TEXT: 28
  28
  In this adventure, a distraught mother asks the 
  Fated to help find her daughter whom she suspects 
  of being kidnapped by Gremlins. The Fated must 
  track the girl and her captors into the Bayou.
  deSTiNy STepS: 
  CRSC 8t: “Once your strangers travel in three” 
  easily describes the group the Fated will be 
  tracking.
  ALBC 12M: “The woman will give you her tears to 
  drink” could describe Heather, who turns to the 
  Fated to help her lessen her distress by finding 
  her daughter.
  LLBC 6C: “Should you wade through the waters 
  black” could refer to the character’s trip into the 
  Bayou… particularly if the standing water of the 
  area is described as being dark and murky.
  prologue: 
  The adventure opens as the Fated are approached 
  by Heather Skroggs, a woman who is desperately 
  trying to hire someone to find her missing 
  daughter. Heather first travels to Edge Point, a 
  sleepy town perched next to the Bayou, as it is 
  close to her family’s farm. This makes a good 
  place for the Fated to meet Heather, but if they’re 
  in Malifaux City, they can also meet her there, 
  after she’s exhausted her luck in Edge Point and 
  taken the train into the city. This won’t change 
  the adventure very much at all, save that Heather 
  will likely be a bit more desperate and panicky 
  when she meets with the Fated. 
  Read the following text:
  Heather has all of six scrip to her name, which is 
  partially the reason why she hasn’t had any luck 
  in convincing anyone to look for her daughter; it 
  might be enough to hire a mercenary or bribe a 
  daWN iN The Bayou
  a one-sHoT aDvenTure For ThrougH The BreaCh 
  ChaD Jons anD 
  MaSon CrawForD
  As you converse with an acquaintance about their 
  exhausting day, you notice a bit of a commotion 
  from a few yards away. A plump, middle-aged 
  woman is clutching a handful of scrip as she 
  desperately tries to appeal to an uncaring Guild 
  Guard for assistance. Catching your gaze, the 
  Guild Guard says something to the woman and 
  motions in your direction, sending her hurrying 
  over to your side. 
  “Excuse me,” she says. “The guardsman said that 
  you might be able to help me? It’s my daughter, 
  Dawn. I… I think she was kidnapped by Gremlins!”
  
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  guardsman in most circumstances, but as soon 
  as the prospect of heading into the Bayou comes 
  up, the price shoots up beyond what she can pay. 
  She explains that her husband, James Skroggs, is 
  up north selling seed corn, while she stayed behind 
  to mind the farm and watch over their six-year-old 
  daughter. Dawn had been playing outside earlier 
  that morning when Heather went to milk their cow, 
  and when she returned, she discovered that her 
  daughter was missing. She shouted Dawn’s name 
  over and over again until she noticed fresh tracks 
  in the dirt… tracks that came out of the nearby 
  Bayou, went right up to her front porch, and then 
  trailed back into the swamp. 
  Heather is terrified rightfully of the Bayou – her 
  husband sometimes hunts wild pigs on the 
  outskirts, and the size of the creatures sends 
  shivers down her spine – she is intensely worried 
  about her daughter’s safety. She’s certain that 
  Dawn was kidnapped by Gremlins, as she and her 
  husband have both seen a few of the creatures 
  lingering around the edges of their farm in the 
  past.
  If the Fated agree to help her, she presses her six 
  scrip into their hands and thanks them profusely; 
  as far as she is concerned, the Fated are her last 
  hope of ever seeing her daughter again. If the 
  Fated are in Edge Point, she will lead them south 
  to her farm; otherwise, the Fated will first have to 
  take the train south to Edge Point, which ends up 
  costing half a scrip per Fated for a coach ticket.
  Scene 1: The SkroggS Farm
  When the Fated arrive at the Skroggs farm, read 
  the following text:
  Heather allows the Fated to poke around the farm 
  as much as they want. There is a moonshine 
  still behind the house and a bored-looking cow 
  named Bessy in the barn. Near the front porch of 
  the farm house is a swept area where a child’s 
  hopscotch game has been etched into the dirt. 
  It’s here that Heather found the tracks leading 
  out into the swamp, and she points them out to 
  the Fated as soon as they arrive at the farm. 
  If the Fated succeed on a TN 8 Track Challenge, 
  they can tell that there are three sets of prints: 
  one that was playing hopscotch, presumably 
  belonging to Dawn, and two more that came out 
  of the Bayou. From the size of these footprints, 
  it would appear that Heather was correct in 
  assuming that they belonged to Gremlins. If 
  the Fated achieve a Margin of Success on this 
  Challenge, they are able to discern that there are 
  no signs of a struggle; from the look of things, 
  Dawn willingly walked into the Bayou with the 
  Gremlins. 
  As the Fated examine the footprints and the rest 
  of the farm, Heather heads inside, returning a 
  minute later with cookies and warm lemonade. 
  She promises to kill some chickens and cook 
  a victory feast for the Fated when they return 
  and starts preparing for that meal with as much 
  effort as she can muster. Heather can’t bear 
  the thought of losing her daughter and does 
  everything she can to distract herself from that 
  very probable reality. If the Fated try to point out 
  that her daughter might be injured or dead, she 
  tries to change the subject with stories about 
  Dawn and what a lovely girl she is. 
  Heather can give the Fated a 
  good description of her daughter. 
  Dawn is six years old, with 
  long, blonde hair that 
  was braided in pig 
  tails and tied off with 
  blue 
  ribbons. 
  She 
  was wearing a simple 
  pink 
  woolen 
  dress, 
  has a few freckles on 
  her nose, and “big green 
  eyes full of wonder.”
  The acrid smell coming from the Bayou creates a 
  strange aroma as it mixes with the smell of the 
  farm’s corn field. The Skroggs homestead is a 
  humble abode perched on the edge of the Bayou, 
  with a large horse barn standing tall opposite the 
  dark Cyprus trees of the swamp. Next to the barn 
  is a small well that looks to have been a recent 
  construction. Neat rows of corn and squash 
  stretch out in a rectangle between the barn, the 
  farm house, and the marshy edges of the Bayou.
  
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  Scene 2: Following the Tracks
  It doesn’t take any skill to realize that the tracks 
  lead from the hopscotch game into the nearby 
  Bayou. Read the following text to the players as 
  they follow the tracks into the swamp:
  To continue to follow the tracks, the Fated will 
  have to participate in an Ongoing Challenge:
  Tracking Down Dawn
  Skills Allowed: Navigation, Track, or Wilderness
  Target Number: 10
  Duration: 1 hour
  Success Requirement: 6
  Failure Requirement: 3
  At the end of each Duration, the Fated learn one Clue 
  from the list below for each success they achieved. 
  For every Failure, they experience a Setback from 
  the list below. 
  If the Fated successfully complete the Ongoing 
  Challenge, they are able to track the footprints all 
  the way to the Gremlin Village (and Scene 3). 
  If the Fated catastrophically fail the Ongoing 
  Challenge, however, they end up following the trail 
  of a Wild Boar and her Piglets that crossed the 
  Gremlins’ trail hours after they had already passed. 
  See the Some Pigs section on page 31 for more 
  details.
  Clues (in this order):
  1) The Fated find a long log that bears the muddy 
  butt-prints of three figures. From the look of things, 
  it appears as if Dawn and the two Gremlins (one 
  of whom was wearing pants) stopped here to rest 
  for a while. There’s a glob of old, spit-out chewing 
  tobacco on the ground nearby. (Dawn was getting 
  tired, so the Gremlins decided to stop for a rest.)
  2) The Fated find a discarded bottle of moonshine 
  in some underbrush. (Dawn was getting tired, so 
  the Gremlins gave her some moonshine to help 
  give her some energy.)
  3) The Fated find a pile of cold vomit on the ground; 
  there are two Piglets here, sniffing the vomit pile 
  expectantly. When they notice the Fated, they 
  squeal and start pawing at the ground. The Fated 
  can attempt a TN 10 Husbandry Challenge to calm 
  the Piglets down or a TN 10 Stealth Challenge to 
  carefully maneuver around them without making 
  any sudden moves or strange sounds, but just 
  about anything else (including doing nothing for 
  more than a minute) riles the Piglets up and sends 
  them charging toward the Fated to defend their 
  delicious pile of throw-up. Stats for the Piglets can 
  be found on pg. 35. (The Moonshine made Dawn 
  sick and she threw up all over the place.)
  4) The trail veers toward a small pool of standing 
  water. A blue ribbon is mashed into the mud at 
  the side of the pool. (The Gremlins stopped so 
  that Dawn could wash the vomit off her dress and 
  one of her hair ribbons came loose; she was too 
  ill to either notice or care.)
  5) The Fated come across a makeshift campsite. 
  Some leaves have been piled up dangerously close 
  to a fire pit, over which stands a crude spit made 
  from sticks. The bones of a small animal can be 
  found in the ashes of the fire. (Dawn was hungry 
  and tired, so the Gremlins shot a rabbit, cooked it 
  for her, and waited as she took a nap on the leaves.)
  6) The Fated come across a hopscotch board that 
  has been etched into the dirt in a relatively flat 
  area. The footprints seem to indicate that Dawn and 
  the Gremlins stopped to play a game of hopscotch 
  before continuing onward. (The Gremlins asked 
  Dawn to show them how Hopscotch worked again, 
  so that they could look like they knew what they were 
  talking about when they arrived at their village.)
  The tall, dark Cyprus trees form a looming canopy 
  overhead as you head into the murky swamp. 
  Your feet sink a half-inch into the mud with every 
  step, making loud “plurp” sounds as you trudge 
  forward, and the thorny underbrush makes it 
  clear that this place is not for the light-hearted. 
  The mud makes it easy to follow the tracks of 
  the three separate creatures moving together, 
  but as the mud is replaced with shallow pools 
  of water or knots of thick vegetation, it becomes 
  progressively harder to stay on track
  
  3131
  Setbacks (in no particular order):
  • 
  One of the Fated wanders into a hive of 
  stinging bees and wasps! Each non-Construct 
  character must make a TN 10 Athletics or Toughness 
  Challenge; those who fail suffer 1 damage and 
  suffer a - to all Social Skill Challenges for the next 
  three days, due to the numerous sting marks and 
  welts all over their faces,  arms, and chests. 
  • 
  Thinking that it’s just shallow mud, one 
  of the Fated steps into a patch of quicksand! The 
  character must attempt a TN 11 Athletics Challenge 
  on her next turn. On a success, she is able to grab 
  onto something and pull herself to safety. On a 
  failure, she gains the Suffocating Condition (Fated 
  Almanac, pg. 217) and must attempt the Athletics 
  Challenge again on her next turn, until she succeeds 
  on the Athletics Challenge or drowns. Note that 
  other characters can use the Assist Action to give 
  the struggling character a + to her Challenge.
  Some Pigs
  If the Fated catastrophically fail the Ongoing 
  Challenge, they come across a Mama Pig and her 
  three Piglets. Wild boars are notoriously territorial 
  and ornery, and the Mama Pig is no exception. Read 
  the following text:
  The Fated are five yards from the pigs. They have 
  one attempt to avoid combat: a TN 14 Husbandry 
  Challenge will calm the mother pig down long enough 
  for the Fated to withdraw. On a failure, however  -- 
  or if the Fated just decide to attack the pigs – the 
  Mama Pig charges toward the nearest character, 
  while the  Piglets charge anything that moves (in 
  their own, extremely poor judgement). Stats for the 
  Mama Pig and Piglets can be found on page 35.
  Once the pigs have been dealt with, the Fated can 
  retrace their steps and begin the Ongoing Challenge 
  over again.
  Scene 3: The Gremlin Village
  After succeeding at the Ongoing Challenge, the 
  Fated find their way to the Gremlin Village. Read the 
  following text:
  You can hear some rustling from up ahead, 
  indicating that you’ve finally closed on your quarry! 
  As you push through the thorny underbrush, you 
  come across a small, sucking pool of dirty water, 
  around which three small piglets and one much 
  larger pig are gathered. The small piglets squeal 
  as they catch sight of you, prompting the larger 
  pig to swing her tusked head towards you. She 
  glowers, pawing at the muddy ground with her 
  hooves as the smaller piglets start racing around 
  in an uncontrolled panic.
  The Cyprus trees part to reveal a small, nestled 
  village placed upon a rise in the land. About twenty 
  or thirty ramshackle homes have been crammed 
  onto the rise, and the place is abuzz with activity. 
  Small pens filled with feral pigs are intermingled 
  among the homes, and you can see a few of the 
  creatures gnawing at the wooden bars of their 
  prisons with surprising determination.
  A large crowd of Gremlins have gathered near 
  your side of the hill, some of them leaning on 
  their long rifles while others hold tiny Gremlin 
  children on their shoulders to get a better view 
  of the action. At the center of the crowd, an old 
  Gremlin with missing teeth is playing hopscotch. 
  Standing next to him, at the front of the crowd, is 
  another Gremlin with a long beard and a blonde 
  human girl in a pink dress. A large moonshining 
  still stands nearby, along with woven baskets 
  filled with all manner of brewing ingredients.
  
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  The blonde girl is, of course, Dawn Skroggs. As 
  the Fated watch, she instructs the Gremlins on 
  the proper way to play hopscotch, correcting their 
  mistakes and occasionally demonstrating how the 
  game works, much to the “oohs” and “aahs” of the 
  crowd. 
  Dawn’s “kidnapping” is actually the result of a 
  misunderstanding. The Gremlins came upon her as 
  she was playing hopscotch and approached her to 
  find out just what she was doing. When she told 
  them that she was playing “hopscotch,” they were 
  confused, as both “hops” and “scotch” were, as far 
  as they were aware, both things that were related to 
  brewing. 
  The Gremlins asked more questions and Dawn 
  answered them, boasting that she was the best 
  hopscotcher in all of Malifaux, except, perhaps, for 
  her mother, who had taught her how to play. Thinking 
  that they had stumbled upon some great human 
  brewing secret, the Gremlins convinced Dawn to 
  come back to their village and show their master 
  brewer how this “hopscotch” thing worked. 
  At the moment, the Gremlins are under the belief 
  that drawing the boxes on the ground and jumping 
  from one number to the next is some sort of 
  magical ritual intended to enchant the ingredients 
  before the brewing begins. They’re having problems 
  understanding just how the “ritual” is supposed to 
  work, however, and questions such as “So, if the 
  stone lands on the five, you add five hops to the 
  scotch?” – complete with Dawn shaking her head 
  and pointing out that you have to skip the five if the 
  stone lands on it - are common.
  At this point, the Fated have a few options as to how 
  to go about getting Dawn back from the Gremlins.
  The Violent Approach
  Particularly trigger-happy groups might decide to 
  go in, guns blazing, to rescue Dawn. There are two 
  dozen Bayou Gremlins armed with rifles that will fire 
  back at the Fated if they attack, though if the Fated 
  launch a surprise attack, these Gremlins will be Slow 
  on the first round of combat. Starting on the third 
  round of combat, another six Bayou Gremlins arrive 
  from the huts to reinforce their brethren. The other 
  Gremlins shriek and either dart into the swamp or 
  take cover in their shacks. 
  As soon as a fight breaks out, Dawn drops to her 
  knees and places her hands over her ears; she 
  doesn’t move at all unless someone scoops her 
  up, which requires 2 AP from an adjacent character, 
  due to how much Dawn struggles against being 
  “rescued.” 
  Diplomacy
  If the Fated attempt to talk to the Gremlins, they 
  quickly find themselves staring down the barrels 
  of dozens of rifles as the noncombatant Gremlins 
  shriek and dart for cover. The bearded Gremlin – 
  the village’s master brewer – pushes Dawn behind 
  him to protect her and does the negotiating for his 
  brethren. The Fatemaster is encouraged to populate 
  the village with colorful Gremlin characters to add 
  levity or menace to the proceedings as needed; 
  this could be as little as the Gremlins doing strange 
  things in the background while the Fated speak with 
  the master brewer or as much as the master brewer 
  pulling in townsfolk to help him convince the Fated 
  to leave Dawn with him. 
  The Fated have a number of different options they 
  can use to try to talk the Gremlins into giving over 
  Dawn. If they attempt to convince the Gremlins 
  that Dawn’s mother is worried and looking for her, 
  or that hopscotch is just a game and not some 
  powerful ritual, a TN 13 Convince Challenge gets 
  them to hand her over to the Fated without much 
  trouble. Similarly, a TN 14 Bewitch Challenge can be 
  used to befriend the Gremlins; after some shared 
  moonshine (which makes the character Intoxicated 
  for the rest of the day), the character can attempt 
  the Convince Challenge noted above with a + to 
  her flip. 
  Intimidation is less effective against the Gremlins. 
  The Fated will have to succeed at a TN 14 Intimidate 
  Challenge to get the Gremlins to apologize and hand 
  over the girl (“We don’t want no trouble, now…), 
  but because of their vastly superior numbers, the 
  Fated suffer a - to their flip. If the Fated fail this 
  Challenge, the Gremlins refuse to hand Dawn over 
  until she’s taught them “the ritual,” and failing with 
  
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  a Margin of Failure incites the Gremlins to attack, 
  as described in The Violent Approach on page 32.
  If the Fated are unable to convince the Gremlins 
  to hand Dawn over, things get tense until one of 
  the female Gremlins – who has three small Gremlin 
  children clinging to her – steps forward and suggests 
  that they have a drinking contest to see who will keep 
  the girl. The Gremlins are open to the idea, and if 
  the Fated agree, all that stands between them taking 
  Dawn home are three TN 10 Carouse Challenges. 
  Multiple Fated can enter this contest if they wish, 
  but the Gremlins won’t allow any obviously Invested 
  or Stitched characters to participate, on account of 
  it “not being fair.” On a failure, a character passes 
  out and is disqualified  from the contest; the master 
  brewer passes out after the third jar of moonshine. 
  If the Fated win, the Gremlins reluctantly hand over 
  Dawn. If they lose, however, the Gremlins consider 
  Dawn to be “won fair and square” and refuse to turn 
  her over without a fight. 
  Trickery
  Alternatively, the Fated can try to trick the Gremlins 
  by teaching them the “correct” magical brewing 
  ritual. Doing so requires a TN 12 Deceive Challenge. 
  On a success, the Gremlins gasp in collective awe at 
  the knowledge and the master brewer quickly starts 
  trying to put their new “ritual” to work. Dawn is all 
  but forgotten about in their excitement. On a failure, 
  however, the Gremlins catch on to the character’s 
  lies and threaten her at gunpoint; the lie has only 
  reinforced their belief that Dawn knows something 
  important, and now they refuse to part with her 
  without a fight. 
  If the Fated wait until nightfall, they can sneak into 
  the village and steal Dawn away in the night with a 
  TN 14 Stealth Challenge; she’s sleeping on a simple 
  cot in a hut and isn’t guarded, but strange people 
  waking her up in the middle of the night causes her 
  to scream and struggle, which alerts the Gremlins 
  to the Fated’s presence. By the time the Fated have 
  got Dawn under control, six Bayou Gremlins have 
  hopped out of bed, grabbed their rifles, and rushed 
  out to defend their village. Six more Bayou Gremlins 
  appear every three rounds, to a maximum of thirty 
  Bayou Gremlins. 
  Scene 4: RetuRning Home
  Once the Fated have rescued Dawn, they can start 
  heading back toward the Skroggs Farm. The Fated 
  don’t have to make any Skill duels to find their way 
  out of the swamp; so long as they head in the right 
  direction, they’ll eventually reach the edge of the 
  Bayou, at which point the farm should be visible in 
  the distance. If it’s dark, Heather hangs a lantern 
  near her door to light the way. 
  Unfortunately, the Fated have one more obstacle 
  standing between them and Dawn’s safe return. If 
  the Fated managed to get Dawn out of the Gremlin 
  village diplomatically, then she doesn’t have much 
  reason to be upset. She waves goodbye to her new 
  Gremlin friends and talks along the way about how 
  she’s looking forward to seeing her mother again. 
  If she left under different circumstances, however 
  – such as being snatched up during a fight or in 
  the middle of the night – then the Fated have a 
  screaming, crying, bawling child on their hands. 
  They can attempt a TN 14 Bewitch, Convince, or 
  Intimidate Challenge to calm her down, and if the 
  Fated mention her mother, the TN is lowered to 10.
  On a success, Dawn quiets down and finishes 
  the rest of the trip with only the occasional sullen 
  comment or quiet sob. On a failure, however, she 
  just screams louder, which draws the attention of a 
  group of annoyed (and hungry) Silurids. Of course, 
  if the Fated are drunk and making noise, then they 
  might attract the Silurids themselves. Either way, 
  read the following text:
  Dawn’s endless screaming and wailing have just 
  about reached the point of being unbearable when 
  movement catches your eye. Then something 
  large and green falls from the sky, landing right 
  next to Dawn with a splash of fetid water. Her 
  screams take on a different tone – one of horror, 
  rather than displeasure – as the fishman raises 
  a webbed claw above its head in preparation to 
  strike her down.
  
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  There is a total of one Silurid per Fated, and their 
  stats can be found on page 36. The first leaps next 
  to Dawn before combat begins, while the others 
  wait a dozen feet away, leaping into combat on their 
  initiative. The first Silurid attempts to use 2 AP on its 
  turn to snatch Dawn up, at which point it leaps away 
  and puts all of its effort toward escaping with her 
  into the swamp. The other Silurids leap into combat 
  on their turns to harass the Fated, distracting 
  them and making a grab for Dawn whenever the 
  opportunity presents itself. If reduced to a single 
  wound, a Silurid will attempt to leap away into the 
  swamp and flee from the battle. 
  Conclusion
  If the Fated lose Dawn in the swamp, then Heather is 
  wrought with grief and screams at the Fated, the sky, 
  and just about anything else that comes to mind. 
  Her husband’s return a few days later provides some 
  comfort, but Dawn’s absence makes the Skroggs 
  Farm a much more sullen and unpleasant place. 
  If the Fated return with Dawn, Heather rewards 
  them with plenty of tearful hugs and the large meal 
  she had promised earlier. If Dawn was peacefully 
  separated from the Gremlins, she talks about them 
  fondly, and in the weeks that follow, the Skroggs are 
  visited by a few of the village’s Gremlins, setting 
  up an awkward but pleasant dialogue between 
  them. The Fated might be contacted by Heather 
  or her husband in the future to help the Gremlins 
  with a problem, or just to mediate some matter of 
  contention between them. 
  If Dawn was forcefully removed from the Gremlin 
  village, then she is quiet and traumatized by the 
  experience. The Gremlins return in a few days, 
  poking around the farm in search of Dawn, and 
  Heather or her husband may contact the Fated with 
  requests to drive the creatures out of their home, 
  lest they try to kidnap Dawn again. 
  Either way, so long as the Fated return with Dawn, 
  they earn her mother’s sincerest thanks and loyalty. 
  They are welcome to stay at her farm for as long 
  as they want. They’ve earned a faithful ally, and the 
  Skroggs homestead could serve as a kick off point 
  for future adventures in the Bayou.
  
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  35
  Piglet
  Might
  2
  Grace
  0
  Speed
  3
  Resilience
  0
  Charm
  -3
  Intellect
  -2
  Cunning
  -3
  Tenacity
  1
  Peon (4), Living, Beast, Pig
  Defense
  5 (9)
  Walk
  6
  Height
  1
  Initiative
  4 (8)
  Willpower
  3 (7)
  Charge
  7
  Wounds
  4
  Skills: Navigation 2, Notice 1, Pugilism 1, Track 1, 
  Wilderness 2.
  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.
  Small Target: Ranged Combat Actions that target this 
  character suffer -.
  (1) Ram (Pugilism) 
  AV: 3 (7)  =========  Rg: y1  ======  Resist: Df 
  Target suffers 1/2/3 damage. When this Attack is used as 
  part of a Charge, add +1 to the final duel total for each 
  yard moved before the attack. 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 Distracting Squeals: After succeeding, the target must 
  pass a TN 10 Centering Challenge or become Slow. 
  M Bowled Over: After succeeding, the target must succeed 
  at a TN 10 Acrobatics Challenge or take the Drop Prone 
  Action. Then this character takes the Drop Prone Action.
  Mama Pig
  Might
  3
  Grace
  0
  Speed
  3
  Resilience
  2
  Charm
  -3
  Intellect
  -4
  Cunning
  -3
  Tenacity
  2
  Minion (5), Living, Beast, Pig, Swampfiend
  Defense
  5 (10)
  Walk
  6
  Height
  2
  Initiative
  5 (10)
  Willpower
  5 (10)
  Charge
  7
  Wounds
  8
  Skills: Athletics 2, Evade 3, Notice 2, Pugilism 2, 
  Toughness 3, Track 1, Wilderness 1.
  Eat Your Fill: After killing a character with a Close Combat 
  attack, this character can end its turn to heal all damage it 
  has suffered.
  Pigcharge: This character may perform the (2) Charge 
  Action as a (1) Action.
  (1) Tusks (Pugilism) 
  AV: 5 (10)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 2/4/6 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.
  
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  36
  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.
  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.
  Silurid
  Might
  2
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  -3
  Intellect
  -2
  Cunning
  1
  Tenacity
  2
  Minion (5), Living, Beast, Swampfiend
  Defense
  5 (10)
  Walk
  5
  Height
  2
  Initiative
  3 (8)
  Willpower
  4 (9)
  Charge
  6
  Wounds
  6
  Skills: Acrobatics 2, Athletics 3, Evade 3, Navigation 2, 
  Notice 1, Pugilism 3, Stealth 4, Toughness 1, Track 2, 
  Wilderness 3.
  Perfect Camouflage: Each time this character takes a Pass 
  Action, it gains + to Stealth Challenges and to Defense 
  flips against Ranged Combat Attacks until the start of its 
  next turn.
  Slink Away: This character gains + to its Defense flips 
  against disengaging strikes. If at least one friendly 
  character is engaged with an enemy, that enemy may not 
  make disengaging strikes against this character.
  Unimpeded: This character ignores penalties for terrain 
  while taking Movement Actions.
  (1) Talons (Pugilism) 
  AV: 5 (10)  ========  Rg: y1  ======  Resist: Df 
  Target suffers 1/3/4 damage. 
  R Blood Frenzy After damaging, take this Action again 
  against the same target. 
  M Bite: After damaging, the target gains Poison +1.
  (0) Quick Leap 
  This character (or its controller) may discard a card to 
  move this character a distance equal to its Charge Aspect 
  in yards. 
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - One Shot - Dawn in the Bayou (Chronicles #23) [_oef_].pdf