward the Fated unless they 
  offer to help her with the larger animal, in which 
  case she becomes much friendlier. A TN 7 Labor 
  Challenge gets the Gator strung up well enough for 
  her to gut it, and to reward their help, she invites the 
  Fated to stay and have some shish-ka-gator with her.
  Will o’ the Wisps
  At night, while they are camped out for the night, 
  the Fated catch sight of some strange lights in 
  the distance. Every character must attempt a TN 
  10 Centering Challenge or feel compelled to go 
  investigate the lights. This compulsion doesn’t turn 
  the characters crazy or force them to behave wildly 
  out of character; those affected simply believe that it’s 
  in their best interest to go check out the lights, either 
  with the group or by themselves, and the characters 
  should be allowed to make reasonable arguments in 
  an attempt to justify their behavior.
  The lights are actually malignant spirits who attempt 
  to lure the Fated into a dangerous situation so that 
  they can feed on their fear. Fated who travel more 
  than twenty yards toward the lights find themselves 
  lured into a patch of sucking bog!
  Each of the Fated lured into the bog must attempt 
  a TN 11 Athletics Challenge on her next turn. 
  Characters who are not also in the bog (most likely 
  those who followed their influenced companions) 
  can use the Assist Action (which can represent 
  them tossing her a rope or snapping off a tree 
  branch and holding it out for her to grab 
  onto) to give the lured character a + on 
  this Challenge. 
  On a success, the character is able to 
  pull herself free of the sucking bog. On 
  a failure, she gains the Suffocating +1 
  Condition (see page 217 of the Fated Almanac) 
  and must attempt the Athletics Challenge again 
  on her next turn. 
  As the characters struggle to free themselves from 
  the bog, the wisp lights dance just beyond their 
  sight, never revealing the true forms of the creatures 
  making the light. If they are attacked, the lights 
  flicker out, one by one (possibly leaving the Fated in 
  the darkness). 
  Chapter 2: Adventure, Act IV
  
  act iv, scene 3: 
  LIGHTNING STRIKES
  As a thunderstorm begins to develop, the Fated 
  discover that Audrey’s Device has a particularly 
  unusual (and very unintended) property. As a battery, 
  it’s intended to store energy (such as electricity), 
  but the device that Audrey created actually attracts 
  energy into it, allowing it to constantly recharge itself. 
  Unfortunately, that energy also includes lightning, 
  and when the battery becomes overloaded by an 
  errant lightning strike, it expels that energy in the 
  form of violent electrical monsters. 
  Needless to say, Audrey’s device still has a few bugs 
  that she needs to work out. 
  Read the following text, choosing the Fated who 
  is carrying Audrey’s Device as the target of the 
  lightning strike: 
  The Fated have a minute or two to react to the 
  lightning strike before the next one hits. The lights on 
  the top of Audrey’s Device burn so brightly that it’s 
  hard to look directly at them, and it makes constant, 
  low-pitched thrumming sounds interspersed with 
  the occasional metallic whirring sound.
  The Fated can make TN 8 Wilderness Challenges 
  to realize that it’s very unusual for lightning to ignore 
  tall trees (such as those all around the Fated) and 
  strike a patch of open ground. If a Fated succeeds at 
  a TN 12 Artefacting or Engineering Challenge, they 
  realize that the device is somehow attracting and 
  storing the energy from the lightning bolt. 
  If the Fated break the machine (requiring either a 
  solid beating with a melee weapon or a few bullets 
  from a firearm), then it powers down and stops 
  functioning. The Fated can safely continue their 
  journey home, though Audrey will be quite upset 
  to learn that her device has been destroyed; see the 
  Conclusion on page 63 for more details.
  Cracka-THOOM!
  The next lightning bolt lances out of the roiling 
  clouds overhead and strikes the device dead on. 
  Read the following text: 
  The sky has been growing steadily dark overhead 
  since morning, and all throughout the late 
  afternoon, the clouds rumbled their displeasure 
  with the world below them. A cool wind begins 
  to blow through the Bayou as lightning flashes 
  overhead, dancing between the clouds as the 
  thunder grows progressively louder. 
  With each flash of light, [FATED] can feel the 
  mechanical box vibrating and thrumming with 
  power. At first, it’s barely noticeable, but as the 
  storm worsens, the thrumming grows louder and 
  louder, until it’s impossible to ignore. 
  One of the little lights on the machine’s top 
  flickers to life as a jagged bolt of lightning arcs 
  down from the sky, striking the ground near 
  [FATED] and knocking [HIM/HER] to the 
  ground with a loud clap of thunder as rocks and 
  dirt are thrown in every direction. In the after-
  image seared into your eyes, you can’t help but 
  notice that the bolt seemed to be veering toward 
  [FATED] when it struck the ground.
  There’s a bright flash as another bold of lightning 
  jabs downward from the dark clouds, this time 
  striking the mechanical device dead on. For a 
  brief moment, the machine glows like a newborn 
  sun, and then bolts of electricity are leaping out 
  from the machine in every direction, scouring 
  the ground with jagged whips of crackling light. 
  Chapter 2: Adventure, Act IV
  
  If a character was holding onto the device when 
  lightning struck it, she suffers 5/8b/12b damage 
  when the lightning hits, blowing the metal box out of 
  her hands and knocking her three yards back. 
  Regardless of whether or not anyone was damaged 
  in the lightning strike, read the following text: 
  The creature is an Electric Golem (pg. 84). It’s newly 
  birthed into the world and being “controlled” by 
  Audrey’s Device, in the vaguest sense of the word. It 
  doesn’t want to do anything other than just rampage 
  through the world and cause as much destruction as 
  possible… which makes it very unfortunate for the 
  Fated that they’re so close to it. 
  At the start of every round, if the top card of the 
  discard pile is a R, another lightning bolt arcs down 
  from the sky and strikes the Electric Golem, healing 
  2 of its damage and dealing 2 damage to everyone 
  within p1 of it, ignoring Armor. This damage heals 
  Electric Gamin, rather than harming them.
  If the top card is a t, a bolt of electricity arcs out 
  from the Electric Golem and becomes its own 
  entity, creating an Electric Gamin (pg. 85) adjacent 
  to the Golem. The Electric Gamin is considered to 
  be Slow on the turn it appears, but it can otherwise 
  act normally. 
  If the Fated defeat the Electric Golem, Audrey’s 
  Device makes a sputtering sound and shuts down, 
  dropping to the ground as the Electric Golem 
  (and any additional Electric Gamin) fizzle out of 
  existence. The machine is a bit damaged, but it’s 
  nothing that Audrey can’t fix with a bit of work. See 
  the Conclusion (pg. 63) for more details.
  Alternatively, the Fated could just run from the 
  huge electric monster and wait for the storm to 
  subside; after an hour or two, the storm’s fury is 
  spent and Audrey’s Device has bled off enough 
  energy that the Electric Golem dissipates, dropping 
  the box to the ground.
  Another bolt lances down from the heavens, 
  striking the machine, causing it to leap up into 
  the air and hang there, suspended in a corona 
  of crackling energy. Gradually, the electrical arcs 
  begin to coalesce into a vaguely human form 
  around the device, with arms and legs comprised 
  of sizzling electricity. 
  It doesn’t so much stomp as float as it moves 
  forward, the crackling energy making up its legs 
  fading away as new bolts lance out from the 
  machine, replacing them with each step. You’re 
  not sure what the lightning-created entity wants… 
  but it sure doesn’t seem friendly. 
  Chapter 2: Adventure, Act IV
  
  Conclusion
  If the Fated successfully return Audrey’s Device 
  to Wilbur Jones, the large Gremlin gives them a 
  clap on the back and tells them that they “done 
  good.” He breaks out a bit of hooch from his 
  personal stash and sends a few runners out into 
  the Northern Hills to find Audrey Moores and let 
  her know that Wilbur has recovered her device. It 
  takes about three days for her to get the message 
  and travel to the Gremlin village.
  If the device made it back in relatively good 
  condition, Audrey makes a yelp of surprise as she 
  sees her battered, grease-stained invention, but after 
  a bit of tinkering with it, she sighs in relief. A few 
  minor components are damaged, but it’s nothing 
  that she can’t fix with a bit of work. 
  She returns to her laboratory with a group of 
  Gremlins (possibly the Fated) and hands over the 
  promised two crates of weapons. She had been 
  tuning them up as part of a contract with the Miners 
  and Steamfitters Union, and once they’re gone, she 
  reports back to her superiors and tells them that 
  weapon crates were stolen by Gremlins. Eyewitness 
  accounts of Gremlins carrying the crates out of her 
  workshop confirm her story, and Audrey avoids 
  getting in any serious trouble (other than being 
  scolded for her lax security measures). If the Fated 
  need favors in the future, Audrey remains favorable 
  toward them and may help them out (assuming that 
  doing so won’t get her in trouble).
  If the device was damaged to the point of non-
  functionality (generally by the Fated attacking it with 
  weapons to keep it from attracting any further lightning 
  strikes), then Audrey becomes very upset about how 
  the “stupid Gremlins” broke her machine. Wilbur 
  Jones points out that they never promised to bring it 
  back in working condition and that he should still get 
  his guns, and Audrey says that nothing of the sort will 
  be happening as she storms off. Over the course of 
  the next few days, one of the two launches an attack 
  on the other; either Wilbur decides to just 
  get a posse of Gremlins together 
  to 
  attack 
  Audrey’s 
  workshop and take the 
  weapon crates himself, 
  or Audrey reveals the location of Wilbur’s village 
  to the M&SU and claims that they stole her device, 
  which brings a strike team of Union workers and 
  steam-belching constructs into the swamp. Either 
  option could involve the Fated and draw them into 
  future adventures to help Wilbur either defend his 
  village or get the guns that he wants.
  If Wilbur manages to get his gun crates (one way or 
  the other), then he uses them to arm his village and 
  start leading raids on the surrounding Jones villages. 
  He’s able to bring three or four of them under his 
  nominal control, expending his area of influence and 
  making him one of the more influential Gremlins in 
  Jones territory… right behind Som’er “Teeth” Jones. 
  A struggle between the two of them is inevitable, and 
  it’s likely that the Fated play some part in Wilbur’s 
  future plans to topple Som’er from his seat of power. 
  Chapter 2: Adventure, Act IV
  
  Chapter 7: Creepy Crawlin' Critters
  Fatemaster Characters
  The following pages contain stat blocks for the 
  Fatemaster characters that the Fated are likely to 
  encounter over the course of the adventure. They 
  have been created with an eye toward ease of use by 
  the Fatemaster and are arranged in the order that 
  they appear in the adventure. 
  These stat blocks should provide Fatemasters with 
  everything they need to run the adventure and 
  challenge their players. 
  Depending on the situation, Fatemasters more 
  familiar with Through the Breach may want to adjust 
  some of these characters' Acting Values ahead of time 
  to create more or less of a challenge for their players.
  It may also be worth drafting up a few additional 
  characters to add to the adventure at places you 
  feel will be extra important to the Fated. If they 
  have encountered other Gremlin characters in 
  their adventures - friends, rivals, or just Gremlins 
  with interesting personalities - then a Bayou Bash 
  is a good time to meet them again and rekindle 
  friendships or reignite rivalries. 
  Remember that this is your adventure! You should 
  feel free to adapt and add to it as you see fit.
  
  Snaptooth Creeper
  Snaptooth Creepers are large, carnivorous plants 
  that roam the forested areas of the Bayou in search 
  of food. They're capable of sensing movement via 
  changes in light and shadow around them, and this 
  gives them a significant advantage beneath the gloom 
  canopy of the Bayou's twisted trees. 
  When a Snaptooth Creeper detects something 
  moving fast enough to be considered food, it 
  opens one of its hinged maws and lashes out at the 
  potential meal with two to three whip-like vines. 
  The vines instinctively wrap around anything they 
  come into contact with and drag it back toward the 
  plant's snapping maws, ensuring that its prey (and 
  an unavoidable number of small logs, tree branches, 
  and rocks) is held still as the plant snatches it up. 
  If the plant catches something it can eat, it holds its 
  meal tight as it releases digestive enzymes that quickly 
  dissolve the trapped creature into a nutrient goo the 
  plant can use to sustain itself. These enzymes do 
  not affect the plant's vine-whips, and once all of the 
  nutrient goo has been dissolved, it opens its maw, 
  allowing any indigestible leftovers to fall to the ground. 
  Because of battle damage or just general wear and 
  tear, the seal of most Snaptooth Creeper maws is 
  not air-tight, which often contributes to a swarm of 
  thick that black flies that swarm around them. These 
  insects feed on the nutrient goo that oozes out from 
  the plant's occupied maws and often form a thick, 
  buzzing cloud around the Snaptooth Creeper.
  Snaptooth Creeper
  Might
  4
  Grace
  2
  Speed
  1
  Resilience
  2
  Charm
  -5
  Intellect
  -4
  Cunning
  1
  Tenacity
  2
  Minion (6), Living, Beast, Swampfiend
  Defense
  4 (10)
  Walk
  5
  Height
  4
  Initiative
  3 (9)
  Willpower
  4 (10)
  Charge
  5
  Wounds
  9
  Skills: Evade 2, Flexible 3M, Notice 2, Pugilism 2, Stealth 1, 
  Toughness 4, Wilderness 2.
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  Bulletproof +1: Reduce all damage suffered by this 
  character from Ranged Combat attacks by +1, to a 
  minimum of 1.
  Buzzing Flies: The area within a2 of this character is 
  considered to be soft cover.
  (1) Entangling Vines (Flexible) 
  AV: 5M (11M)  =====  Rg: z5  ====== Resist: Df 
  Target suffers 1/1/2 damage. This character may take this 
  Action without ending the Clamped On Condition.
  R  Pull and Drag: After damaging, push the target towards 
  this character a number of yards equal to this character's 
  Might Aspect (minimum 1 yard).
  MM Entangle: After damaging, the target gains Slow.
  (1) Snapping Maw (Pugilism) 
  AV: 6 (12)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/4/5 damage. If this attack deals 
  Moderate or Severe damage, the target must attempt a 
  TN 12 Horror Duel. 
  R  Clamp Down: The target gains the following Condition: 
  "Clamped On +2: This character receives -2 Walk, -4 
  Charge, and suffers +2 damage at the end of her turn. 
  The character that applied this Condition is carried 
  along if this character moves. If the character that 
  applied this Condition is killed, knocked unconscious, 
  moves, or takes any Actions, end this Condition." 
  Chapter 7: Creepy Crawlin' Critters
  
  Skeeter
  Skeeters are a breed of gigantic mosquito that are 
  native to Bayou, specifically its eastern stretches 
  where the flooded forests give way to open fens, 
  marshes, and bogs. Like their smaller counterparts, 
  Skeeters feed on blood, but where a swarm of normal 
  mosquitoes is little more than an annoyance, a single 
  Skeeter is large enough to suck a full grown pig (or 
  human) completely dry. 
  Both male and female Skeeters feed on blood, but 
  after their mating season, the females hunt down 
  hosts to serve as incubators for their eggs. While 
  perfectly capable of laying their eggs in water like 
  normal mosquitoes, Skeeters prefer to lay their eggs 
  inside recently slain victims. This ensures that their 
  young can feed on whatever fluids their mother 
  left in their incubator, allowing themselves to grow 
  faster and become healthier, larger adults. Since 
  larger Skeeters are more likely to successfully hunt 
  down prey to feed upon and lay eggs within, it is 
  not difficult to see the cycle that likely led to their 
  current impressive size.
  Skeeter eggs are considered to be something of a 
  delicacy by Gremlins, but obtaining them is often 
  difficult, as adult Skeeters often lurk in the same 
  areas where they lay their eggs. Particularly clever 
  Gremlins will sometimes tie up a few small pigs to a 
  tree and then come back a few days later to collect 
  the emaciated pig's corpse and all the eggs that the 
  Skeeters have laid inside it. It's dangerous work, but 
  most Gremlins consider a tasty Skeeter omelet to be 
  worth the risk.
  The Infection Condition
  The Infection Condition is described 
  in more detail in Under Quarantine (pg. 
  150), but can still be used in your game 
  with the following rules: 
  The Infection Condition can be treated 
  with a TN 10 Doctor Challenge. This 
  requires one hour of examination and 
  the proper tools for the Doctor Skill. A 
  success lowers the value of the Condition 
  by 1, plus 1 per Margin of Success (to 
  a minimum of 0 at which point the 
  Condition ends).
  Skeeter
  Might
  2
  Grace
  3
  Speed
  5
  Resilience
  0
  Charm
  -5
  Intellect
  -4
  Cunning
  -3
  Tenacity
  1
  Peon (4), Living, Beast
  Defense
  7 (11)
  Walk
  7
  Height
  2
  Initiative
  6 (10)
  Willpower
  3 (7)
  Charge
  9
  Wounds
  4
  Skills: Martial Arts 1, Navigation 1, Notice 1, Wilderness 2.
  Can't Stop the Buzzing: This character gains + to 
  disengaging strikes.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters while moving. 
  (1) Proboscis (Martial Arts) 
  AV: 6 (10)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/1/2 damage and gains the following 
  Condition: "Infection +1: At the end of the day, this 
  character suffers +1 damage."
  R  Drain Blood: When damaging, deal +1 damage, then this 
  character heals 1 damage.
  Chapter 7: Creepy Crawlin' Critters
  
  Bayou Gremlin
  The most infamous inhabitants of the Bayou are, 
  of course, the Gremlins. Standing three to three 
  and a half feet tall on average, these green-skinned 
  humanoids have made build an entire culture 
  upon the mimicry of humans. From wearing their 
  clothes to using their weapons to even learning their 
  languages, Gremlins have proven to be adept at 
  copying humans in their own (often haphazard) way.
  While normally fairly sedentary and content to 
  remain within their own villages, Gremlins are still 
  social creatures. Every so often - usually every few 
  months - one of the Gremlin families will announce 
  that it's holding a Bayou Bash, a celebration that 
  is part social get-together, part meeting to discuss 
  the humans and what they've been up to, and part 
  competition between rival families and groups. 
  Events and contests are common at Bayou Bashes, 
  but safety isn't really a concern. It's not uncommon 
  for contests and events to result in the injury or 
  death of some of its participants, and the victorious 
  team often isn't the one that wins the most, but the 
  one that survives long enough to collect the prize. 
  To help skew the odds in their favor, most teams 
  engage in at least some amount of cheating, which 
  is considered to be a perfectly valid means of 
  victory. Then again, most Gremlins usually only 
  enter these contests for their own amusement, 
  so it's not unusual for Gremlins to drop out 
  of the competition halfway through it as 
  they start running out of team members 
  and the odds of their own survival start 
  to dip. 
  Bayou Gremlin
  Might
  -1
  Grace
  2
  Speed
  1
  Resilience
  0
  Charm
  -2
  Intellect
  -1
  Cunning
  1
  Tenacity
  1
  Minion (5), Living, Gremlin
  Defense
  4 (9)
  Walk
  5
  Height
  1
  Initiative
  2 (7)
  Willpower
  3 (8)
  Charge
  5
  Wounds
  4
  Skills: Barter 1, Carouse 2, Deceive 2, Evade 2, Gambling 
  1, Homesteading 1, Husbandry 1, Long Arms 2, Melee 2, 
  Music 1, Notice 1, Pick Pocket 1, Track 1, Wilderness 1.
  Drunk and Reckless: If this character has the 
  Intoxicated Condition, it may suffer 2 damage at the 
  start of its turn to gain one additional General AP.
  From the Hip: This character uses its Grace instead of its 
  Intellect when making Long Arm attacks.
  Df (M) "Squeal!": After this character is damaged by an 
  enemy Close Combat attack, push this character 4 yards 
  directly away from the attacker.
  (1) Banjo Bash (Melee) 
  AV: 1 (6)  =========  Rg: y2  ====== Resist: Df 
  Target suffers 2/2/4 damage. If this weapon inflicts a 
  Critical Effect, it breaks in half and ceases to function as 
  either a weapon or a musical instrument.
  (1) Boomstick (Long Arms) 
  AV: 4 (9)  ========= Rg: z12  ====== Resist: Df 
  Target suffers 1/2/3B damage. This Attack must declare 
  a Trigger if possible. Capacity 1, Reload 1.
  R  Dumb Luck: When damaging, this attack inflicts double 
  damage. This character suffers damage equal to half of 
  the amount suffered by the target.
  C  Whoops, Ricochet: After resolving, the closest other 
  character within range and line of sight suffers 1 
  damage.
  t  What If... More Powder?: When damaging, this attack 
  adds +B to its Moderate and Severe damage.
  M  "I Got 'im!": After succeeding, push this character 3 yards 
  toward the target.
  Chapter 7: Creepy Crawlin' Critters
  
  Bayou Pig
  Malifaux has many variations of Earth creatures 
  that seem recognizable at first glance but are 
  actually quite different from each other. The most 
  notorious of these is the Bayou Pig, a hardened 
  killing machine with sharp tusks, thick skin, and a 
  bad attitude. 
  Young Bayou Pigs have an ugly sort of adorable 
  charm to them, but as they grow older, they grow 
  bigger and more temperamental. While possessed 
  of a sort of low intellect that rivals that of most 
  Gremlins, Bayou Pigs tend to concern themselves 
  with figuring out how where their next meal will 
  come from or how they can get out of whatever 
  fenced-in pen they've been herded into. 
  Bayou Pigs have notoriously bad tempers, and 
  when riled up, they tend to charge anything that 
  doesn't look like another pig and trust that things 
  will somehow work out in the end. Many Gremlins 
  attempt to harness this aggression for their own 
  purposes when possible, and as such, it's not 
  uncommon to find a few Bayou Pigs accompanying 
  Gremlins when they march off to raid another 
  family's lands. 
  Having little control over their bristly pig minions 
  might be viewed as a disadvantage to some, but to 
  Gremlins, that sense of unpredictability is all part 
  of the fun. Plus, if the raid is a success, they can 
  always celebrate their victory with a hearty meal of 
  roast pork.
  Bayou Pig
  Might
  3
  Grace
  0
  Speed
  2
  Resilience
  2
  Charm
  -4
  Intellect
  -1
  Cunning
  -2
  Tenacity
  2
  Minion (6), Living, Beast, Pig
  Defense
  4 (10)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
  4 (10)
  Charge
  6
  Wounds
  7
  Skills: Navigation 2, Notice 2, Pugilism 2, Toughness 2, 
  Track 2, Wilderness 3.
  Pigcharge: This character may perform the (2) Charge 
  Action as a (1) Action.
  Set 'er Off: At the start of this character's turn during 
  Dramatic Time, if it is not engaged or within 2 yards of a 
  friendly character without this Ability, this character must 
  declare a Charge against the closest legal non-Pig target.
  Eat Like A Pig: After killing a Living or Undead creature 
  with a Close Combat attack, this character may 
  immediately end its turn to heal 3 damage.
  (1) Tusks (Pugilism) 
  AV: 5 (11)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. This Attack must declare a 
  Trigger if possible.
  R  Stampede: After damaging, this character must declare a 
  Charge against the closest legal non-Pig target which it 
  is not engaged with. If this character is engaged, it still 
  declares this Charge but only makes a single Attack as a 
  result.
  C  Eat Anything: After damaging a Living or Undead 
  character, this character heals 1 damage.
  t  Tossed Up: After succeeding, place the target anywhere 
  within 2 yards of this character. The target immediately 
  takes the Drop Prone Action.
  M  Trampling Hooves: After succeeding, the target must 
  succeed at a TN 12 Acrobatics Challenge. On a failure, 
  it suffers 1 damage and takes the Drop Prone Action.
  Chapter 7: Creepy Crawlin' Critters
  
  Waldgeist
  Typically non-violent, Waldgeists can nevertheless 
  become quite dangerous when roused to anger, 
  typically by logging, deforestation, or by being 
  used as target practice. It's the last of the three that 
  tends to get Gremlins in trouble with Waldgeists, 
  and once wronged in such a manner, Waldgeists 
  tend to carry the grudge for years or even decades, 
  becoming a threat to any green-skinned creature 
  that draws their attention. 
  These "awakened" Waldgeists often lurk near 
  hunting trails, where they wait in motionless silence 
  for Gremlins to draw within striking range. When 
  not moving, Waldgeists are indistinguishable 
  from normal trees, which makes any sort of early 
  identification of a Waldgeist before it attacks 
  nearly impossible.
  In combat, Waldgeists prefer to entangle their 
  victims in magically-animated roots and vines. 
  These twisting tendrils are often strong enough 
  to crack bones and break limbs. They are 
  relentless opponents and typically only 
  retreat from combat when 
  confronted with open 
  flame. 
  Waldgeist
  Might
  4
  Grace
  3
  Speed
  2
  Resilience
  3
  Charm
  -2
  Intellect
  0
  Cunning
  3
  Tenacity
  3
  Minion (5), Living, Swampfiend, Beast
  Defense
  4 (9)
  Walk
  5
  Height
  2
  Initiative
  5 (10)
  Willpower
  5 (10)
  Charge
  6
  Wounds
  7
  Skills: Enchanting 4M, Evade 2, Navigation 2, Notice 3, 
  Stealth 2, Toughness 1, Track 3, Wilderness 4.
  Armor +2: Reduce all damage suffered by this character by 
  +2, to a minimum of 1.
  Walking Tree: This character is indistinguishable from a 
  normal tree when not moving.
  Unimpeded: This character ignores penalties for terrain 
  while taking Movement Actions.
  (1) Tangling Roots (Enchanting/Cunning) 
  AV: 7M (12M)  =====  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/5 damage. While this character is 
  touching severe terrain, increase the range of this attack 
  to y4.
  MM  Entangle: After damaging, the target gains Slow.
  Mt  Entrench: After damaging, the target gains the 
  following Condition until the end of its next turn: 
  "Rooted: This character may not take Walk or 
  Charge Actions. If this character is pushed, remove 
  this Condition and the character suffers 3 damage." 
  (1) Germinate 
  This character creates an area of severe terrain anywhere 
  within 8 yards. The area is 3 yards in diameter and lasts 
  indefinitely.
  Chapter 7: Creepy Crawlin' Critters
  
  Whiskey Gamin
  Whiskey Gamin are small, Gremlin-made constructs 
  designed to carry moonshine from one place to 
  another, sort of like self-propelled kegs. They have 
  only the most rudimentary of intellects, often just 
  enough to understand the orders given to them by 
  their masters.
  Consisting of a keg, two arms, a pumping mechanism, 
  and anywhere from one to three wheels, Whiskey 
  Gamin are not exactly known for being particularly 
  stable on their feet (or wheels, such as it were). This 
  is an intentional design choice, though the reasons 
  for why anyone that lived in a swamp would build a 
  construct whose primary mode of locomotion was a 
  wheel are apparently lost to the mists of time. 
  Conventional wisdom holds that Whiskey Gamin 
  have wheels because otherwise it'd be too easy 
  for them to get away with their owner's stored 
  moonshine. Exactly why a Whiskey Gamin would 
  want to abscond with its owner's moonshine is a 
  question that few Gremlins bother to ask; it's easier 
  to just assume that any given Whiskey Gamin is an 
  unrepentant booze thief and call it good. 
  When forced to defend themselves, Whiskey 
  Gamin defend themselves by releasing a steady 
  stream of pressurized moonshine at their enemies. 
  This has the inadvertent side effect of encouraging 
  Gremlins to taunt and harass the poor little 
  constructs in the hopes of getting sprayed down 
  with high-proof moonshine. 
  Whiskey Gamin
  Might
  -2
  Grace
  1
  Speed
  2
  Resilience
  -2
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Minion (5), Construct
  Defense
  3 (8)
  Walk
  5
  Height
  1
  Initiative
  2 (7)
  Willpower
  2 (7)
  Charge
  6
  Wounds
  4
  Skills: Flexible 2.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  Walking Barrier: This character is capable of providing 
  Hard Cover to other characters. 
  (1) Booze Pump (Flexible) 
  AV: 3 (8)  =========  Rg: z6  ====== Resist: Df 
  Target gains the following Condition for 5 minutes: 
  "Flammable: If this character gains the Burning 
  Condition, she gains an additional Burning +2, then 
  ends this Condition." This attack ignores Soft Cover.
  C  Smashed: After succeeding against a Living target, it gains 
  the Intoxicated Condition for 10 minutes, or the 
  Poison +1 Condition if it is already Intoxicated.
  (1) Free Drinks for Everyone! 
  All Living characters within p1 must pass a TN 10 
  Carouse Challenge or gain the Intoxicated Condition 
  for 10 minutes, or the Poison +1 Condition if they are 
  already Intoxicated.
  Chapter 7: Creepy Crawlin' Critters
  
  Sparks LeBlanc
  Sparks LeBlanc is a well-traveled Gremlin whose 
  main claim to fame was spending a year working 
  alongside the humans and helping them lay down 
  railway tracks. The experience taught him quite a 
  bit about artefacting and pneumatic augmentations, 
  and when he returned to his family, he put that 
  knowledge to work by showing his fellow LeBlancs 
  how to replace the missing limbs of their kin with 
  whatever scrap happened to be laying around.
  From there, he traveled to Tucket lands to continue 
  his tinkering. They've been relatively welcoming of 
  him since he arrived, but they still give him a bit of 
  a wide berth, on account of him being a LeBlanc, 
  which are seen as somewhat unlucky by the other 
  Gremlins families (and, truthfully, by the LeBlancs 
  themselves as well).
  Sparks has been earning his keep by modifying 
  their weapons and building constructs that the 
  Tuckets can use to defend their lands (or to raid 
  the lands of their neighbors; he doesn't particularly 
  care about the details). His greatest invention to 
  date, the towering Sprigallin, is nearly completed. 
  He's just got a few bugs to work out, and then it 
  should be ready to take its place on 
  the battlefield as the last word in 
  mechanical Gremlin defenses.
  Sparks LeBlanc
  Might
  2
  Grace
  0
  Speed
  2
  Resilience
  1
  Charm
  -1
  Intellect
  3
  Cunning
  1
  Tenacity
  3
  Henchman (9), Living, Gremlin
  Defense
  5 (14)
  Walk
  5
  Height
  1
  Initiative
  4 (8)
  Willpower
  5 (14)
  Charge
  6
  Wounds
  7
  Skills: Artefacting 4, Engineering 3, Evade 4, Heavy Melee 
  4, Prestidigitation 3, Toughness 2
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  Hostile Work Environment: Enemy characters within 
  a8 may not take the Assist Action and may not target 
  characters friendly to them with Actions.
  (1) Beatin' Wrench (Heavy Melee) 
  AV: 6 (15)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/5 damage.  
  C Finisher: After damaging, if the target is Paralyzed, the 
  target is killed.
  (1) Packed With Explosives (Prestidigitation) 
  AV: 6 (15)  ========  Rg: 10 ======= Resist: Df 
  Target gains the following Condition until the end of 
  its next turn: "Unstable: Attack Actions targeting this 
  character which result in a damage flip gain +b to their 
  Moderate and Severe damage values. 
  t  Already Lit: After succeeding, the target gains the 
  Burning +1 Condition.
  (1) Analyze Weakness (Engineering) 
  Target enemy character gains the following Condition 
  until the end of Dramatic Time: "Weak Points: 
  Enemies attacking this character ignore Armor and Hard 
  to Wound."
  (0) Wind 'em Up (Engineering) 
  Target friendly Construct within 1 yard becomes Fast.
  Chapter 7: Creepy Crawlin' Critters
  
  Mechanized Porkchop
  Sparks' two giant, mechanical pigs have become a 
  common sight in the Tucket village where he's put 
  down his proverbial roots. Both are surprisingly 
  calm and well-behaved for pigs, which Sparks 
  considers to be an achievement, but the other 
  Gremlins don't quite see eye-to-eye with him on 
  his porcine creations. 
  In their minds, there just wasn't much of a point 
  to a pig that can't be eaten. He's brought a few 
  of them around to a grudging acceptance of the 
  machines by demonstrating their combat prowess 
  and sending them out on raids alongside the 
  Tuckets, but their existence is still a hard sell for 
  most Gremlins. 
  The furnace that powers these Mechanical 
  Porkchops its twice the size that it needs to be, and 
  as a result, they often "run hot." While this heat 
  was originally vented harmlessly as steam from 
  the constructs' snouts, Sparks eventually caved 
  in to peer pressure and modified the Mechanical 
  Porkchops' designs to allow them to release great 
  bursts of scalding steam or to sneeze jets of flame 
  from their snouts. 
  It's still not quite the same thing as having an actual 
  pig around, but the Tuckets appreciate that Sparks 
  is at least making an effort to make his constructs 
  more pig-like in nature.
  Mechanized Porkchop
  Might
  3
  Grace
  -1
  Speed
  -1
  Resilience
  1
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Minion (6), Construct, Pig
  Defense
  4 (10)
  Walk
  5
  Height
  2
  Initiative
  -1 (5)
  Willpower
  4 (10)
  Charge
  6
  Wounds
  6
  Skills: Centering 2, Evade 3, Pneumatics 3, Toughness 1.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  Powerful Furnace: After this character completes 
  a Charge Action, every character within p1 gains 
  Burning +1.
  (1) Metal Tusks (Pneumatics) 
  AV: 6 (12)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 2/3/5 damage. This Attack must declare a 
  Trigger if possible.
  R  Heated Metal: After damaging, the target gains Burning +1.
  C  Steam Burst: Until the start of this character's next turn, 
  characters within a3 of this character count as being in 
  Soft Cover.
  t  Toss and Gore: After succeeding, place the target 
  anywhere within 2 yards of this character. The target 
  immediately suffers 2 damage and takes the Drop 
  Prone Action.
  M  Trampling Hooves: After succeeding, the target must 
  succeed at a TN 12 Acrobatics Challenge. On a failure, 
  it suffers 1 damage and takes the Drop Prone Action.
  (1) Vent Furnace (Pneumatics) 
  All characters within p3 gain Burning +2. This character 
  suffers - to all duels until the end of its next turn.
  Chapter 7: Creepy Crawlin' Critters
  
  Sprigallin
  This tree-like contraption is a ramshackle mess of 
  limbs, flamethrowers, and flailing metal branches. 
  Originally intended to be a combat structure by its 
  Gremlin creator, the Sprigallin suffered numerous 
  setbacks, such as the blueprints being eaten by pits 
  (twice), Sparks adding a few parts while he was 
  drunk, and the partial conversion (and subsequent 
  un-conversion) of the machine to run on Audrey's 
  battery device.
  Now, it's a towering reminder of just how far off 
  the rails Gremlin artefacting can go before someone 
  suggests that it might be best to scrap the project and 
  start over again. Despite being a technical failure, 
  however, the Sprigallin is still quite 
  capable of unleashing a withering 
  amount of literal fire-power in the 
  area around it.
  Sprigallin
  Might
  3
  Grace
  -3
  Speed
  -2
  Resilience
  3
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Henchman (9), Construct
  Defense
  3 (12)
  Walk
  3
  Height
  4
  Initiative
  -2 (7)
  Willpower
  2 (11)
  Charge
  3
  Wounds
  11
  Skills: Evade 3, Heavy Guns 1, Pneumatics 2, Toughness 5.
  Armor +2: Reduce all damage suffered by this character by 
  +2, to a minimum of 1.
  Grounded in Reality: This character cannot be buried or 
  teleported.
  Nimble: This character generates an additional AP on its 
  turn, but the AP can only be used to take a Movement 
  General Action.
  Ramshackle Construct: On this character's turn, if the 
  top card of the discard pile is a R, this character may 
  suffer 1 damage to take the Falling Debris Action without 
  it counting against the number of times this character 
  may take a (0) Action on its turn.
  (1) Flamethrower (Heavy Guns) 
  AV: 4 (13)  ======== Rg: z10  ====== Resist: Df 
  Target suffers 2/3b/4bb damage. Any characters 
  damaged by this weapon also gain Burning +1. 
  t Wide Arc: When damaging, this attack gains +b.
  (1) Flailing Metal Branches (Pneumatics) 
  AV: 5 (14)  ========  Rg: y3======= Resist: Df 
  Target suffers 2/4/5 damage. 
  t  Steam Blast: When damaging, this attack's Moderate and 
  Severe damage values gain +b. All b damage dealt by 
  this attack is Weak damage.
  M  Steam in My Eyes!: After damaging, the target gains the 
  Blind Condition until the end of its next turn.
  (0) Falling Debris (Pneumatics) 
  Target character within 3 yards may choose to push 3 yards 
  away from this character. If it does not, it suffers 2 damage.
  Chapter 7: Creepy Crawlin' Critters
  
  Gautraeux Bokor
  Most of the Gremlins in the Bayou consider the 
  Gautraeux family to be just a little bit creepy. 
  Living in the shadows of the Nythera ruins, the 
  Gautraeux have learned dark secrets that no man 
  (or Gremlin) was ever meant to know, and they've 
  demonstrated a surprising amount of glee in 
  turning those secrets against their enemies. 
  While not every Gautraeux has learned the ways of 
  a bokor - a combination shaman, witch doctor, and 
  necromancer - enough of them have that the other 
  Gremlins tend to be wary about dealing with the 
  family. Of course, that wariness disappears when a 
  Gremlin needs a rival cursed or bewitched or turned 
  into a pig, at which point the Gautraeux become 
  dear friends that the Gremlin in question has always 
  spoken well of to others. 
  The Gautraeux appearing in this adventure actually 
  are bokor, and if the Fated upset them, they will not 
  hesitate to draw upon their dark magics, unleashing 
  a plethora of withering curses and hungry Bayou 
  spirits upon their hapless enemies. 
  Gautraeux Bokor
  Might
  0
  Grace
  -1
  Speed
  2
  Resilience
  1
  Charm
  0
  Intellect
  -1
  Cunning
  2
  Tenacity
  2
  Enforcer (7), Living, Gremlin
  Defense
  5 (12)
  Walk
  5
  Height
  1
  Initiative
  4 (11)
  Willpower
  4 (11)
  Charge
  6
  Wounds
  7
  Skills: Enchanting 3, Evade 3, Melee 2, Necromancy 3C, 
  Notice 2, Toughness 2, Wilderness 1.
  Terrifying (Gremlins) 10: Enemy Gremlin characters 
  must pass a TN 10 Horror Duel when they end a Walk 
  Action within this character's engagement range or target 
  this character with an Action.
  (1) Sacrificial Knife (Melee) 
  AV: 2 (9)  =========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage.  
  C Remove Heart: After damaging a Living target, it suffers a 
  Severe Critical Effect.
  (1) Touch of the Grave (Necromancy/Tenacity) 
  AV: 5C (12C)  ===== Rg: z15  ====== Resist: Df 
  Target gains the following Condition for 1 minute: 
  "Touched by Death +1: When this character suffers 
  damage, it suffers +1 damage." 
  C  Ghost Food: After succeeding, push target Spirit within 
  6 yards of the target up to 6 yards toward the target.
  (1) Coalesce Spirit (Enchanting) 
  Target friendly Spirit without the Regeneration 
  Condition gains the following Condition for 3 rounds: 
  "Regeneration +1: This character heals +1 damage at 
  the beginning of its turn during Dramatic Time." 
  Chapter 7: Creepy Crawlin' Critters
  
  Gaki
  Gaki are the spirits of those who lived greedy, jealous, 
  or materialistic lives. In death, their selfish desires 
  have been twisted into an insatiable hunger for flesh, 
  which they pursue to the exclusion of all else. 
  This single-minded determination makes Gaki 
  relatively easy to control, and as such, they're 
  often called upon by Gremlin bokor to serve as 
  expendable assassins and shock troops. They work 
  best in groups, swarming around a single target like a 
  pack of sharks, each Gaki clawing and biting at their 
  prey until it collapses from loss of blood. The group 
  then moves on to the next target, leaving a single one 
  of their number behind to feed upon the fallen. 
  When not summoned or controlled by a bokor, Gaki 
  tend to linger in places where there is bloodshed 
  and death. They favor larger prey, such as Gremlins, 
  alligators, pigs, and anything else slow enough for 
  them to catch, but if no easy prey presents itself, they 
  will gorge themselves on smaller fare such as fish, 
  rabbits, birds, and even insects. 
  These morsels do little to assuage a Gaki's hunger 
  in any meaningful way, but Gaki are creatures of 
  hunger and desire, not reason.
  Gaki
  Might
  1
  Grace
  -1
  Speed
  2
  Resilience
  0
  Charm
  -4
  Intellect
  -1
  Cunning
  1
  Tenacity
  2
  Minion (5), Spirit
  Defense
  4 (9)
  Walk
  5
  Height
  2
  Initiative
  3 (8)
  Willpower
  4 (9)
  Charge
  6
  Wounds
  4
  Skills: Intimidate 1, Notice 1, Pugilism 3C, Track 2.
  Incorporeal: This character ignores, and is ignored by, 
  other characters and terrain during any movement. 
  Reduce all damage this character suffers from Ranged 
  and Close Combat attack actions by half.
  Dismember: When one of this character's attacks 
  causes a Severe Critical Effect, it may discard a card to 
  immediately change the Critical Effect to Amputated. 
  This does not change the location of the Critical Effect.
  Eat Your Fill: After killing a Living creature with a Close 
  Combat attack, this character may immediately end its 
  turn to heal all damage it has suffered by gorging itself on 
  the creature’s flesh. 
  (1) Gorge (Pugilism) 
  AV: 4C (9C)  ======  Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage.  
  CM  Blood Frenzy: After damaging, another friendly Gaki 
  engaged with the same target may immediately make a 
  (1) Gorge attack against the target.
  (1) Devour (Pugilism) 
  AV: 4C (9C)  ======  Rg: y1  ====== Resist: Df 
  This attack may only target a Paralyzed or otherwise 
  helpless Living character. If successful, the target suffers 
  a Severe Critical Effect.
  Chapter 7: Creepy Crawlin' Critters
  
  Bayou Wrassler
  Grappling and wrestling - or "wrasslin'" as they like 
  to call it - has a long and somewhat proud history 
  among Gremlins. For most of them, that history 
  begins when they are young and fighting with their 
  siblings. Competition for resources is fierce when 
  Gremlins are growing up, and it's not uncommon 
  to see two smaller Gremlins rolling around in the 
  muck, punching, kicking, and biting each other in an 
  attempt to force the other to submit. 
  Sometimes, when there's not much else to do, 
  the older Gremlins gather around these fighting 
  Gremlins, cheering them on, betting on their success 
  (or failure), and even throwing out a few good 
  punches here and there, if the opportunity presents 
  itself. Some Gremlins take this as a sign that they 
  shouldn't fight with their siblings, on account of how 
  it just ends up getting them punched. 
  Other Gremlins become addicted to the attention 
  and start picking on smaller Gremlins for the sake of 
  an easier opponent. This allows the would-be bully 
  more time to show off her moves or shout clever 
  obscenities designed to amuse the crowd, which in 
  turns attracts more Gremlins to watch her fights, 
  creating a loop of positive encouragement that usually 
  only ends with the big-headed Gremlin's death. 
  Bayou Wrassler
  Might
  2
  Grace
  0
  Speed
  2
  Resilience
  1
  Charm
  -1
  Intellect
  -1
  Cunning
  1
  Tenacity
  1
  Minion (6), Living, Gremlin
  Defense
  4 (11)
  Walk
  5
  Height
  1
  Initiative
  3 (9)
  Willpower
  3 (9)
  Charge
  6
  Wounds
  7
  Skills: Acrobatics 1, Athletics 1, Carouse 2, Deceive 1, 
  Grappling 2, Intimidate 2, Melee 1, Notice 1, Pugilism 2, 
  Toughness 2.
  Eat Lightning When this character suffers damage, it 
  gains the following Condition until the end of Dramatic 
  Time: "Adrenaline +1: At the end of the round, 
  this character heals exactly 1 damage and lowers this 
  Condition's value by 1."
  Theme Music: At the start of this character's turn, it gains 
  the Focused +1 Condition.
  (1) Face Punch (Pugilism) 
  AV: 4 (10)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 2/3/3 damage.  
  R  Signature Move: After damaging, this character may lower 
  its Adrenaline Condition by 2 to force the target to take 
  the Drop Prone Action. The target then becomes Slow.
  (1) Wrestle Around (Grappling) 
  AV: 4 (10)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 0/1/1 damage. If this attack deals Severe 
  damage, the target is Paralyzed until this character takes 
  another Action. 
  t  Toss: After succeeding, throw the target up to this 
  character's Might in yards (minimum 1 yard). The 
  target immediately takes the Drop Prone Action.
  R Submission Hold: Target suffers +1 damage. 
  Chapter 7: Creepy Crawlin' Critters
  
  Mancha Roja
  Mancha Roja is everything a fighting Gremlins 
  should be: big, tough, and fearless. His true identity 
  is a closely-kept secret (even from himself), but the 
  name of his masked wrestling persona is known 
  all throughout the Bayou and even to some of the 
  wrestling enthusiasts in Malifaux City. 
  When not wrestling, Mancha Roja tends to spend 
  time with the Jones family, who have assured 
  him that he is one of their number. Mancha's not 
  completely certain that's true, but he's been hit in 
  the head enough times that he's learned not to trust 
  his own memory. Besides, the Joneses are perfectly 
  happy to let him show off his moves in the large 
  brawls they sometimes get into with the humans, 
  who are easier for Mancha Roja to wrestle; mostly 
  Gremlins he faces off against just get pounded into 
  twitching green paste. 
  Mancha Roja
  Might
  4
  Grace
  1
  Speed
  1
  Resilience
  3
  Charm
  2
  Intellect
  -1
  Cunning
  2
  Tenacity
  2
  Henchman (9), Living, Gremlin
  Defense
  4 (13)
  Walk
  5
  Height
  3
  Initiative
  3 (12)
  Willpower
  5 (14)
  Charge
  5
  Wounds
  10
  Skills: Athletics 2, Centering 3, Evade 2, Grappling 4, 
  Intimidate 3, Melee 2, Notice 2, Pugilism 3, Toughness 4.
  Melee Expert: This character generates an additional AP 
  on its turn, which must be used to make a Close Combat 
  attack.
  Belly Flop: When this character takes the Drop Prone 
  Action, she may choose to deal 1/2/3 damage to an 
  already prone character within 1 yard.
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  (1) Brutal Grapple (Grappling) 
  AV: 5 (14)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 1/1/2 damage. If this weapon deals 
  Moderate damage, the target suffers a Weak Critical 
  Effect. If this attack deals Severe damage, the target 
  suffers a Moderate Critical Effect and is Paralyzed until 
  this character takes another Action. 
  R  Crushing Strike: When damaging, the damage flip gains 
  + for each R in the final duel total."
  M P iledriver: When damaging, increase this attack's 
  damage to 2/5/6. If this damage results in the target 
  making an Unconsciousness Challenge, the TN of 
  the Unconsciousness Challenge is increased by an 
  amount equal to the damage dealt.
  (2) Whack With Bystander (Melee) 
  AV: 6 (15)  ========  Rg: y3  ====== Resist: Df 
  If there is a friendly character within 1 yard of this 
  character, the friendly character and the target both suffer 
  4/6/7 damage and take the Drop Prone Action. 
  t  SMACK!: After damaging, push the target up to 4  yards 
  in any direction.  
  Chapter 7: Creepy Crawlin' Critters
  
  Bayou Gator
  The Bayou Alligator - or Gator for short - is one 
  of Malifaux's fiercest ambush predators. Most adult 
  Gators can expect to grow up to fifteen feet in length, 
  and much of that growth is fueled by the conveniently 
  bite-sized Gremlins that share their homes.
  Bayou Gators prefer to wait in ambush for their 
  prey to stumble within striking range. They often 
  accomplish this by waiting in the reeds and stagnant 
  water of the Bayou with just their snout and eyes 
  visible above the water, but this is not their only 
  means of catching a Gremlin or other swamp 
  creature by surprise. Some Gators have learned 
  to work themselves back and forth in patches of 
  mud and muck, burying their bodies and hiding 
  themselves along frequented game trails. 
  There are even stories - likely untrue, given the 
  amount of moonshine involved in their telling - of 
  Bayou Gators who have learned to climb trees and 
  wait for unsuspecting Gremlins to pass beneath. 
  Despite the dubious nature of these claims, it is not 
  uncommon for Gremlins to tease and frighten their 
  young kin with stories of these "drop gators."
  Regardless of where they're found, Bayou Gators 
  grow more and more daring the longer they go 
  without food. Sometimes, these hungry Gators will 
  wander right in the center of a Gremlin village, snap 
  up a surprised Gremlin, and then wander right back 
  out with the struggling meal held tight in their jaws.
  Bayou Gator
  Might
  2
  Grace
  -3
  Speed
  2
  Resilience
  2
  Charm
  -4
  Intellect
  -3
  Cunning
  1
  Tenacity
  2
  Minion (6), Living, Swampfiend, Beast
  Defense
  4 (10)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
  4 (10)
  Charge
  6
  Wounds
  7
  Skills: Athletics 1, Intimidate 2, Notice 2, Pugilism 3, 
  Stealth 2, Toughness 2, Wilderness 3.
  Melee Expert: This character generates an additional AP 
  on its turn, which may only be used to make a Close 
  Combat attack.
  Aquatic: This character's speed is not reduced while 
  swimming. It can take the Charge Action while underwater.
  Ruthless: This character automatically succeeds at any 
  Willpower duel it attempts during its turn.
  Unimpeded: This character ignores penalties for terrain 
  while taking Movement Actions.
  (1) Fearsome Jaws (Pugilism) 
  AV: 5 (11)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/5 damage.
  R  Death Roll: When damaging, this Attack gains + to its 
  damage flip, and the target takes the Drop Prone Action.
  C  Swallow Whole: After damaging a target with a lower 
  Height than this character, the target must discard a card 
  or be immediately killed and eaten. 
  (0) Creep   
  This character (or its controller) may discard a card to 
  move this character a distance equal to its Move Aspect 
  in yards.
  Chapter 7: Creepy Crawlin' Critters
  
  Rusty Jones
  As the self-proclaimed son of Som'er "Teeth" Jones, 
  Rusty Jones has a lot to live up to. He's been trying 
  to boss people around like his (alleged) father, but 
  thus far, his smaller size and lack of a big gun have 
  made that somewhat difficult. 
  Instead of getting frustrated, Rusty has just doubled 
  down on bossing around everyone smaller, slower, 
  stupider, or more drunk than him, which is still a 
  fairly significant number Gremlins, truth be told. 
  He's managed to get a group of his fellow Joneses 
  together to compete in the Bayou Bash, in the 
  hopes that a victory will earn him a few words of 
  congratulations from his inebriated maybe-father.
  When the LaCroix show up and throw a cannon 
  into the prize heap, Rusty sees it as his chance to 
  finally prove his worth to Som'er. If he can be the 
  one to deliver the cannon into the Gremlin boss' 
  plump hands, then a loving father-son hug is sure 
  to be forthcoming afterwards. Maybe they can even 
  fire it off together a few times, or play catch with a 
  cannonball in the front yard of Som'er's hut. 
  Rusty isn't going to let the Fated come between him 
  and those (unlikely) dreams.
  Rusty Jones
  Might
  2
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  1
  Intellect
  0
  Cunning
  2
  Tenacity
  2
  Enforcer (7), Living, Gremlin
  Defense
  4 (11)
  Walk
  5
  Height
  1
  Initiative
  4 (11)
  Willpower
  4 (11)
  Charge
  6
  Wounds
  8
  Skills: Athletics 2, Carouse 3, Flexible 3, Intimidate 2, 
  Leadership 1, Melee 2, Notice 2, Toughness 3.
  Makin' My Own Luck: When this character is the target 
  of an attack from a Fated Character, he may discard a 
  card to force the attacker to "flip" from the Fate Deck 
  discard pile instead of from the Fate Deck. If the Fated 
  cannot "flip" a card from the discard pile (because it is 
  empty), she counts as having flipped the Black Joker.
  Df (M) "Squeal!": After this character is damaged by an 
  enemy Close Combat attack, push this character 4 yards 
  directly away from the attacker.
  (1) Fishing Pole (Flexible) 
  AV: 5 (12)  ========  Rg: y3  ====== Resist: Df 
  Target suffers 1/2/3 damage.  
  R  Fishin': After damaging a Ht 1 target, push the target 
  towards this character a number of yards equal to its 
  Might Aspect (minimum 1 yard).
  (1) Whack With Fish (Melee) 
  AV: 4 (11)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 0/1/1 damage and becomes Slow. 
  C  Stuff Down Throat: After succeeding, the target gains 
  the following Condition: "Choking: This character 
  cannot speak or cast Spells or Manifested Powers. 
  If this character is Living, she gains Suffocating +1 
  at the start of her turn. This character or a friendly 
  character adjacent to her may spend 2 AP to end this 
  Condition."
  R  And Knife Ya While Yer Distracted: When damaging, 
  increase this attack's damage to 2/3/4. 
  (0) Quality Mash Liquor (Carouse) 
  Target friendly character within 1 yard heals 2 damage 
  and gains the Intoxicated Condition for 10 minutes. If 
  the target was already Intoxicated, it gains Poison +1. 
  Chapter 7: Creepy Crawlin' Critters
  
  .
  Whiskey Golem
  Though named after the gigantic creatures of magical 
  creation, a Whiskey Golem has little in common 
  with any of the true elemental golems. Instead, it is 
  a bulky, somewhat awkward-looking construction 
  cobbled together from wooden casks, banded steel, 
  and just enough magic to keep the whole thing 
  upright and together. 
  Though their primary purpose is to transport 
  moonshine from one location to another (wagons 
  are more hindrance than help in the Bayou's sucking 
  muck and fetid swamps), Whiskey Golems are quite 
  capable of defending themselves when attacked. 
  They do so by pummeling their opponents into paste 
  with their thick, steel fists, and most have standing 
  orders to consider anyone who tries to steal a sip of 
  their sloshing contents. 
  Sometimes, a Gremlin engineer will forget to 
  mention that those standing orders do not apply 
  to themselves, which usually results in a green 
  smear on the ground and a free Whiskey Golem 
  for anyone who can bring the derpy construct back 
  under control.
  Whiskey Golem
  Might
  3
  Grace
  -2
  Speed
  2
  Resilience
  1
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Enforcer (8), Construct
  Defense
  2 (10)
  Walk
  5
  Height
  3
  Initiative
  2 (10)
  Willpower
  3 (11)
  Charge
  6
  Wounds
  8
  Skills: Centering 1, Pugilism 3, Toughness 3.
  Armor +2: Reduce all damage suffered by this character by 
  +2, to a minimum of 1.
  Nimble: This character generates 1 additional AP on its 
  turn which may only be used to take Walk Actions.
  Df (M) Sprung a Leak: After this character suffers damage 
  from a y Attack, it immediately takes the Alcohol 
  Abuse Action. If the attacker is within p2, it gains the 
  Intoxicated Condition for 10 minutes, or the Poison +1 
  Condition, if it is already Intoxicated.
  (1) Barrel Fist (Pugilism) 
  AV: 6 (14)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 3/5/6 damage.
  C  Smashed: After succeeding against a Living target, it gains 
  the Intoxicated Condition for 10 minutes, or the 
  Poison +1 Condition if it is already Intoxicated.
  (0) Alcohol Abuse 
  Every character within p2 gains the following Condition 
  for 5 minutes: "Flammable: If this character gains the 
  Burning Condition, she gains an additional Burning +2, 
  then ends this Condition."
  (2) Flurry 
  This character may discard a Twist Card to take three 1 
  AP Close Combat attacks against a single target.
  Chapter 7: Creepy Crawlin' Critters
  
  Electrical Creation
  This amalgamation of mechanical parts and 
  living tissue is an experiment that was never quite 
  finished. When active, electricity crackles over its 
  every surface and its tentacles writhe below it as it 
  floats eerily above the ground. 
  The generator within the Electrical Creation is 
  unstable, as can be evidenced by the bolts of 
  electricity that leap out from its spherical core to 
  strike anyone nearby. Should the Electrical Creation 
  be destroyed, a similar unstable reaction will be 
  triggered within its core, resulting in a high-voltage 
  burst of electricity before the machine's mechanisms 
  finally give out and drop it to the ground. 
  Until then, however, the Electrical Creation will 
  serve its master dutifully by floating around eerily 
  and zapping anything nearby with electricity. It 
  might not be the most versatile construct ever 
  created, and there are certainly people within the 
  Amalgamation Bureau who would likely to have a 
  few harsh words with its current owner, but at least 
  it was free, right?
  Electrical Creation
  Might
  -2
  Grace
  0
  Speed
  0
  Resilience
  -2
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Minion (5), Construct
  Defense
  3 (8)
  Walk
  4
  Height
  1
  Initiative
  0 (5)
  Willpower
  2 (7)
  Charge
  4
  Wounds
  4
  Skills: Evade 1, Grappling 2.
  Electric Demise: When this character is killed, all characters 
  within p2 suffer 2 damage that cannot be reduced.
  Float: This character floats 1 yard above the ground at all 
  times and may ignore any terrain or similar objects below 
  that height. This character may not take the Drop Prone 
  Action for any reason.
  Open Circuit: Any character that begins its turn within 1 
  yard of this character must pass a TN 8 Evade Challenge 
  or suffer 1 damage. Characters that are Slow or 
  Paralyzed suffer a - to this Challenge.
  (1) Grasping Tentacles (Grappling) 
  AV: 2 (7)  =========  Rg: y1  ====== Resist: Df 
  Target suffers 0/1/1 damage. If this attack deals Severe 
  damage, the target is Paralyzed until this character takes 
  another Action.
  Chapter 7: Creepy Crawlin' Critters
  
  Austringer & Raptor
  The Guild's Austringers are tasked with patrolling 
  the outskirts of the Bayou and keeping the Gremlin 
  population under control. To that end, they have 
  the assistance of Trained Raptors, which are 
  natural predators of Gremlinkind. The screech of a 
  hunting Raptor overhead is often enough to send a 
  surprised Gremlin running for terror (or at the very 
  least, cover).
  Guild Austringer
  Might
  1
  Grace
  2
  Speed
  2
  Resilience
  1
  Charm
  2
  Intellect
  0
  Cunning
  2
  Tenacity
  1
  Minion (6), Living, Guardsman
  Defense
  5 (11)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
  5 (11)
  Charge
  6
  Wounds
  6
  Skills: Bureaucracy 1, Centering 3, Evade 3, Husbandry 4, 
  Navigation 2, Notice 2, Pistol 3, Stealth 2, Toughness 1, 
  Track 3, Wilderness 2.
  Falconer: This character is always accompanied by a 
  Trained Raptor. This character does not flip a card for 
  Trained Raptors when shooting into an engagement and 
  gains a + when attacking an enemy that is engaged with 
  a friendly Trained Raptor. 
  Unimpeded: This character ignores penalties for terrain 
  while taking Movement Actions.
  (1) Peacebringer (Pistol) 
  AV: 5 (11)  ======== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/5 damage. Capacity 6, Reload 1. 
  R  Critical Strike: When damaging, this attack deals +1 
  damage for each R in the final dual total. 
  (1) Command Raptor (Husbandry)  
  This character's Trained Raptor may immediately take a (1) 
  AP Action. If the Raptor makes an attack, it gains + to its 
  Attack flip, and if the target is a Gremlin, deals +1 damage.
  Trained Raptor
  Might
  -2
  Grace
  5
  Speed
  3
  Resilience
  -2
  Charm
  -3
  Intellect
  -4
  Cunning
  1
  Tenacity
  1
  Minion (5), Living, Beast
  Defense
  6 (11)
  Walk
  6
  Height
  1
  Initiative
  6 (11)
  Willpower
  3 (8)
  Charge
  7
  Wounds
  5
  Skills: Evade 4, Martial Arts 3, Notice 3, Stealth 1, 
  Toughness 1, Wilderness 1.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters while moving.
  (1) Sharp Talons (Martial Arts) 
  AV: 6 (11)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/4 damage. 
  t  Carry Away: After succeeding, if the target has Height 
  equal to or lower than this character, this character 
  may move up to its Walk Aspect in any direction, 
  ignoring Disengaging Strikes, then place the target 
  adjacent to this character.
  M  Rake the Eyes: After damaging, the target gains the 
  Blind Condition until she receives First Aid from the 
  Doctor Skill (TN 9).
  Chapter 7: Creepy Crawlin' Critters
  
  The Hanged
  In life, this man was caught and lynched in the 
  Bayou by a pack of Gremlins who laughed and 
  threw rocks at him as he twisted and kicked at the 
  end of his rope. His spirit lingered after death, still 
  bound by the rope that encircled his neck. 
  Should the Fated disturb his corpse, they will have to 
  contend with his vengeful spirit, which has become 
  one of the formidable Hanged. Given an outlet for 
  its anger, the spirit pursues the Fated with single-
  minded obsession, lashing out with the spectral 
  rope around its neck to choke the life from anyone 
  unfortunate enough to be caught in its chilling grasp.
  The air around a Hanged is filled with disturbing, 
  maniacal whispers, and even if the Fated succeed 
  in dispelling the vengeful ghost, they might find 
  that listening to its diabolical whispering has driven 
  them insane, paranoid, and delusional.
  Even after it has been 
  destroyed, 
  the 
  Hanged 
  continues to have its revenge 
  on those whose minds it 
  has shattered.
  The Hanged
  Might
  3
  Grace
  3
  Speed
  2
  Resilience
  2
  Charm
  -4
  Intellect
  0
  Cunning
  1
  Tenacity
  4
  Enforcer (8), Undead, Spirit, Tormented
  Defense
  4 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
  7 (15)
  Charge
  6
  Wounds
  7
  Skills: Centering 5, Flexible 3C, Intimidate 4, Notice 2, 
  Toughness 2, Track 2.
  Incorporeal: This character ignores, and is ignored by, 
  other characters and terrain during any movement. 
  Reduce all damage this character suffers from Ranged 
  and Close Combat attack actions by half.
  Terrifying (All) 13: Enemy characters must pass a TN 13 
  Horror Duel when they end a Walk Action within this 
  character's engagement range or target this character with 
  an Action.
  Maddening Whispers Any character that ends its turn 
  within a3 of this character gains the following Condition: 
  "Crazy +1: This character suffers -1 to the final duel 
  total of any duel involving a Mental Aspect. She may 
  hear voices or see things that are not actually there, at the 
  Fatemaster's discretion."
  (1) Noose (Flexible) 
  AV: 6C (14C)  =====  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage.
  C  Revelation: After damaging, the target must make a TN 
  13 Horror Duel.
  (1) Toss the Noose (Flexible) 
  AV: 6C (14C)  ===== Rg: z10  ====== Resist: Df 
  Target suffers 1/4/7 damage.
  C  Pull 'em Tight: After succeeding, push the target towards 
  this character a number of yards equal to this 
  character's Might Aspect (minimum 1 yard).
  Chapter 7: Creepy Crawlin' Critters
  
  Electric Golem
  This supercharged creation has been birthed 
  through a union of advanced science and the innate 
  magic of Malifaux. Composed of pure electricity 
  wrapped around an advanced electrical battery, this 
  massive creature is dangerous in proximity alone. 
  Each battering slash of its sparking talons carries 
  the risk of a deadly shock, but when truly angered, 
  an Electric Golem raises its arms above its head 
  and unleashes a deadly smash attack with enough 
  voltage to electrocute just about anything it comes 
  into contact with. 
  Should an Electric Golem be defeated, it splits 
  apart into crackling lightning bolts that are quite 
  capable of electrocuting everything around it 
  before the bolts ground themselves. This makes 
  these deadly creatures just as dangerous in death 
  as they were in life. 
  Electric Golem
  Might
  5
  Grace
  0
  Speed
  0
  Resilience
  3
  Charm
  -3
  Intellect
  -1
  Cunning
  1
  Tenacity
  2
  Enforcer (8), Construct, Golem
  Defense
  2 (10)
  Walk
  4
  Height
  3
  Initiative
  2 (10)
  Willpower
  5 (13)
  Charge
  6
  Wounds
  10
  Skills: Notice 2, Pugilism 3R, Toughness 4.
  Armor +2: Reduce all damage suffered by this character by 
  +2, to a minimum of 1.
  Bzzzt!: Characters that make successful Close Combat 
  attacks against this character suffer 1 damage after 
  resolving the attack.
  Electric Demise: When this character is killed, all characters 
  within p2 suffer 3 damage that cannot be reduced.
  Melee Expert: This character generates 1 additional AP 
  per turn, but this AP may only be used to make a Close 
  Combat attack.
  (1) Electric Talon (Pugilism) 
  AV: 8R (16R)  =====  Rg: y2  ====== Resist: Df 
  Target suffers 3/4/6 damage. This damage cannot be 
  reduced by Armor.
  R  Toss: After succeeding, push the target up to 10 yards in 
  any direction.
  (3) Electric Smash (Pugilism) 
  AV: 8R (16R)  =====  Rg: y1  ====== Resist: Df 
  Target suffers 9/10/12 damage. This damage cannot be 
  reduced by Armor.
  Chapter 7: Creepy Crawlin' Critters
  
  Electric Gamin
  Though smaller than the larger Electric Golem, 
  Electric Gamin are still plenty dangerous. 
  Comprised entirely of electricity given spontaneous 
  consciousness, they are hyperactive and aggressive, 
  often attacking nearby creatures simply to feel the 
  thrilling surge of electricity as it cooks their victims' 
  meaty bodies. 
  Electric Gamin are also capable of releasing blasts of 
  electrical energy in the form of miniature lightning 
  bolts. While not as deadly as actual lightning, 
  these bolts still possess a high enough voltage to be 
  extremely dangerous to living creatures, especially 
  with repeated shocks. Even constructs and undead 
  must be careful around them, for the bolts are still 
  hot enough to warp steel and cook dead flesh. 
  Much like their larger cousins, Electric Gamin split 
  into multiple bolts of electrical power when they 
  are defeated, zapping anyone unfortunate enough 
  to be around near them. The voltage of these bolts 
  is significantly less than that of an Electric Golem, 
  but often, that doesn't matter; the human body can 
  only withstand so much electricity.
  Electric Gamin
  Might
  2
  Grace
  2
  Speed
  0
  Resilience
  1
  Charm
  -3
  Intellect
  -1
  Cunning
  1
  Tenacity
  2
  Minion (5), Construct, Gamin
  Defense
  4 (9)
  Walk
  4
  Height
  1
  Initiative
  3 (8)
  Willpower
  4 (9)
  Charge
  5
  Wounds
  5
  Skills: Evade 2, Notice 2, Pugilism 3, Thrown Weapons 2.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  Bzzzt!: Characters that make successful Close Combat 
  attacks against this character suffer 1 damage after 
  resolving the attack.
  Electric Demise: When this character is killed, all characters 
  within p2 suffer 2 damage that cannot be reduced.
  (1) Electric Claw (Pugilism) 
  AV: 5 (10)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage. This damage cannot be 
  reduced by Armor.
  (1) Electric Blast (Thrown Weapons) 
  AV: 4 (9)  =========  Rg: z8  ====== Resist: Df 
  Target suffers 1/3/4 damage. This damage cannot be 
  reduced by Armor. This attack does not randomly 
  determine its target when fired into an engagement.
  Chapter 7: Creepy Crawlin' Critters
  
  Chapter 4: Complications
  This chapter provides you with some extra plot 
  hooks, arranged by Act, for The Bayou Games. They 
  are intended to add time, difficulty, and interest to 
  certain elements of the adventure. 
  Each section includes a summary of the complications 
  within it and an idea of when they can be used. The 
  Fatemaster can use this summary to quickly peruse 
  what complications are available to them. 
  The Fatemaster is encouraged to review these 
  complications before running an Act in case she 
  needs to add one to the session (either to make the 
  session longer or just because it sounds like fun). 
  Beyond these, there are many other potential plot 
  hooks that can be used to provide interesting scenarios 
  for the Fated, and Fatemasters are encouraged to 
  take advantage of whatever opportunities they see. 
  Act I
  Below is the complication for Act I.
  •Missing Invention - This is an alternate 
  Prologue intended to be used with human 
  characters, rather than Gremlins. It replaces the 
  Prologue and Scene of Act I. When the Fated 
  reach Scene 2, they will only have to travel 
  through the Bayou for 3 days in the "Visiting the 
  Tuckets" Ongoing Challenge. 
  Missing Invention
  The Fated are contacted by Audrey Moores, an 
  M&SU inventor, and asked to meet her at her 
  workshop outside the Hollow Point Pumping Station 
  in the Northern Hills. This works best if the Fated 
  are affiliated with the Union or have done work for 
  it in the past, but ultimately, Audrey is desperate 
  and willing to turn to just about anyone at this point, 
  provided they are competent and trustworthy. When 
  the Fated arrive, read the following text: 
  Audrey Moores grips your hands, one by one, 
  giving each of you a firm handshake as she 
  thanks you for coming. She's dressed in blue 
  jeans, a long shirt, and knee-high boots, and her 
  face and unkempt blonde hair are both stained 
  with soot and grease. 
  "Thanks for coming," she says, leading you into 
  her workshop. The first thing you notice in the 
  room are the long shelves in the back that have 
  been tipped over, spilling their contents out 
  onto the steel floor in a confusing heap of tools, 
  mechanical parts, and corrugated paper boxes.
  "Hell of a mess, ain't it?" Audrey shakes her head 
  as she looks back at the collapsed shelves. "Some 
  Gremlins from across the swamp broke in a few 
  days ago and tore the place up. I'd scratch it off 
  as the cost of doing business in Malifaux, but 
  they also escaped with the device I had been 
  working on. It's my only working prototype, and 
  I desperately need it back before the Gremlins 
  tear it apart out or feed it to an alligator or 
  whatever." 
  Audrey turns to you, looking desperate. "I've put 
  a year of my life and more Union funds than I 
  really want to admit into creating that device. I 
  just need someone to peacefully approach the 
  Gremlins and try to trade for it. I don't even care 
  that they stole it. Please... can you help me?"
  
  Scene 1: Audrey's Workshop
  Audrey is willing to pay the Fated 15 scrip each for 
  retrieving the device (5 up front and 10 when they 
  return), and she mentions that she'll owe them "a big 
  favor" as well, which could come in handy the next 
  time any of them want something from the Union. 
  If the Fated succeed on a TN 10 Barter Challenge, 
  Audrey agrees to either give the Fated an experimental 
  weapon she had been working on (a Lightning Gun; 
  see below).
  Once the Fated have agreed to help her out, 
  Audrey leads the Fated back outside to the wall of 
  her workshop that the Fated didn't see when they 
  arrived. The words "Tuckets Rule #1" have been 
  painted across the entire wall in blue paint, and the 
  discarded (and dried out) paint cans and brushes 
  they used to deface the warehouse rest nearby. 
  Audrey explains that after asking around, she learned 
  that the Tuckets are one of the Gremlin families that 
  lives nearby, across the Frostrun river in the Bayou. 
  She wants the Fated to enter the Bayou, find one 
  of their villages, and trade them for her device. She 
  describes it as a metal box, two feet wide and a foot 
  tall, with numerous spires and electrodes on the top.  
  To help them negotiate for her device's return, she 
  has a crate of weapons that she is sending into the 
  Bayou with the Fated to serve as a bargaining chip. 
  The weapon crate is roughly four feet long, two feet 
  wide, and three feet deep. It's filled with two dozen 
  Hawken Rifles (Fated Almanac, pg. 161), a dozen 
  Collier Hammerless Shotguns (Fated Almanac, pg. 
  167), five cases of 20 rifle rounds each, and two 
  cases of 20 shotgun shells each.
  Handing out a rifle and some ammunition gives the 
  Fated a + to any Barter Challenge they make with 
  Gremlins for the duration of this adventure, but also 
  draws attention to the crate's contents; the Fated will 
  have to sleep with one eye open to keep Gremlin 
  thieves from trying to slip a weapon or two out of the 
  case while the Fated aren't looking. 
  Carrying the weapon crate is also a burden; one or 
  two characters can carry it, but doing so lowers their 
  Walk and Charge Aspects by 2 points for as long as 
  it's carried (it can be freely dropped at any time).
  Audrey also supplies the Fated with a week's worth 
  of dried trail rations, which should be enough to 
  get them to the Gremlin village and back. She has 
  a rough idea of where the village is located (in the 
  sense that she can point in its general direction), 
  but beyond that, the Fated are on their own when it 
  comes to finding their way toward it. 
  When the Fated head off toward the Tucket village, 
  pick up the adventure with Scene 2: To Tucket 
  Lands We Go (pg. 10). It will only take them 3 days 
  to reach the Tucket village with the "Visiting the 
  Tuckets" Ongoing Challenge.
  Lightning Gun
  Based on similar weapons of ancient Malifaux, this 
  weapon fires bolts of lightning rather than bullets. 
  Each time a lightning gun is fired, it is accompanied 
  by a bright flash of light and a loud snapping sound, 
  like the cracking of a whip.
  WEAPON (Long Arms)
  RANGE
  DAMAGE
  Lightning Gun
  z10
  2/3/7
  Special: This weapon fires electric bolts; it 
  does not use ammunition, does not need to be 
  reloaded, and has the Penetrating special rule 
  (its damage ignores Armor). When this weapon 
  damages someone (whether with the initial shot or 
  a pulse), flip a card for every character within p2 
  of the damaged character that has already suffered 
  damage from the attack. On a t, the electric bolt 
  arcs to the new character, who takes 2 damage. 
  Lightning bolts continue to arc in this way until there 
  are no more legal targets.
  Chapter 4: Complications
  
  Act II
  Below is the complication for Act II.
  •Of Pigs and Gremlins - Use this 
  complication if you want to showcase Trixiebelle 
  a bit more and let the Fated help her deal with 
  one of her overly obsessive admirers.
  Of Pigs and Gremlins
  After Trixiebelle shows the Fated the loot pile and 
  tells them that she handed over the device, she 
  mentions that she's in need of someone to help her 
  deal with an obsessive admirer. Read the following 
  text, choosing the most gullible-looking male 
  character (if any) as the target of her attentions: 
  If the Fated agree to help her, she squees with joy 
  and tells them that the "foolish boy" in question is 
  Lenny Jones, and that he's been spending whatever 
  time he can to creep on her down near the mud pits, 
  playing tug-o-war. 
  What she doesn't mention is that Lenny is just under 
  seven feet tall and built like a brick house. He both 
  thinks and talks slow, and spends most of their 
  conversation with him fussing over his pet piglet.
  If the Fated confront Lenny over the weird gifts he's 
  been sending, Lenny just stares at them blankly. If the 
  Fated succeed on a TN 9 Scrutiny Challenge, they 
  realize that Lenny doesn't seem to even realize that 
  female Gremlins exist, let alone have the capacity to 
  obsess over one.
  The true culprit here is his small companion George 
  Jones, who has been trying to help his friend "hook 
  up with" Trixiebelle out of a desire to see his larger 
  friend happy.
  Trixiebelle waves off the crowd of Gremlins 
  following her around and pulls you to one side. 
  "Hey, listen here... you seem like right good 
  folks, don'tcha? Can you help a poor girl out 
  with a wee little problem?"
  She grabs [FATED] by the arm and presses 
  against [HIM/HER], leaning her head against 
  [HIS/HER] shoulder. "There's a foolish boy out 
  there who keeps sending me these weird gifts 
  and tellin' his friends that I'm his and his alone. 
  It's 'nuff to give a girl the creeps. I'm sure that 
  he'd stop if some big, strong person told him to 
  back off, and I'd be soooo grateful..."
  Chapter 4: Complications
  
  The Fated have a few options in how they deal with 
  the pair. George does most of the talking for Lenny, 
  claiming that if he wants to make Trixiebelle his own, 
  then that's none of the Fated's business. Lenny just 
  keeps petting his piglet and staring off into space. 
  If the Fated take a diplomatic approach, it takes 
  a TN 14 Convince or Intimidate Challenge to get 
  the pair to back off. If the Fated fail an Intimidate 
  Challenge with a Margin of Failure, George decides 
  to take the threat personally and shouts to Lenny 
  that the "mean folks here and tryin' to take yer pig!"
  Lenny's eyes narrow in anger as combat begins. 
  Lenny uses the stats presented here, while George 
  is just a Bayou Gremlin (pg. 67). George allows 
  Lenny to take the forefront in the fighting, while 
  he hangs back and tries to shoot at the Fated with 
  his firearm. 
  Alternatively, if they seem to be at an impasse, 
  George suggests that they have a tug-o-war contest to 
  settle the matter. He's confident in Lenny's strength 
  as is willing to let as many as three different characters 
  compete against his friend. 
  Trying to pull Lenny into the mud requires a TN 
  16 Athletics Challenge. Only one Fated may flip for 
  this Challenge, but for every additional character 
  participating in the tug-o-war, the TN is lowered 
  by -2. If the Fated succeed, then Lenny falls, arms 
  pinwheeling in surprise, into the mud as George 
  facepalms in embarrassment. He agrees to stop 
  sending gifts to Trixiebelle on behalf of Lenny, 
  much to his disappointment. 
  If the Fated fail, then Lenny (who had decided to 
  pull on the rope with only one hand, on account 
  of not wanting to put down his pet pig) yanks them 
  all into the mud. George shouts in excitement and 
  points out that they won Trixiebelle from them fair 
  and square. 
  If the Fated succeed in getting George to stop 
  sending gifts to Trixiebelle (whether by convincing 
  him to stop or killing him), then she squeals with 
  joy and gives them all big hug in thanks. If they fail 
  and "lose" her over a game of tug-o-war, then she 
  becomes upset, refuses to have anything to do with 
  "that muscle-head" and huffs in indignation. 
  Lenny Jones
  Might
  5
  Grace
  1
  Speed
  -2
  Resilience
  4
  Charm
  -1
  Intellect
  -1
  Cunning
  4
  Tenacity
  -2
  Enforcer (8), Living, Gremlin
  Defense
  4 (16)
  Walk
  4
  Height
  3
  Initiative
  -2 (6)
  Willpower
  2 (10)
  Charge
  6
  Wounds
  10
  Skills: Evade 2, Grappling 4, Heavy Melee 3, Husbandry 2, 
  Thrown Weapons 2, Toughness 4.
  Big 'un: When determining a random target in a melee 
  involving this character, other characters flip three cards 
  for this character and choose the lowest. This character's 
  y attacks have had their range increased by +1.
  Hard to Wound +1: Damage flips against this character 
  suffer -. 
  Rush +2: This character's Charge has been increased by +2.
  (2) Whack'n Stick (Heavy Melee) 
  AV: 8 (16)  ========  Rg: y3  ====== Resist: Df 
  Target suffers 3/4/5 damage.  
  t  Crushing: When damaging, this attack ignores Armor.
  (1) Giant Green Hand (Grappling) 
  AV: 2 (10)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 1/1/2 damage. If this attack deals 
  Moderate damage, the target suffers a Weak Critical 
  Effect. If this attack deals Severe damage, the target 
  suffers a Moderate Critical Effect and is Paralyzed until 
  this character takes another Action. 
  R  Death Squeezes: After succeeding, the target suffers 
  3 damage and gains the following Condition until 
  this character is killed or the start of this character's 
  next turn, whichever comes first: "Held Tight: This 
  character cannot take movement Actions. If the 
  character that applied this Condition takes a movement 
  Action, it may place this character into physical contact 
  with itself when the movement is complete. If it does 
  not, end this Condition."
  (0) Pet the Piggy (Husbandry) 
  This character may discard a card to pet his piglet, which 
  heals 2 damage and gives him the Focused +1 Condition.
  Chapter 4: Complications
  
  Act III
  Below is a quick list of the complications for Act III.
  •Birthin' Pig - Use this complication when 
  you want to throw an unusual challenge at the 
  Fated, particularly if any of them are skilled at 
  animal husbandry.
  •The True Bayou Boss 
  - Use this 
  complication if your players are really amazing 
  fighters and want to test their prowess against a 
  truly powerful and dangerous opponent.
  Birthin' Pig
  At some point during the Act - perhaps after the 
  Chicken Jousting or Skeeter Shooting events - 
  the Fated are approached by a Teddy LeBlanc, a 
  frantic Gremlin whose sow, Lily, is in the middle 
  of giving birth.
  Unfortunately, the other three pigs in her pen have 
  gathered around the sow and are fighting over who 
  gets to eat the baby piglets when they come out, and 
  that's preventing the Gremlin from getting anywhere 
  near his sow to help deliver the piglets. He begs 
  them to help distract the pigs so that he can get to 
  Lily and make sure that all her piglets survive (she 
  apparently has small hips for a pig). 
  When the Fated arrive, there are three Bayou Pigs 
  (pg. 68) milling around a prone, heaving, and very 
  pregnant female pig. Teddy tells them to distract the 
  male pigs while he ducks under the wooden fence 
  and runs up to Lily. If the Fated follow after him, 
  then they end up facing off against all three Bayou 
  Pigs in combat. As soon as one of them damages 
  a Bayou Pig with an attack, Teddy shouts at them 
  in surprise, claiming that he just needs the pigs 
  distracted, not dead.
  With Teddy's help, Lily pushes out one squirming 
  piglet about the size of a football on each of the first 
  two rounds of combat. He immediately passes it to a 
  waiting Gremlin outside the pen as soon as it's free.
  On the third round, if there are any pigs still in 
  combat, one of them tries to charge Teddy; if it is able 
  to do so, it gores him and tosses him to the ground, 
  knocking him unconscious. Some Gremlins quickly 
  grab him and pull him to safety while shouting to 
  the Fated that they'll have to deliver the rest of the 
  piglets themselves.
  If none of the pigs can reach Teddy (perhaps as a 
  result of being stuck in combat with the Fated), then 
  he delivers another piglet. The Bayou Pigs keep 
  trying to charge him every round until they either 
  succeed or Lily finishes giving birth.
  Once Teddy has been knocked unconscious, Lily 
  starts squealing in pain. She has a total of 8 Wounds, 
  and every round she doesn't successfully deliver a 
  piglet, she suffers one damage. If Lily reaches 0 
  Wounds or below, she dies and the remaining Bayou 
  Pigs lose all interest with the Fated and instead turn 
  their attention toward eating her still-warm corpse. 
  A character who is adjacent to Lily can spend 2 
  AP to make a TN 9 Husbandry Challenge. On a 
  success, they safely deliver one piglet that Lily's 
  trying to birth. She has a total of six piglets inside 
  of her (including the two that Teddy delivers on the 
  first two rounds of Dramatic Time). 
  Once the final piglet is delivered and safely out of 
  the pen, the other pigs (if any are still alive) start 
  fighting over who gets to eat the afterbirth and leave 
  Lily alone. 
  When Teddy regains consciousness, he takes stock 
  of the situation. If the Fated managed to deliver the 
  rest of the piglets and save Lily's life, then he rewards 
  them with firm handshakes and even gives them one 
  of her piglets to raise as their own (which will no 
  doubt cause more problems than not in the future). 
  If Lily died, however, then he's too upset to do much 
  more than just thank them for trying to help out. 
  Teddy spends the rest of the Bayou Bash moping 
  around and mourning the loss of his favorite sow.
  Chapter 4: Complications
  
  The True Bayou Boss
  This complication adds Som'er & Peaches to Scene 
  3 as an actual combatant, rather than a drunken force 
  of nature. The random events that occur during the 
  battle can still occur as written in the scene. 
  Because he's Rank 12, Som'er is a very dangerous 
  opponent, so make certain to only use this 
  Complication if your Fated get excited about uphill 
  battles against very tough opponents. 
  It's recommended that the Fatemaster have Som'er 
  shout out various bits of drunken nonsense as 
  the fight progresses. When Som'er & Peaches are 
  reduced to 0 Wounds or below, Peaches releases 
  a squeal of pain and charges off, out of the fight, 
  taking a hollering and cussing Som'er with her. 
  Som'er & Peaches
  Might
  2
  Grace
  1
  Speed
  2
  Resilience
  4
  Charm
  1
  Intellect
  -1
  Cunning
  4
  Tenacity
  3
  Master (12), Living, Gremlin, Pig
  Defense
  4 (16)
  Walk
  5
  Height
  3
  Initiative
  4 (16)
  Willpower
  5 (17)
  Charge
  8
  Wounds
  10
  Skills: Carouse 5, Deceive 2, Gambling 4, Husbandry 3, 
  Intimidate 4, Leadership 2, Notice 2, Pugilism 2, Scrutiny 3, 
  Shotgun 3, Thrown Weapons 2, Toughness 4.
  Alcohol Poisoning: At the start of Dramatic Time, this 
  character gains the Intoxicated and Poison +20 
  Conditions.
  Blubber: Reduce all damage suffered by this character from 
  y and z attacks by +1, to a minimum of 0. 
  Mounted Horseman: This character has enhanced Walk 
  and Charge Aspects. If this character would become 
  Paralyzed, it becomes Slow instead. It ignores penalties 
  for terrain when taking Movement Actions.
  (1) Sharpened Tusks (Pugilism) 
  AV: 4 (16)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 2/5/6 damage. 
  R  "Atta Girl!": After damaging, take this Action again 
  against another target in range.
  (1) Throw Drumstick (Thrown Weapons) 
  AV: 3 (15)  ========  Rg: z6  ====== Resist: Df 
  Target suffers 0/1/2 damage and must discard a random 
  Twist Card (if possible). This character can take this 
  Action even while engaged.
  M  "Git 'way From That, Pig!: After succeeding, a Bayou Pig 
  runs into combat, ending its move within 3 yards of the 
  target. It does not get a turn on this round (it's too busy 
  eating the drumstick) but will act normally on the next.
  C "Fighin' is Sho' Hard On An Appetite...": After resolving, 
  this character eats a drumstick and heals 2 damage.
  (0) Swamp Gas 
  All non-Gremlin characters within p2 of this character 
  gain the Slow and Poison +2 Conditions.
  Chapter 4: Complications
  
  Act IV
  Below is a quick list of the complications for Act IV.
  •Falling Star - Use this complication to add 
  a bit of silliness to the Fated's journey back home.
  •The Wisps - Use this complication to make the 
  Will o' the Wisps encounter more dangerous. 
  Falling Star
  This complication is useful if you want to lighten 
  the Fated's mood with a somewhat silly encounter as 
  they return back home with Audrey's device. Read 
  the following text: 
  Choose one of the characters at random to make a 
  TN 13 Evade Challenge; the character can add her 
  Height Aspect to this Challenge. If the character 
  passes, move on to the next character in line, 
  continuing until one of them fails or all of them pass. 
  If all of the Fated succeed on their Evade Challenges, 
  then the screaming Gremlin flies past them at high 
  speeds, zigs past a large rock, and then zags into a 
  large tree in a crash of crumpling metal, cracking 
  wood, and exploding engines. 
  If a character fails the Evade Challenge, then some 
  piece of their clothing gets caught on the flying 
  machine as it zips past her. Read the following text: 
  The Fated can pull the parachute on without any 
  trouble, and once activated, it deploys a patchwork 
  quilt of stitched-together shirts, blankets, and 
  underpants from the back. The falling Gremlin 
  uses her arms to maneuver closer to the Fated and 
  grabs onto her, riding the rest of the way down to the 
  ground while laughing like a crazy woman.
  Before you even know what's happening, you're 
  yanked forward at breakneck speeds. You hear 
  a cuss word and glance over at the Gremlin 
  piloting the machine that you've become snagged 
  on, and she meets you panicked gaze with one of 
  her own as she yanks on the machine's control 
  stick, sending it racing upwards past a gauntlet of 
  slapping tree branches and into the open sky far 
  above the Bayou. 
  You can hear a sputtering sound from the flying 
  machine as its engine stalls out, and then the 
  Gremlin woman is shoving a bulky backpack into 
  your arms. "Parachute!" she screams, pointing at 
  a tangled cord hanging from one end.
  "Good luck!" A knife flashes in her hand as she 
  cuts you free, and then she's leaping free of the 
  falling machine, her hair blowing back in her 
  face as she shouts "WHEEEEE!"
  As you're debating which part of the marshy 
  waters ahead of you will be easiest to wade 
  across, you hear a high-pitched shriek from 
  somewhere up above. You've barely had a 
  chance to glance upward when something 
  swoops down toward you, trailing a dense plume 
  of black smoke behind it. You catch a glimpse 
  of a screaming Gremlin in goggles riding some 
  sort of mechanical flying machine, but then it's 
  upon you!
  Chapter 4: Complications
  
  If the Gremlin's flying machine crashed, she staggers 
  away from it in a daze, covered in soot and coughing 
  from the smoke. If she snagged a Fated, then she 
  lets go a few feet before the parachute reaches the 
  ground and staggers as she regains her footing. 
  Either way, once she's managed to compose herself, 
  she pushes up her goggles and introduces herself 
  as Molly Bodine and apologizes for the sudden 
  appearance; her "flying skeeter" hit a bird while 
  she was zipping around and it threw her into an 
  uncontrolled tailspin. Then she sits down, pulls out 
  a flask of moonshine, and takes a long sip to calm 
  her nerves. 
  No matter how she landed, Molly is convinced that 
  the crash ruined her "flying skeeter," but she's not 
  particularly concerned with the damage, reasoning 
  that she'll get it fixed up once her "fellow pirates" 
  show up. If the Fated start up a conversation with 
  her, she explains that she's one of the "feared Iron 
  Skeeters," a group of sky-pirates that "terrorize all the 
  lands below from our fearsome airship!"
  The airship isn't anywhere to be seen, however, 
  so Molly just sits tight to wait for them to show up 
  (which will take a day or two). 
  The Wisps
  This complication makes the Will o' the Wisps 
  encounter my difficult. Increase the TN of the 
  Centering Challenge to 12 as the Will 'o the Wisps 
  take a more active interest in the Fated. After the 
  first character wanders into the sucking bog, six Will 
  o' the Wisps - fat, disgusting creatures with luminous 
  bottoms - appear from the surrounding darkness 
  and try to push any sinking Fated deeper into the 
  bog by bouncing up and down on their heads. 
  Any characters that escape from the bog are subjected 
  to the Will o' the Wisps' Entrancing Lure Action to 
  draw them back into the hazardous terrain. If all of 
  the Fated manage to escape the sucking bog and the 
  Will o' the Wisps are reduced to two of fewer, the 
  remaining creatures will flee into the night.  
  Will o' the Wisp
  Might
  -3
  Grace
  -1
  Speed
  1
  Resilience
  -2
  Charm
  2
  Intellect
  -1
  Cunning
  2
  Tenacity
  2
  Minion (5), Spirit, Swampfiend
  Defense
  4 (9)
  Walk
  5
  Height
  2
  Initiative
  3 (8)
  Willpower
  4 (9)
  Charge
  5
  Wounds
  4
  Skills: Bewitch 3, Deceive 2, Enchanting 3, Evade 2, Martial 
  Arts 3, Notice 2.
  Incorporeal: This character ignores, and is ignored by, 
  other characters and terrain during any movement. 
  Reduce all damage this character suffers from Ranged 
  and Close Combat attack actions by half.
  Feed on the Lost: After a non-Swampfiend character within 
  a6 fails a Wp duel, this character heals 1 Wound. 
  (2) Bop on Head (Martial Arts) 
  AV: 4 (9)  =========  Rg: y1  ====== Resist: Df 
  If the target has the Suffocating Condition, it gains an 
  additional Suffocating +2. 
  M Distracting: After succeeding, the target becomes Slow.
  (1) Entrancing Lure (Bewitch) 
  AV: 5 (10)  ======  Rg: 16 yards  ===  Resist: Wp 
  Target takes a Walk Action that must end as close to this 
  character as possible.
  Chapter 4: Complications
  
  Appendix
  Tarot Tie-Ins
  Below is a list of possible Tarot Tie-Ins for each Act, 
  pulling from the Tarots of the Fated Almanac and 
  Into the Bayou. Use these as ideas to help fuel your 
  players’ Destiny Steps. 
  The first two letters of a Tie-In stand for the Tarot 
  used. In this case, CR stands for Cross Roads Tarot, 
  and WW stands for Waterways Tarot. 
  The next two letters indicate the card’s position. 
  For the Cross Roads Tarot, ST is Station, NC is 
  Northern Card, and so on. For the Lifeline Tarot, 
  CO is Conflict, RO is Root, etc. 
  Finally, the two values – the number and suit – 
  indicate the specific card tied to that destiny step. 
  Act I
  CRNC 8R: "And the moon shines upon the forest 
  but not your path" is particularly appropriate if the 
  Fated become lost while trying to reach Tucket 
  lands. Frequent references to the moon as the 
  Fated travel can help to reinforce this connection, 
  even if the character avoids her destiny and stays 
  on the path.
  CRNC 2M: "But there are dragons here" could be 
  a reference to the game of Dragon's Teeth that the 
  Tuckets force the Fated into playing.
  WWMC 6M: "Love will walk across the flames" 
  could refer to a Gremlin who will fall in love with 
  the Fated if she shows bravery during the game of 
  Dragon's Teeth. This amorous Gremlin should 
  become a useful ally for the Fated in the future, 
  perhaps even accompanying her to the Bayou Bash 
  and assisting her, similar to what is described in the 
  Allies and Enemies callout box on page 29. 
  WWEC 9t: "As the gears shriek an agonizing 
  chorus" could very well describe the battle with the 
  Sprigallin, especially if its mechanical components 
  are described as painfully screeching during the 
  resulting battle. 
  Act II
  CREC 2R: "You will be bold when it is needed 
  most" could very well apply if the Fated step forward 
  during the meeting between the Tuckets and the 
  Gautraeux and either successfully put an end to 
  their standoff or result in hostilities that see the end 
  of the Gautraeux. If the latter comes to pass, the 
  Gremlins at the Bayou Bash should point out that 
  their team is unable to compete in the Grand Prix, 
  thus showing the Fated how her bold violence has 
  helped to improve her team's odds.
  CRWC 1C: "Denying the battle will win the war" 
  might be another reference to the confrontation 
  between the Tuckets and the Gautraeux. If this is the 
  case, the Gautraeux should thank the Fated by giving 
  them a useful trinket for smoothing over hostilities 
  (such as a Trinket from Into the Bayou). 
  WWEC 1t: “If you step into the ring of spears” 
  might refer to the speared heads that the Gautraeux 
  family uses to mark its territory. If this is the case, it 
  may be worth describing the spears in more detail - 
  perhaps someone the character knows ran afoul of 
  the Gautraeux and her head is now one of those on 
  a spear!
  WWMC 11t: "Muddy teeth snap at your heels" 
  seems like it might be referencing the disaster that 
  the Gator Wrestling event becomes when the Bayou 
  Gators escape from their pen. Perhaps they favor 
  this character with their attacks?
  
  Act III
  CRNC 1C" "For you must dredge the waters til 
  the just give up the dead" could be a very literal 
  reference to the Skeeter Shooting event, especially 
  if the character is one of the Gremlins tasked with 
  gathering the dead Skeeters from the water after 
  being shot by her teammates."
  CRSC 1C: "Once the first has been the last and the 
  last has been the first" could have a special meeting if 
  the scores of the teams are adjusted to make certain 
  that the Shines are in last place at the end of the 
  competition... especially when the Joneses run off 
  with the treasure at the end of the Act, "winning" it 
  despite losing the competition.
  WWRC 9C: "But everything feeds on blood" might 
  be calling attention to the Skeeter Shooting event. If 
  the Fated participates, perhaps some of the Skeeters 
  decide to make a meal out of her as the competition 
  unfolds around her?
  WWMC 6t: "The biggest hat is snatched by the 
  lowest branch" could be a reference to the Fated's 
  confrontation with Som'er "Teeth" Jones at the end 
  of this Act, as he is considered to be the "big hat" of 
  the Jones family, while the character and her allies 
  are unlikely to have much in the way of political 
  power (and thus, could be considered to be 'low' on 
  the tree). 
  Act IV
  CRSC 2R: "If you ignore the rope in the trees" seems 
  like a clear warning to the Fated against messing with 
  the corpse of the hanging man in the Bayou Hanging 
  encounter (pg. 59).
  CRSC 5R: "As upon your back you carry the 
  brightest star into the shadows" might be a reference 
  to Audrey's device (and the bright electric 'star' that 
  it becomes), which the Fated are carrying into the 
  gloom of the Bayou.
  WWEC 10M: “If the trees remember your 
  trespass" could very well open up a new encounter 
  for the character, in which they encounter a 
  Waldgeist that had previously fled from the Act 
  I encounter "Fireflies" (pg. 14). The Waldgeist 
  should bear some scar or other sign to show that it 
  was the Waldgeist the Fated encountered earlier, 
  and it should show up at an inopportune time... 
  such as when the Fated are dealing with another 
  threat on their way back home in Scene 2.
  WWMC 12C: "The echoes of lightning will not be 
  thunder" is very likely a warning about the Electric 
  Golem and Electric Gamin that show up for Scene 3 
  of this Act. 
  Appendix
  
  Copyright © 2005-2016, Wyrd Miniatures, LLC. All rights reserved. Permission is hereby granted to make photocopies for personal, non-commercial use only.
  TEAM NAME
  DRINKING 
  CONTEST
  WRESTLING
  COOK OFF
  CHICKEN 
  JOUSTING
  SKEETER 
  SHOOTING
  TOTAL
  The Shines
  United Gremlin Liquor Enthusiasts
  The Deliverers
  The Big Wigs
  The Tooth Snappers
  The Knockouts
  The Silver Shooters
  The Hully Gullys
  The Boondoggle Seven
  The Cricket Spitters
  Fated Character Team
  Tracking Sheet
  
  Winning means fame and fortune. 
  Losing means... well, it probably means that you 
  were too drunk and fell off your giant chicken 
  during the jousting competition. 
  A simple mission to recover a stolen device 
  turns into something more as the Fated get 
  pulled into a competition between rival Gremlin 
  families in a sprawling Bayou Bash. 
  So load your shotgun, grab your best pig, and 
  try to avoid catching fire as you compete in the 
  most grueling contests seen in the Bayou since 
  the last time this sort of thing happened!
  The Bayou Games is a fun four session, 
  Gremlin-focused adventure for the Through the 
  Breach roleplaying game. It requires the Fated 
  Almanac to play and is a good companion 
  adventure for the Into the Bayou expansion.
  WYRD-GAMES.NET
  © 2005-2017 Wyrd Miniatures, LLC
  The Bayou will 
  Be waTching
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - The Bayou Games.pdf