TEXT: NO STRINGS 
  ATTACHED
  
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  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2016. 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 ©2005-2016 Wyrd Miniatures, LLC.
  Through the Breach books:
  The Fated Almanac 
  The Fatemaster’s Almanac
  Into the Steam
  Through the Breach adventures:
  In Defense of Innocence
  Northern Aggression
  
  NO STRINGS 
  ATTACHED
  
  The Through the Breach roleplaying game is continuing to 
  grow and expand the world of Malifaux with new rules 
  and adventures.
  Our expansion books, such as Into the Steam, highlight 
  large new areas of the world to explore while also 
  providing a host of new mechanics for players.
  The Penny Dreadful line is intended to focus on a 
  specific area or story in the world, providing Fatemasters 
  with the tools to take their players quickly into the action.
  The core Penny Dreadful line, which is released in print 
  and PDF, has full, multi-session adventures for a party of 
  Fated. They are made to be the campaign or a part of the 
  campaign for a group.
  Penny Dreadful One Shots, on the other hand, are single-
  session adventures for a party that are only released as 
  PDFs. They often include pregenerated characters 
  (though this one does not), allowing Fatemasters to 
  choose whether to insert them into an ongoing campaign 
  or to run a quick and dirty standalone session of Through 
  the Breach.
  What is a Penny Dreadful One Shot?
  credits
  WRITING
  Mason Crawford
  EDITING
  Aaron Darland & Justin Gibbs
  CREATIVE DIRECTION
  Nathan Caroland
  TTB LOGO ARTIST
  Patrick Guinane
  ART
  Hardy Fowler,  Jorge Gomez, & Bram Sels
  LAYOUT
  Aaron Darland
  GRAPHIC DESIGN
  Jorge Gomez
  PLAYTESTING
  Emily Lambert, Paul Lippincott, and Adam Rogers
  
  introduction ...............................................................................4
  adventure ..........................................................................................6
  Prologue .............................................................................................................................7
  Scene I .............................................................................................................................11
  Scene II ............................................................................................................................14
  Scene III ..........................................................................................................................16
  Scene IV ...........................................................................................................................21
  Conclusion .......................................................................................................................25
  FM Characters ....................................................................26
  Overstuffed Puppet ..........................................................................................................27
  Viktoria Puppets ..............................................................................................................28
  Ronin Puppets .................................................................................................................29
  Rotten Belle Puppets .......................................................................................................30
  Punk Zombie Puppets .....................................................................................................31
  Bête Noire Puppet ...........................................................................................................32
  Hamelin Puppet...............................................................................................................33
  Monstrous Rat ..................................................................................................................34
  Killjoy Puppet ..................................................................................................................35
  Seamus Puppet ................................................................................................................36
  Zoraida .............................................................................................................................37
  contents
  
  Introduction
  Introduction
  The Swamp Witch, Zoraida, lives alone in the 
  Bayou, and the various Gremlin families that live 
  near her make it a point to leave her to her solitude. 
  Her lack of visitors does not mean that Zoraida lives 
  alone, however; her shack also houses dozens of 
  animated voodoo dolls, each acting out the part of 
  its namesake. 
  Whenever the Swamp Witch leaves her shack, 
  the puppets tentatively creep out from their hiding 
  places. Once they've determined that she's not 
  coming back anytime soon, the cloth dolls pull their 
  hidden knives and cork guns out from beneath 
  mattresses, cushions, and rugs and begin the next 
  battle in their long war to determine which of their 
  number will rule over the hut in Zoraida's absence. 
  It wasn't always this way, though. Originally, the 
  puppets worked together. The Seamus puppet 
  would tidy up after Zoraida's spells, while the Justice 
  puppet would help mend any accidental rips or tears 
  in the Swamp Witch's clothing. 
  All that changed when the puppets found one of 
  Zoraida's scrapbooks. Inside, they found newspaper 
  clippings detailing a world beyond the walls of their 
  shack, a world filled with people who looked a lot 
  like they did. 
  The Seamus puppet started the trouble by pushing 
  a small knickknack off a table... and right onto the 
  Justice puppet's head. She stomped up to him, but he 
  pulled a Rotten Belle puppet to his side, prompting 
  her to pull the Judge puppet to her side, until soon 
  there were two small armies of stuffed dolls beating 
  on each other with their tiny stuffed fists. That battle 
  sowed the seeds for future grudges, and the puppets 
  have been engaged in their war ever since.
  The Swamp Witch tolerates their antics, up to a 
  point, but some times, the puppets overstep their 
  boundaries and meddle in her business... which is 
  exactly what happens when the Fated arrive at her 
  shack. Trapped in bodies of stitched cloth, they will 
  have to face extreme odds to get their bodies back.
  
  Introduction
  Player Name
  DestiNy stePs FulFileD
  exP.
  GuilD scriP
  miGht
  DeFeNce
  iNtellect
  WillPoWer
  Grace
  Walk
  charm
  charGe
  sPeeD
  WouNDs
  cuNNiNG
  heiGht
  resilieNce
  teNacity
  skill
  phisical
  phisical
  mental
  mental
  av
  ratiNG
  asPect
  FateD Name
  curreNt Pursuit
  statioN
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  ASPECTS
  ASPECTS
  ATTACKS
  ATTACKS
  DERIVED ASPECTS
  DERIVED ASPECTS
  SKILLS
  SKILLS
  Within These Pages
  Here's a list of what you'll find in this adventure!
  chapter 1: 
  INTRODUCTION
  This is the section you're reading now!
  chapter 2: 
  ADVENTURE
  A scene by scene breakdown of the Fated's puppet 
  adventure, trying to survive in Zoraida's shack.
  Scene 1 sets the characters up for the upcoming 
  battle, while Scene 2 sees them trying to recruit 
  some mercenary puppets to their cause.
  Scene 3 outlines the puppet war that takes place, 
  complete with explosions, tyrants, and meat 
  cleavers.
  Scene 4 builds to the conclusion, getting the Fated 
  the chance to get back into their bodies.
  chapter 3: 
  FM CHARACTERS
  This section contains the stat blocks for the various 
  adversaries the Fated might encounter over the 
  course of the adventure, providing a quick reference 
  to make it easier for Fatemasters.
  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."
  
  No Strings Attached
  Adventure
  In this adventure, the Fated will find themselves in 
  an odd situation: they take the role of stuffed voodoo 
  dolls who must find a way to escape from Zoraida's 
  hut. This makes for a good break from more serious 
  plot lines and allows characters a chance to interact 
  with some exaggerated parodies of famous Malifaux 
  individuals. If the characters have met the human 
  namesakes of the puppets they encounter during this 
  adventure - particularly Lady Justice or Seamus - then 
  this just adds an additional level of surreal amusement 
  to the adventure. 
  The core of this adventure revolves around a 
  battle between the forces of the Justice puppet and 
  the Seamus puppet. The two of them have been 
  squabbling over who will control Zoraida's hut for 
  some time. Other puppets have occasionally gathered 
  enough forces to their side to claim various areas of 
  the hut for their own, but it is the conflict between the 
  Justice and Seamus puppets that most often plays out 
  across the witch's dusty floor. 
  Once the Fated have helped the Justice puppet fight 
  back the hordes of rotting puppets, they finally have 
  the opportunity to recover their bodies and escape 
  from the Bayou. If the Fated wish, they can bring 
  their voodoo dolls with them, which provides an 
  unorthodox reward in the form of a small, animated 
  doll that will serve as a reminder for one of the 
  Fated's stranger adventures. 
  Alternatively, you could simply use the puppet 
  rules presented in this adventure to run an entire 
  Through the Breach campaign revolving around 
  Fated that happen to be puppets. With a few minor 
  adjustments (mostly to the prologue and final scene), 
  this adventure could easily serve as a jumping-off 
  point for such a strange campaign. There are plenty 
  of strange puppets with varying agendas scattered 
  throughout Zoraida's hut, and exploring that could 
  make for a fun, light-hearted series of adventures. 
  
  No Alex
  Alex’s presence in this adventure just 
  serves as a means to get the Fated into 
  the Bayou so that they can be knocked 
  unconscious and wake up as puppets. 
  If you wish to remove him from this 
  adventure, just have the Fated enter 
  the Bayou for another reason; the exact 
  details aren’t particularly important. 
  Prologue:
  INCURSION
  This adventure begins with the Fated being 
  approached by a young man named Alex De Campo, 
  who wants the Fated to serve as his bodyguard as he 
  travels into the Bayou.
  If the Fated are mercenaries, he approaches them 
  with 10 scrip (his entire life savings) and an offer of 
  employment: he wants to hire the Fated to protect 
  him as he travels into the Bayou
  If the Fated are members of an organization such as 
  the Guild, Union, Arcanists, or Ten Thunders, then 
  he’s referred to them by one of their allies in that 
  organization; Alex is the ally’s nephew, and he needs 
  help with his love life. 
  Regardless of how Alex finds his way to the Fated, 
  read the following text:
  Alex De Campo is a thin young man who has not quite managed to shake the gangliness of his recent 
  teenage years. He’s dressed in a simple suit, and from the threadbare nature of it, you can tell that 
  he’s dressed up specifically for this meeting. “It’s about a girl,” he says, rubbing sheepishly at the back 
  of his neck. “Haydée Ortega, actually. We’ve been seeing each other a bit, and I finally got up the 
  nerve to ask her father for her hand, but he… well, he called me some names and sent me off with 
  bullets at my heels.”
  He clears his throat, unwilling to dwell too long on the details. “Anyways, one of the fellows I work 
  with mentioned that he knew a guy who had similar problems with his girl’s family, and this guy went 
  into the Bayou and won a game of cards against the Swamp Witch. When he came back, he got his 
  heart’s desire, and his girl’s family accepted him with open arms, like they never even remembered 
  that they hated him.”
  “So, anyways…” Alex gives you a pleading look. “I spent just about all of my savings on a map to the 
  Swamp Witch’s hut. I’m going to find her – I love Haydée too much to just forget about her – but I’m 
  not stupid. I know that it’s dangerous out in the Bayou, and if you’re willing, I would like to hire you 
  to help me get to the witch’s hut.”
  Adventure
  
  If any of the Fated is an Ortega, then they have 
  heard about Alex’s problems with Haydée through 
  the grapevine: Haydée’s father, Josué, thinks that 
  the boy is an idiot with no sense for money, and 
  he’s forbidden his daughter from seeing her. There 
  are plenty of other Ortegas that think the two make 
  a cute couple, but none of them have really been 
  invested enough to get involved beyond telling Josué 
  to go easy on the boy. 
  If the Fated agree to assist Alex, then their trip into 
  the Bayou is relatively easy going… until they are 
  jumped by Silurids. Read the following text: 
  When the Fated regain consciousness, everything is 
  a bit… different. Read the following text (adjusting as 
  appropriate for any Invested characters):
  Three days later, you find yourselves on a 
  small, shallow boat in the Bayou. The boat 
  is cramped and uncomfortable, though the 
  constant buzzing and biting of the insects 
  at least provides a distraction from the 
  cramped conditions. Through it all, Alex 
  keeps thanking you for accompanying 
  him, as if attempting to apologize for the 
  unpleasantness of the swamp around you. 
  Suddenly, clawed, webbed hands reach up 
  out of the murky water, grab hold of the 
  side of the boat, and tug downward, sending 
  the boat tipping over to one side. Alex 
  shrieks as he goes over the edge, and then 
  everyone is in the fetid water, coughing and 
  sputtering. You turn just in time to see a 
  snarling fishman rise up from the brackish 
  water behind you, and then everything goes 
  dark as it brings the rock in its webbed hand 
  down onto your head.
  You regain consciousness slowly. Surprisingly, 
  you don’t feel any pain in your head. The 
  ground beneath you is solid wood, some sort 
  of floor, and as you struggle to your feet and 
  look down at your hands, you realize that 
  something has gone terribly, terribly wrong. 
  Where once you had hands of flesh and 
  blood, your hands are now little more than 
  bulges of sewn cloth. You glance at the things 
  stirring next to you, and with a start realize that 
  the cloth puppets that are pulling themselves 
  to their feet and regarding you with button 
  eyes are, in fact, your companions. You’ve 
  been transformed into a cloth doll!
  As you adjust to your new form – and your 
  new size, apparently – you realize that the 
  wooden floor beneath your feet is actually a 
  table, and that the cavernous space around 
  you is actually some sort of a hut, decked with 
  hanging pots and chicken feet, a simmering 
  cauldron over a fireplace, and all sorts of 
  cluttered tools that seem to have an unknown 
  occult significance.
  Adventure
  
  There’s no sign of an Alex De Campo puppet. Once 
  the Fated have had a moment to adjust to their new 
  bodies, read the following text:
   
  The Fated have not actually been transformed into 
  puppets, though you should allow them to believe 
  that they have been for the majority of the adventure. 
  The Fated are actually hanging from the tree outside 
  Zoraida’s shack, unconscious and in a very bad spot. 
  The puppets that the players will control for this 
  adventure are some of Zoraida’s voodoo dolls; she 
  created them in order to siphon away the powerful 
  destinies of the Fated for her own purposes, but 
  didn’t count on the latent magic energies of the dolls 
  causing them to spontaneously animate. Now the 
  voodoo dolls believe that they are the Fated and are 
  trying to rescue “their” bodies. 
  The actual Fated – the ones hanging from the tree 
  outside of Zoraida’s hut – are unconscious but 
  otherwise unharmed, save for a bump on the back 
  of the head from where the Swamp Witch’s Silurids 
  knocked them unconscious. If one of the puppets 
  “dies,” it has no effect upon the Fated hanging from 
  the tree, though the Fated are unlikely to know this 
  until the adventure’s conclusion.
  The window isn’t designed to be opened and can’t 
  be shattered by the Fated; this isn’t the first time 
  that Zoraida has had to deal with rowdy puppets, 
  and she’s taken steps to ensure that her creations 
  don’t wander out into the Bayou where anyone 
  could find them.
  The question of what happened to you is 
  partially answered when you glance out of the 
  window on the nearby wall. Outside the hut 
  is a small clearing, beyond which are looming 
  mangroves that hint at your continued 
  presence within the Bayou. It’s what’s in the 
  clearing that catches your attention, however: 
  your bodies are hanging upside down from 
  the branches of a dead tree, swaying gently 
  two feet above the ground. 
  As you watch, a hunched woman pulls on a 
  rope looped over one of the tree branches, 
  hauling Alex up off the ground and into the 
  air to hang alongside the rest of you. “There, 
  now,” you hear the woman say, her voice 
  muffled through the glass. “That will keep 
  you little ones in one place until dinner.” 
  Then she cackles in a way that leaves no 
  doubt in your mind as to what she intends to 
  do with your poor, abandoned bodies. 
  If you ever want to be flesh and blood again, 
  you’ll have to rescue your bodies and figure 
  out how to get back into them before the 
  Swamp Witch takes her dinner!
  Adventure
  
  We're Puppets!
  Once the Prologue is finished, the Fated should take a moment to temporarily convert their characters 
  into puppets. It is recommended that they use a separate character sheet to do this; one has been 
  provided at the end of this adventure. 
  A character undergoes the following changes when converted into a puppet: 
  • The character loses the Living or Undead Characteristic and gains the Construct and Doll 
  Characteristics. 
  • The character’s Height becomes 1. 
  • First Aid and Surgery Challenges made against Puppets use the Stitching Skill, rather than the 
  Doctor Skill. 
  • The character’s equipment is unusable (it’s stacked outside, near their hanging body), but any 
  pneumatic augmentations the character possessed are present on the puppet (most likely made 
  out of cutlery or other tiny mechanical devices). 
  • Puppets are incapable of speech and have to pantomime their intentions to others (though the 
  players should absolutely be allowed to simply describe what their puppet is trying to convey 
  with its movements; this restriction shouldn’t force this session to become an extended game of 
  charades). 
  • Characters that are incorporeal or capable of flight lose those abilities as puppets (it is suggested 
  that Zoraida imprison any incorporeal Fated in a weak Soulstone that is kept with their more 
  corporeal associates; shattering the Soulstone frees the character). 
  A character retains their Aspects, Talents, Manifested Powers, and Spells, though some of them 
  (such as Wall of Muscle) may be rendered unusable due to the nature of being a tiny puppet. If 
  something doesn’t make exact sense, just do your best to translate it as best as possible. No matter 
  what, however, none of the puppets are able to teleport outside the boundaries of Zoraida’s hut; after 
  the Kaeris puppet got loose that way and burned her herb garden to the ground, the Swamp Witch 
  made certain that none of the puppets could slip outside that way again.
  A puppet’s Aspects are all relative to its size as a puppet; a puppet with Might 4 is very strong for a 
  puppet… but it’s still not going to be able to beat a human in an arm wrestling contest. Similarly, any 
  game effect that references yards (such as weapon and spell ranges) still affects the same distance… 
  relative to the size of a puppet. In actuality, a “yard” for a puppet is closer to three inches. Thus, a 
  puppet that moves “five yards” on her turn is actually moving around fifteen inches, but for the sake 
  of keeping things in scale, it’s still considered to be “five yards” for the purposes of game mechanics. 
  Critical Effects still affect Puppets normally, though the exact form of the Critical Effect may vary 
  due to their altered anatomy. For instance, a puppet that is “Bleeding Out” is losing stuffing every 
  time it moves instead of blood. 
  The character’s puppet is generally decorated in an exaggerated manner that matches their core 
  personality, though they do not yet have anything that will function as a weapon; players are 
  encouraged to have fun when describing what their puppet-self looks like. 
  Adventure
  
  Scene 1:
  STUFFED JUSTICE
  As the Fated are mulling over their situation, they’re 
  approached by a friendly puppet that is looking to 
  recruit new troops in her endless war against the foul 
  machinations of her rival. Read the following text:
  If the Fated have spent any significant time in 
  Malifaux City, they can recognize the puppet as being 
  a parody of Lady Justice, the head of the Guild’s 
  special Death Marshal division. Her face features 
  prominently on the anti-Resurrectionist posters 
  plastered across the city, and Fated with Guild ties 
  may have even seen her in person.
  Once the Fated have reacted to the puppet Justice, 
  read the following text:
  Wonderful Toys
  The Justice puppet leads the Fated to a large box, 
  around which other puppets are lurking. It motions 
  to another puppet – this one wearing a wide-
  brimmed hat and with a cork gun tied to one arm 
  – and the new puppet waves to the others, who bring 
  an assortment of dangerous instruments out and lay 
  them down in front of the Fated.
  The red-haired puppet motions to the Fated, then 
  back down to the weapons, even going so far as 
  to nudge one of them toward a nearby character. 
  She’s essentially telling them to arm themselves; 
  the Fated can choose any of the weapons from 
  the list on page 38, which the other puppets then 
  sew or tie to the Fated’s arms (one weapon to each 
  arm) to render them usable despite the Fated’s 
  lack of opposable thumbs. 
  Note that these weapons use “puppet scale” damage; 
  most of these weapons aren’t going to cause very 
  much damage to a full-size human (and are treated as 
  0/0/1 weapons when used against such opponents). 
  Something moves to one side, drawing your 
  attention. From behind a stack of thick 
  books, a puppet with a tangled mess of red 
  “hair” reaching almost down to her stick legs 
  peeks out, somehow able to see despite the 
  blindfold sewn across its eyes. The puppet 
  regards you for a moment, then steps out into 
  clear view, revealing the switchblade strapped 
  across her back. 
  The puppet – which seems to lack arms – 
  regards you for a moment before turning 
  around, taking a few steps, and then turning 
  back to see whether or not you’re following 
  it. It repeats the motion again, clearly intent 
  on leading you… well, somewhere. 
  Adventure
  
  A Rival Appears
  Once the Fated have picked out which implements 
  of destruction they want to (literally) arm themselves 
  with, the Lady Justice puppet motions for them to 
  follow her. Read the following text: 
   
  If the Fated have spent any time in Malifaux City, 
  they will notice that the green-hatted puppet bears 
  an uncanny resemblance to Seamus, the Redchapel 
  Killer, whose picture is featured prominently on 
  wanted posters plastered all across the city.
  The Lady Justice puppet will explain the importance 
  of the upcoming battle against the Seamus puppet 
  and his undead minions to the Fated, making it clear 
  just how important it is that her side prevails. Read 
  the following text:
  Once you are armed with your new weapons, 
  the red-haired puppet motions for you to follow 
  her to the edge of the table. As you walk along 
  behind her, you pass dozens of other puppets 
  arming themselves in a similar manner, tying 
  knives to their stuffed arms or even just replacing 
  their arms entirely. Here and there, overstuffed 
  puppets wearing scraps of fabric that might have 
  once belonged to a Guild uniform are getting 
  their subordinates lined up and into a proper 
  fighting formation. It almost seems as if the 
  puppets were preparing for a war. 
  When you reach the edge of the table, the red-
  haired puppet nods her head across the room, 
  where an ugly puppet in a green top hat is 
  standing atop a toy chest. The puppet is waving 
  two chicken bones in the air, and as you watch, 
  torn and moldy puppets crawl out from the 
  chest and amass before him. You glance back at 
  the red-haired puppet and she nods toward the 
  door; apparently defeating her rival is the key to 
  opening the door… somehow. 
  The red-haired puppet turns back to you and 
  explains how the despicable puppet in the 
  green hat draws upon forbidden necromancy 
  to animate the rotting remains of destroyed 
  puppets, and how it is her duty to ensure that 
  he is ripped apart before he can harm any other 
  puppets. Of course, her lack of a speaking 
  voice, eyes to hold meaningful looks, or arms to 
  gesture with make this something of an awkward 
  explanation; mostly she just jumps up and down 
  and nods her head toward the puppet with the 
  hat, but despite this, she still manages to get the 
  gist of what she’s trying to convey across to you. 
  As she finishes her explanation, another of the 
  puppets – this one with a large kitchen knife 
  strapped to its back and a cigarette holder 
  jammed into its mouth – runs up to the red-
  haired puppet and begins gesturing wildly toward 
  the far side of the room. The red-haired puppet 
  leans forward, as if trying to peer forward very 
  intensely, and then jumps back in surprise.
  Following her gaze, you notice a puppet in a 
  tattered coat standing in a corner of the room, 
  holding a piece of cheese above its head as four 
  surly rats circle it with cautious apprehension. It 
  appears as if the forces of the hat-puppet have 
  attracted some unlikely allies.
  Adventure
  
  The red-haired puppet and the cigarette puppet 
  discuss the appearance of a third party in their war 
  (the puppet with the rats), which mostly involves a lot 
  of exaggerated gesturing on the part of both of them. 
  Eventually, the red-haired puppet turns to the Fated 
  and motions for them to follow her to the edge of the 
  table farthest from the door. Once there, she points 
  down to the floor, where a group of a dozen puppets 
  are standing in a loose circle, awkwardly rolling dice 
  that are simply too large to be used with any sort of 
  finesse. With each roll, the puppets exchange large, 
  dirty coins, though there doesn’t seem to be any 
  actual rhyme or reason to their game.
  The Justice puppet motions down to the gambling 
  puppets, then back to a few stacked coins that an 
  overstuffed puppet is using as an impromptu bench. 
  The implication is that the Fated should use the coins 
  to purchase the service of the gambling puppets in 
  order to even the odds against the Seamus puppet. 
  The cigarette-smoking puppet then returns, grabs 
  the red-haired puppet by her hair, and drags her, 
  hopping backwards, away from the Fated so that 
  they can begin planning their offensive. 
  Adventure
  
  Scene 2:
  POKEY BITS
  In this scene, the Fated arrange to hire some 
  mercenary puppets to assist them in the upcoming 
  puppet war. If the Fated decide that the gambling 
  puppets aren’t worth their time and ignore them, 
  then skip this scene and proceed directly to Scene 
  3: The Puppet War. 
  The Coin of the Realm
  In order to hire the gambling puppets, the Fated will 
  first have to convince the overstuffed puppet sitting 
  atop the coins to move. It’s a bulky puppet, and it’s 
  been stitched in such a way to make it appear as if 
  it’s wearing a suit. 
  The puppet has no interest in the coming battle 
  and is quite comfortable on its makeshift bench. 
  The Fated can attempt to convince the puppet to 
  leave with TN 12 Bewitch, Deceive, or Convince 
  Challenge, or with a TN 14 Intimidate Challenge. 
  On a success, the overstuffed puppet makes a big 
  deal out of standing up and laboriously shuffling 
  away, allowing the Fated to get the coins they need. 
  On a failure, however, the overstuffed puppet shakes 
  its head, making it clear that it has no intention 
  of leaving. The only way for the Fated to get it to 
  move now is to rip it apart. If this happens (or if the 
  Fated just skip right to the fighting), the stats for the 
  Overstuffed Puppet can be found on page 27.
  Once the Fated have the coins, they can either 
  attempt to rig up some sort of elaborate lowering 
  mechanism involving string (requiring a TN 9 Notice 
  Challenge to find some string) or just push the coins 
  off the table and call it good. If they decide to push 
  the coins off the edge of the table, that’s the fastest 
  way to get them down to the floor, but if they don’t 
  have any puppets waiting down below to claim them 
  when they do so (in which case the waiting puppet 
  has to pass a TN 11 Evade Challenge to avoid being 
  struck by a falling coin and suffering 1 damage), then 
  the gambling puppets will have claimed the coins for 
  their own by the time the Fated get down there; see 
  The Outcast Puppets for more details.
  The Fated can climb up or down the leg of the table 
  with a TN 10 Athletics Challenge; on a failure, the 
  character makes no progress, but if the character 
  achieves a Margin of Failure, she falls all the way 
  to the ground and suffers 2/4/6 damage. If the 
  characters have string they can hold onto when 
  climbing down (and do not have knives or other 
  sharp weapons tied to their arms), they gain a + to 
  this Challenge. Attempting to climb while carrying a 
  coin imposes a - to this Challenge. 
  Tying a character up in string and then lowering 
  them down to the bottom requires a TN 10 Labor 
  Challenge from the character doing the lowering; 
  each additional character assisting them provides 
  a + to this Challenge. On a success, the character 
  is lowered just fine, but if the character achieves a 
  Margin of Failure, the string slips from the character’s 
  grip (no thumbs or fingers, remember) and the 
  character being lowered suffers falling damage as 
  noted above. 
  Alternatively, a character could just jump from the 
  top of the table down to the floor, in which case she 
  suffers falling damage as noted above.
  Adventure
  
  The Outcast Puppets
  Once the Fated have reached the floor, read the 
  following text: 
  If the Fated are active in mercenary circles, they 
  might recognize the puppets as being parodies of 
  the Viktorias, a pair of “sisters” who run one of the 
  most successful and sought-after mercenary groups 
  in Malifaux.
  If the Fated don’t have the coins when they speak 
  with the Viktoria Puppets (mostly likely because 
  they left them atop the table), then the sisters point 
  at the coins they were gambling with, pantomime 
  one giving a coin to the other, and then motion to 
  the Fated while making “gimmee” gestures. 
  If the Fated have the coins, they can attempt to hire 
  the Viktorias using the coins from the table above; if 
  they didn’t have anyone waiting on the floor to claim 
  the coins when they fell from the table, the Viktoria 
  puppets shake their heads when they’re offered the 
  coins and gesture in a manner that indicates that the 
  coins are theirs, according to the long-held puppet 
  law of “Finders Keepers.” The Fated can explain 
  the situation (again, using pantomime) and get the 
  mercenaries to relinquish their claim on the coins 
  with a TN 12 Bewitch or Convince Challenge, or 
  they can try to bully the mercenary puppets into 
  giving them back the coins (so that the Fated can, 
  in turn, give the coins back again as payment) with a 
  TN 15 Intimidate Challenge. 
  If the Fated succeed, the Viktoria puppets accept 
  the coins, add them to the stack of dirty coins they 
  had been using to gamble with, and agree to fight 
  alongside the Fated in the upcoming battle. They 
  seal the agreement with a puppet fist bump (since 
  they don’t really have hands to shake with). 
  If the Fated fail, then the two Viktoria puppets shake 
  their heads, indicating that they still believe that the 
  coins already belong to them. The one in the black 
  coat makes a shooing motion, indicating that she 
  wants the Fated to leave. If they refuse to leave – 
  or attempt to take the coins back from the Viktoria 
  puppets – then a fight breaks out as the mercenary 
  puppets move to defend their money. There are two 
  Viktoria Puppets and six Ronin puppets, and their 
  stats can be found on pages 28 and 29, respectively. 
  If the Fated fail the Challenge with a Margin of 
  Failure, the Viktoria puppets glance at each other, 
  then nod in silent agreement before attacking the 
  Fated. The life of a mercenary puppet is a difficult 
  one, and the extra weapons, thread, cloth, and 
  stuffing in the Fated should go a long way towards 
  repairing the injuries they sustain in battle.
  During the battle, the Viktoria puppets concentrate 
  their attacks upon the strongest Fated while the 
  Ronin puppets deal with everyone else.
  Once the Fated have dealt with the mercenary 
  puppets – for good or ill – they can either return 
  to the Justice puppet on the table (which requires 
  climbing back up top) or wait below the table for 
  Justice’s puppet army to climb down and begin the 
  march across the room toward the waiting forces of 
  the vile Seamus puppet. 
  On the floor, things look much different than 
  they did up on the table. There’s less light, and 
  dirt and cobwebs leave you feeling unclean 
  despite only being made of cloth. When a 
  spider nearly as tall as your waist peeks out from 
  a crack in the wall, it adds the final unsettling 
  detail to your unpleasant surroundings. 
  The tapping of wooden peg-legs draws your 
  gaze toward a small group of puppets that is 
  approaching you. They’re the ones you had 
  seen gambling earlier, though up close, you 
  can tell that they’re surprisingly well-armed. 
  Most have multiple knives strapped to their 
  backs or in place of their arms, all honed to 
  a gleaming sharpness. 
  The group is led by a duo of similar puppets, 
  both with blonde hair and more knives than 
  you would have thought it possible for a 
  puppet to carry. One is wearing pieces of 
  bright red armor, while the other is clad 
  in a long, black cloak. Almost like mirror 
  reflections of each other, they place their 
  hands on their hips and glower at you, as if 
  demanding an explanation for your presence.
  Adventure
  
  Scene 3:
  THE PUPPET WAR
  As both sides of the growing conflict finish amassing 
  their forces, the puppets under the control of the 
  Lady Justice puppet begin repelling down the table 
  and marching toward the toy chest being held by the 
  Seamus puppet. 
  Tabletop Escape
  If the Fated are on the top of the table, read the 
  following text: 
  If the Fated report that the mercenary puppets will 
  be joining them, the Justice puppet bounces up and 
  down with excitement and then leads the Fated back 
  to the rest of her assembled army. If the Fated report 
  a failure in recruiting the mercenaries, however, the 
  Justice puppet slumps over in defeat before leading 
  the Fated back to the rest of her forces. 
  Either way, the other puppets under the Justice 
  puppet’s command have tossed string over the edges 
  of the table and are repelling downward (or, in the 
  case of the larger puppets with sharp knife or claw 
  hands, being carefully lowered down) to the ground. 
  The Fated can climb down the strings with a TN 10 
  Athletics Challenge; they gain a + to this Challenge. 
  On a failure, the character makes no progress, but if 
  the character achieves a Margin of Failure, she falls 
  all the way to the ground and suffers 2/4/6 damage. 
  Allowing the other puppets to lower them down is 
  slower, but ensures that they reach the bottom in one 
  piece (and is more or less mandatory for puppets 
  with sharp things tied to their arms). 
  Once all the Fated are on the ground, proceed to the 
  Stitches and Stuffing section on page 17.
  Dust Bunnies
  If the Fated are on the floor, read the following text: 
   
  After the Justice puppet has been lowered down 
  to the floor (she doesn’t have any arms to climb), 
  she motions for the Fated to join them as her forces 
  march toward the toy chest. Proceed to the Stitches 
  and Stuffing section (pg. 17).
  The red-haired puppet returns for you, 
  flanked by two puppets wearing long coats 
  with small coffins strapped to their backs. 
  She assumes an inspiring pose as she 
  waits to learn how things went with the 
  mercenaries. 
  A piece of string falls down from the table, 
  followed by another and another, until 
  there are a dozen strings leading up to the 
  table that has been claimed by the red-
  haired puppet. One by one, the puppets 
  begin sliding down the strings like they were 
  ropes, quickly stepping aside once they 
  reach the ground so that the next puppet 
  can slide down after it. 
  To either side of the strings, other, larger 
  puppets – each of them securely wrapped 
  up in string – are being carefully lowered 
  down to the ground in a halting manner. 
  After a moment, you realize that all of these 
  puppets have arms that have either been 
  replaced with sharp weapons or that have 
  sharp weapons strapped to them; there’s 
  just no way they’d be able to climb down a 
  string without cutting it.
  Adventure
  
  Stitches and Stuffing
  As the puppets under the control of the Justice 
  puppet march forward, they’re met by the Seamus 
  puppet’s rotting forces and the battle between the 
  stuffed warriors begins. Read the following text:
  The Fated face off against two Rotten Belle Puppets 
  and three Punk Zombie Puppets; their stats can be 
  found on pages 30 and 31, respectively. After the 
  second of these rotten puppets has been killed, 
  however, a Bête Noire puppet appears.
  Read the following text when the second puppet is 
  killed: 
  The Bête Noire puppet effectively spends her turn 
  running into the combat and posing dramatically, so 
  she can’t take any Actions until her next turn in the 
  following round, when she attacks whichever Fated 
  seems like easy pickings. The stats for the Bête 
  Noire puppet can be found on page 32. 
  After the rotting puppets have been dealt with, 
  proceed to The Tyrant Appears on page 18.
  The red-haired puppet bounces up and 
  down as she hops backward, no doubt 
  trying her best to inspire her troops and get 
  them ready for the coming battle. Across 
  the room, you can see the rotting puppets 
  shuffling forward from their toy chest while 
  the Hatter puppet perches atop the chest 
  and makes a “hurry up” gesture with its 
  chicken bone. 
  The distinctive “pop” of cork guns signals 
  the first shots of the battle, the projectiles 
  knocking the front rank of shambling 
  puppets over and throwing tufts of rotten 
  stuffing into the air. The next rank just 
  crawls over their fallen brethren and 
  charges forward, and soon the puppets are 
  engaged in an epic battle as they slash and 
  cut at each other, ripping open stitches and 
  spilling stuffing all across the dirty floor. 
  The battle reaches you when a hulking 
  puppet with oversized claws for hands 
  is overwhelmed by a group of the rotting 
  puppets; it’s distracted by two puppets with 
  sizeable cloth bosoms, which provides 
  just enough of an opening for three knife-
  wielding puppets to descend upon it in a 
  flurry of sharp blades and ripped cloth. 
  When the hulking puppet finally falls, the 
  five rotting puppets turn their attention 
  toward you, their button eyes gleaming with 
  maliciousness. 
  As the rotten puppet slumps over, stuffing 
  bursting from its seams, a small object 
  about the size of an egg rolls in from the 
  surrounding fighting and bumps against 
  the fallen puppet. For a moment, it doesn’t 
  seem as if anything is going to happen, but 
  then it explodes with a small “pop” sound, 
  releasing a burst of dark smoke. 
  Through the smoky haze, you can see the 
  silhouette of a puppet with long black hair 
  rushing up to the fallen puppet. She almost 
  stumbles on her long, black dress, but by 
  the time the smoke has cleared a moment 
  later, the mysterious puppet has recovered 
  and is posing atop the fallen rotten puppet. 
  She raises her claw-like hands in the air, 
  then peeks out from behind the dark hair 
  hanging over her face to make certain that 
  everyone is suitably impressed with her 
  entrance. 
  Adventure
  
  The Tyrant Appears
  With the defeat of the rotting puppets, the Fated have 
  a chance to push forward and confront the Seamus 
  puppet… a chance that is stolen from them as one 
  of the Seamus puppet’s unreliable allies makes its 
  appearance. Read the following text: 
   
  The Hamelin puppet is controlling the rats as part 
  of a tenuous arrangement with the Seamus puppet, 
  and they are taking a heavy toll upon the forces of 
  the Justice puppet. The Fated square off against 
  the Hamelin puppet riding a rat (pg. 33) and three 
  Monstrous Rats (pg. 34).
  This will be a tough fight, but if the Fated succeeded 
  in recruiting the gambling puppets in Scene 2, then 
  their assistance shows up at the start of the second 
  round of Dramatic Time. Read the following text at 
  that time: 
   
  The Viktoria puppets kill the healthiest Monstrous 
  Rat and chase off another one, which should help to 
  even the odds of the battle quite a bit in the Fated’s 
  favor. If the Fated have already killed two of the 
  Monstrous Rats when the mercenaries appear, then 
  they kill a Monstrous Rat and send the Hamelin 
  puppet and its rat-mount scampering away (or just 
  kill his rat and chase after the Hamelin puppet). 
  Once the battle is over and the rats have been 
  defeated, proceed to The Redchapel Stitch-Ripper 
  on page 19.
  You wipe the stuffing from your foreheads 
  and take stock of the battle raging around 
  you. The forces of the red-haired puppet 
  seem to be fighting back most of the rotten 
  puppets, and a glance up at the toy box 
  reveals that the Hatter puppet is starting 
  to become agitated. He throws his chicken 
  bone into the heart of the battle, then takes 
  up a large bag and an even larger knife and 
  hops down to the floor to handle things 
  himself. 
  Just as you’re about to charge forward and 
  confront the puppet warlord, there’s a 
  horrifying squeak to your left as a huge rat 
  charges into the battle, knocking puppets 
  in every direction. A puppet in a wide-
  brimmed hat and duster attempts to crawl 
  away from the rat, but in the blink of an eye, 
  the rat snaps its teeth around the puppet’s 
  head, ripping it free of its cloth body in a 
  spray of fluffy white stuffing. 
  From atop the back of the rat, a sinister 
  puppet with a wide grin – it looks like it has a 
  pair of dentures in place of a mouth – looks 
  down upon you. It gestures to you with a 
  staff-like arm and three more monstrously 
  huge rats bound into the battle, their beady 
  eyes gleaming with violence.
  Just as one of the rats rears up in front of 
  you, preparing to rip you apart, sunlight 
  gleams off something above it. The rat’s 
  head snaps toward the gleam, just in time 
  for a puppet with blonde hair to come 
  down next to it, her knife slicing cleanly 
  through its head as her black coat flutters 
  around her. It’s the mercenary puppets!
  The puppet’s twin lands next her and stabs 
  a second rat in the flank, drawing a pained 
  squeak from the surprised animal. It starts 
  bounding away, and the two puppet twins 
  chase after it, waving oversized knives in 
  each hand as puppets on both sides of the 
  conflict leap for cover. 
  Adventure
  
  The Redchapel Stitch-Ripper
  Once the Fated have driven off the Hamelin puppet 
  and its rats, they can finally confront the Seamus 
  puppet. The rats scattered the combatants of both 
  sides of the fighting, so the Fated can safely take a few 
  moments to stitch themselves back together before 
  continuing onwards toward the enemy leader. 
  When the Fated are ready, read the following text:
  The large puppet with the meat cleaver is a Killjoy 
  puppet. It’s a belligerent puppet who doesn’t care 
  about the safety of its allies, which is why the Seamus 
  puppet is trying so hard to keep it pointed in the 
  right direction. As soon as he notices the Fated, the 
  Seamus puppet grins and prods the Killjoy puppet 
  in their direction. Stats for the Killjoy puppet and 
  the Seamus puppet can be found on pages 35 and 
  36, respectively.
  The Seamus puppet does his best to keep the Killjoy 
  puppet focused on the Fated. Once the Killjoy Puppet 
  is defeated, the Seamus puppet enters melee itself (if 
  it’s not already there). At the start of the fifth round of 
  combat, one of the Justice puppet’s allies launches a 
  desperate – and incredibly dangerous – assault against 
  the Seamus puppet. Read the following text:
  The enemy commander’s tall hat stands 
  out like a beacon amid the fighting of the 
  two puppet armies; you lose sight of it from 
  time to time, only to notice it again a short 
  distance away. By the time you finally close 
  in, the rotten puppets seem to be on the 
  verge of turning the tides of the battle. 
  Much of the shifting inertia can likely 
  be attributed to a massive puppet with a 
  lolling tongue and chains wrapped around 
  its arms. It’s over twice as wide as any of 
  the other puppets around it, and with each 
  swing of its meat cleaver, it cuts down every 
  puppet in front of it, friend or foe. The 
  Hatter puppet is lingering behind it, using 
  the tip of his knife to goad the larger puppet 
  forward as best he’s able.
  Suddenly, the battle is interrupted by a 
  terrible clanging sound. Far away from the 
  battle, in the kitchen, a puppet with long, 
  flowing black hair, a wide-brimmed hat, 
  and legs made from twin pistols is banging 
  a wooden spoon against a hanging pot. The 
  commotion more or less brings the battle 
  to a halt as all the puppets look up at the 
  noisy puppet in confusion. In response, 
  she removes her hat and waves it overhead, 
  as if signaling for something.
  There’s a commotion behind you, and 
  then puppets are leaping out of the way as a 
  thin puppet with a shock of white hair runs 
  toward the hatter puppet… and toward you. 
  A wooden sign around the thin puppet’s 
  neck reads “Loco,” but what’s most 
  noticeable are the four sticks of burning 
  dynamite which have been strapped to the 
  puppet’s body!
  Adventure
  
  The doomed Loco puppet charges toward the 
  Seamus puppet at full speed, so the Fated only have 
  a few moments to either stop it or flee from the site 
  of the impending explosion. Any Fated with loaded 
  ranged weapons can attempt a TN 10 Ranged 
  Combat Challenge to shoot the Loco puppet. On a 
  success, the puppet slows down as the force of the 
  projectile either knocks it down or spins it around, 
  but these are only delaying measures; the dynamite 
  is still burning down its wicks.
  After all the Fated have had the opportunity to fire at 
  the Loco puppet, they must all attempt TN 12 Evade 
  Challenges; the TN of this Challenge is reduced by 1 
  for every successful Ranged Combat Challenge the 
  Fated made against the Loco puppet. On a success, 
  the character manages to leap to safety. On a failure, 
  however, they are caught in the blast radius of the 
  exploding Loco puppet and suffer 3/5/7 damage.
  If the Fated attempt to douse the puppet (perhaps 
  by casting a spell with the Water Immuto), then 
  they’re able to extinguish all but one of the dynamite 
  sticks. The Loco puppet still explodes, but the 
  damage dealt to Fated that fail the Evade Challenge 
  is reduced to 2/4/5. 
  In any case, the blast ends up tossing puppets in all 
  directions, bringing a sudden and explosive end to 
  their battle.
  Adventure
  
  Scene 4:
  RESCUE MISSION
  The Swamp Witch keeps her fingers on the pulse of 
  fate, and as such, she’s rarely surprised by the events 
  unfolding around her. Thus, when she hears an 
  unexpected explosion within her house, she reacts 
  with far more surprise and anger than most other 
  people would in the same situation (which is to say, 
  a lot of surprise and anger).
  Read the following text as Zoraida rushes into her 
  hut to investigate the noise: 
  The Fated can slip outside without too much trouble 
  from Zoraida; she’s too distracted with berating 
  the Seamus puppet to give them much attention. 
  If any of the Fated deliberately attempt to gain her 
  attention (for whatever reason), then she snatches 
  the offending puppet up (treat this as an attack 
  against the Fated’s defense; she has an acting value 
  of 4 (17) on this attack), tosses it into the toy chest 
  with an ominous “I’ll deal with you later,” and slams 
  the lid shut. 
  The Fated can attempt to rescue their captured 
  friend, but approaching the toy chest requires 
  a TN 14 Stealth Challenge to get up to it without 
  attracting the Swamp Witch’s attention; those who 
  fail are snatched up and tossed in the chest with their 
  companions. Fated that make it to the chest without 
  being caught can force it open with a TN 14 Labor 
  Challenge, freeing their friends, but any puppet that 
  draws Zoraida’s attention a second time gets tossed 
  into the fireplace, rather than the toy box, and there’s 
  no coming back from that.
  After the explosion, everything is silent. 
  The floorboards where the Loco puppet 
  had been standing are blown away, exposing 
  the dirt and rock below, and small tufts of 
  white fluff slowly drift down from above like 
  snow. You see some puppets stirring as they 
  recover, and your gaze lands upon the Hatter 
  puppet as it staggers through the carnage in 
  a daze, holding its torn left arm beneath the 
  one that’s still attached to its body. 
  All at once, the door to the hut flies open, 
  sending feathery stuffing billowing away in a 
  blast of humid swamp air. The titanic form 
  of the Swamp Witch stands in the doorway, 
  her eye twitching as she takes in the scene 
  of devastation that used to be her home.  “I 
  should have known that you were involved,” 
  she hisses, striding forward and snatching up 
  the Hatter puppet in one bony claw. 
  “You are always a thorn in my side!” she 
  shouts, shaking the cowering puppet in 
  front of her face. “First that nonsense with 
  the Grave Spirit, and then the Gorgon… 
  why can’t you leave well enough alone?!” 
  As the Swamp Witch berates the terrified 
  puppet for its failings, you can’t help but 
  notice that the door to the hut is standing 
  wide open… and the witch doesn’t seem to 
  be paying any attention to you. 
  Adventure
  
  The Front Yard
  Once the Fated have slipped out of the hut, they 
  can hurry over to their hanging bodies and try to cut 
  themselves down. Read the following text: 
   
  The toads blanketing the clearing only croak if the 
  Fated get too close to them, which means that they’ll 
  have to carefully pick their way through the maze of 
  fat toads in order to reach the tree.
  This is handled with an Ongoing Challenge: 
  Avoid the Frogs
  •Skills Allowed: Acrobatics, Evade, Stealth
  •Target Number: 11
  •Duration: 30 seconds
  •Success Requirement: 8
  •Failure Requirement: 3
  Every time the Fated fail a Challenge, they get too 
  close to a toad, setting off a few annoyed croaks. If 
  they achieve a Margin of Failure, they bump into 
  one, causing it to croak in annoyance as it hops 
  backward and bumps into another toad, setting off a 
  chain reaction of croaking amphibians. 
  If the Fated succeed at this Ongoing Challenge, then 
  they reach the tree with their bodies without alerting 
  Zoraida to their activities. 
  If they achieve a catastrophic failure, however, the 
  noise of the toads attracts Zoraida’s attention and she 
  steps outside, looking suspiciously from side to side. 
  The Fated are small enough that hiding among the 
  toads isn’t a problem, and after a moment the Swamp 
  Witch just makes her way over to the tree, pulls the 
  knife from the tree, and guts Alex De Campo like a 
  strung-up deer. His innards tumble out of him into a 
  steaming heap, and once his pained death struggles 
  have ceased, Zoraida cuts him down from the tree, 
  jabs the knife back into its trunk, and drags him into 
  her hut as the toads watch impassively. 
  The air outside the hut is hot and humid, 
  and you can feel the stuffing in your artificial 
  bodies starting to absorb that moisture the 
  moment you step outside. A short distance 
  away, your bodies hang upside down from 
  the branches of a dead tree, two feet off 
  the ground, seemingly unconscious. Alex 
  De Campo is there, too, and as you look 
  toward him, he groans softly. A wicked-
  looking knife is stuck into the tree’s trunk.
  The swampy ground between you and 
  the tree is anything but clear, however; 
  hundreds of toads squat on the ground, 
  regarding you with wide, bulging eyes that 
  gleam with far more intelligence than you 
  would expect. As you step toward one, it 
  releases a loud, belligerent croak loud 
  enough to be heard back in the hut. You’re 
  not sure just how distracted the Swamp 
  Witch is, but if the toads start making too 
  much noise, you’re certain that she’ll come 
  investigate, and that means that whatever 
  small chance you have of getting back into 
  your bodies will be gone.
  Adventure
  
  Hanging Bodies
  The knife in the tree provides the Fated with a means 
  to cut down one of their hanging bodies, though they 
  could also use a blade that’s been strapped to one of 
  their arms. The ropes are tied to iron spikes that 
  have been nailed into the tree’s trunk, each of them 
  about four feet above the ground. The big trick is 
  getting the knife out of the tree and then climbing up 
  to the rope to cut it. 
  Climbing the tree requires a TN 8 Athletics 
  Challenge; on a failure, the character makes no 
  progress, but if she achieves a Margin of Failure, 
  she falls all the way to the ground and suffers 2/4/6 
  damage. A character with a weapon tied to any of her 
  arms suffers a - to this Challenge, but the weapon 
  can be easily removed to make the climb easier. 
  It 
  takes 
  one 
  successful 
  Athletics Challenge to reach 
  the knife, and a TN 10 Labor 
  Challenge to pull it free of 
  the tree (which causes both knife 
  and character to fall to the ground, dealing 2/4/6 
  damage to the latter). A second successful Athletics 
  Challenge allows the climbing character to reach 
  the iron spikes in the tree’s trunk, where the ropes 
  holding the hanging bodies have been tied off. 
  Alternatively, the Fated can try to climb up one 
  of the hanging bodies, though doing so is more 
  difficult due to a lack of handholds and a presumed 
  reluctance to scratch flesh with sharp knives; 
  climbing up to the rope in this way requires a boost 
  from another character to reach the hanging bodies 
  and then two TN 10 Athletics Challenges to reach 
  the rope around the body’s feet.
  Adventure
  
  Paradigm Shift
  Once the first Fated is cut down from the tree, that 
  character regains consciousness and the players 
  learn that the puppets do not actually contain the 
  souls of their characters. Read the following text to 
  the first Fated the puppets cut down, adjusting as 
  appropriate if the puppet matching the Fated didn’t 
  make it this far:
  The freed Fated can use the knife (either in the tree 
  or held by the puppets) to cut the other Fated down 
  from the tree. They all regain consciousness shortly 
  after being turned right-side-up, but their heads are 
  spinning and they’re in bad shape; in game terms, they 
  suffer a - to all duels until they’ve had time to rest. 
  The puppets seek out their human counterparts and 
  wave or otherwise attempt to get their attention. The 
  Fated – the actual human Fated – can abandon these 
  puppets to their (likely very unpleasant) fates or take 
  them with them. If they choose the latter path, the 
  puppets continue to mimic their larger selves and 
  will generally try to be helpful when possible, though 
  there’s still a bit of mischief to them, and it’s likely 
  that they’ll start to develop bad habits based on the 
  Fated’s personalities as time goes on. 
  If Alex De Campo is still alive, he announces that he 
  has changed his mind and doesn’t want anything to 
  do with the Swamp Witch; he just wants to get back 
  to Malifaux City and never go into the Bayou again. 
  He advocates for leaving as quickly as possible. 
  If Alex was killed and the Fated peek into the 
  windows of the hut, they see Zoraida inside, cutting 
  up his body with a large meat cleaver while a horrified 
  little puppet with a shock of red hair watches from 
  behind a large swamp onion. 
  Should the Fated decide to face off against Zoraida 
  in their current state, they’re likely in for a losing 
  battle. The Swamp Witch is a formidable opponent 
  at the best of times, and in their weakened state, the 
  Fated are unlikely to present her with much of a 
  challenge. Her stats can be found on page 37.
  Leaving the Hut
  Once the Fated have “returned” to their normal 
  bodies, there’s still an issue of the frogs squatting 
  around Zoraida’s hut. Fortunately, the frogs are 
  more willing to hop aside for full-sized characters 
  than tiny puppets, so as long as they move away from 
  the hut, the frogs will languidly hop aside and won’t 
  raise much of a commotion. If the Fated attempt to 
  approach the hut, however, they have to succeed at 
  TN 14 Stealth Challenges or the toads croak and 
  alert Zoraida to their presence, drawing her out of 
  the hut (and probably resulting in the deaths of the 
  Fated). 
  As the Fated leave Zoraida’s hut, they catch one last 
  glimpse of the Justice puppet in the window, happily 
  bouncing up and down. If she had arms, she’d likely 
  be waving farewell to them. 
  You’re snapped out of your unconsciousness 
  by a sudden jolt. Raising your hand to your 
  aching head, you realize that you’re still in 
  the swamp; there are toads surrounding 
  you in every direction, and you seem to be 
  outside a hut of some sort. 
  Looking around, you see your friends 
  hanging upside down from a gnarled old 
  tree, seemingly unconscious. From the rope 
  around your ankles, you’re fairly certain 
  that you had been hanging from the tree as 
  well, though you can’t seem to figure out 
  just how you escaped… at least, until you 
  see the puppets. They’re gathered around 
  you, staring at you in expectation, and one 
  of them – a puppet that looks alarmingly 
  like you – waves happily at you. 
  You’re not entirely sure what’s going on 
  here or just why these puppets seem to 
  have saved you, but you’re certain that 
  you’ve narrowly avoided a particularly bad 
  end. You’re not sure how long you have 
  until you’re discovered, but your head is 
  still spinning from your concussion and 
  you’re in no shape to fight. This might be 
  one of those times where discretion is the 
  better part of valor. 
  Adventure
  
  Conclusion
  If the Fated escape with Alex, he pays them any 
  money he promised them and tries to forget all 
  about the events that befell him in the swamp. If 
  the Fated go out of their way to mention Alex’s trip 
  into the swamp to Josué Ortega, the boy’s bravery 
  impresses the old man enough that he allows his 
  daughter to marry Alex. 
  If the Fated go into details and mention that Alex was 
  seeking out the Swamp Witch in order 
  to put a hex on his family and 
  get the wedding approved, 
  however, 
  then 
  things 
  take a sharp turn and 
  Josué puts two bullets 
  into the boy’s skull and 
  is promptly arrested by 
  the Guild. Distraught by 
  the death of her lover at 
  the hands of her father, 
  Haydée Ortega takes her 
  own life, bringing the story of 
  the two star-crossed lovers to 
  an unpleasant end.
  If the Fated choose not to speak to the 
  Ortega family about their Bayou trip, then 
  Alex is unable to earn Josué’s approval, and a 
  few days later the Fated overhear an Ortega talking 
  about her “idiot niece” that ran off and eloped with 
  a “stupid boy.” The two lovers flee to the Northern 
  Hills and set up a small home at the feet of the 
  Ten Peaks, where they live happily for two months 
  before they are both eaten by wild Hoarcats. 
  Adventure
  
  Fatemaster Characters
  Fatemaster Characters
  The following pages contain the 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. 
  These stat blocks should 
  provide Fatemasters with 
  everything they need to run 
  the adventure and provide 
  a challenge to the Fated. 
  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 should be noted that for the most part, the statistics 
  of the characters included in this section are adjusted 
  to reflect the size of the Fated during this adventure. 
  Few of the puppets listed here would be significant 
  threats for full-size Fated, and the Monstrous Rats, 
  in particular, have inflated stats to represent the 
  threat they pose to puppets. 
  The sole exception to this is Zoraida, the Swamp 
  Witch, whose stats are included here in case the 
  Fated foolishly decide to face off against her at the 
  adventure's conclusion.  
  
  Overstuffed Puppet
  This puppet isn't interested in the battles fought 
  between the Justice puppet and her hat-obsessed 
  counterpart. It just stays behind, counting on its 
  size and bulk to present enough of an intimidating 
  presence that the other puppets won't bother it. 
  Throughout their many battles, the Overstuffed 
  Puppet just lingers in the shadows, always watching, 
  always waiting for the right moment. 
  Unbeknownst to the other puppets, the Overstuffed 
  Puppet serves a master they could no more 
  understand than defeat. Patient and cunning, this 
  master lurks in the darkness, slowly corrupting 
  whatever puppets it can find, gradually building its 
  forces until the time is right to take its rightful place 
  atop the toy chest. 
  Of course, none of that means much to the Fated, 
  who just want the Overstuffed Puppet to move its 
  overstuffed bottom and let them get the coins they 
  need to hire some mercenaries. And that would 
  suit the Overstuffed Puppet's mysterious master just 
  fine, if it had any idea who the Fated were or what 
  they were trying to do. 
  Overstuffed Puppet
  Might
  3
  Grace
  -2
  Speed
  -1
  Resilience
  3
  Charm
  -2
  Intellect
  -1
  Cunning
  1
  Tenacity
  2
  Enforcer (7), Construct, Doll
  Defense
  3 (10)
  Walk
  4
  Height
  1
  Initiative
  1 (8)
  Willpower
  5 (12)
  Charge
  4
  Wounds
  8
  Skills: Athletics 1, Centering 3, Evade 1, Intimidate 2, 
  Notice 2, Pugilism 3, Scrutiny 1, Toughness 2.
  Armor +1: Reduce all damage this character suffers from 
  Ranged Combat attacks by +1, to a minimum of 1. 
  Gruesome Attack: All Critical Effects generated by this 
  character's attacks gain +.
  (1) Big Fists (Pugilism) 
  AV: 6 (13)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  (2) Show Ya the Table Up Close-Like (Pugilism) 
  AV: 6 (13)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 3/5/8 damage and becomes Dazed until the 
  end of Dramatic Time.
  Fatemaster Characters
  
  Viktoria Puppets
  The two Viktoria Puppets have attempted to model 
  their careers after what little they know about the 
  sisters they were created to mimic. Unfortunately, 
  Zoraida doesn't talk about the sisters too much, so 
  the puppets have been forced to fill in some of the 
  blanks themselves. Both agreed that wearing cool 
  costumes and posing a lot were absolutely things 
  that they should do, and they bonded over a mutual 
  appreciation for and talent with sharp knives.
  One of their greatest victories was during the Forty 
  Seventh Battle of the Cutlery Drawer, where the 
  twinned puppets were able to lead a small band 
  of rag-tag puppets to victory over the disorganized 
  forces of the Gremlin puppets. Returning back to 
  their hideout beneath the Comfortable Chair with 
  well over a third of Zoraida's kitchen knives, they 
  began hiring themselves out to the other puppets as 
  mercenaries and sellswords. 
  The biggest obstacle for the Viktoria Puppets thus 
  far has been trying to figure out what they should 
  do with all the coins they've been stockpiling. Thus 
  far, the best idea they've come up with has been just 
  throwing the coins at the other puppets, which if 
  nothing else ensures that they remain in circulation 
  so that the other puppets can continue to hire the 
  Viktoria Puppets to fight their battles. 
  Victoria Puppet
  Might
  3
  Grace
  3
  Speed
  4
  Resilience
  2
  Charm
  2
  Intellect
  1
  Cunning
  2
  Tenacity
  2
  Enforcer (8), Construct, Doll
  Defense
  5 (13)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
  4 (12)
  Charge
  6
  Wounds
  8
  Skills: Athletics 2, Barter 3, Carouse 1, Evade 3, Intimidate 3, 
  Leadership 2, Notice 2, Melee 4, Scrutiny 3, Toughness 3.
  Stab Happy: After damaging an enemy with a y attack, the 
  enemy gains the following Condition until the end of this 
  character's turn: "Perforated +1: When this character 
  is damaged by a Close Combat attack from a Victoria 
  Puppet, increase the damage by +1."
  Catch!: Friendly Dolls within a3 of this character may treat 
  their y attacks as if their range were z6.
  (1) Paired Serrated Knives (Pistol) 
  AV: 7 (15)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 3/4/5 damage. This weapon gains + to its 
  attack flips.
  (1) Bossy Puppet (Leadership) 
  Target friendly Doll immediately performs a 1 AP Action 
  of this character's choice. The target gains a + to any 
  duels resulting from this Action.
  Fatemaster Characters
  
  Ronin Puppets
  Ronin Puppets are mercenaries that roam the fringes 
  of Zoraida's hut, fighting for anyone with enough 
  coins to hire them. This can often be a difficult 
  profession, since the Viktoria Puppets tend to hoard 
  most of the spare change that the Swamp Witch 
  leaves laying around, ensuring that there just isn't all 
  that much of it in circulation at any given time. 
  Because of this, most Ronin Puppets accept IOUs 
  from their employers and can produce a stack of the 
  paper slips from beneath their coats at the drop of 
  a hat. Others keep their IOUs beneath their hats to 
  prevent them from being dropped.
  These puppets make up the bulk of the Viktoria 
  Puppets' mercenary forces. This is partially because 
  most of the other mercenary puppets are still lost 
  in the wilds out behind Zoraida's hut following the 
  disastrous Toad Slaying Campaign of '04.
  While the Ronin Puppets see themselves as tragic 
  figures struggling to survive in a hard world, most 
  of the other puppets consider them to be drama 
  queens. This is partially due to the Ronin Puppets' 
  tendency to commit seppuku by plunging their 
  knives through their chest. If that was the end of it, 
  nobody would mind; it's the writhing around on the 
  ground in exaggerated death spasms in an attempt 
  to attract attention that annoys their fellow puppets.
  Ronin Puppet
  Might
  2
  Grace
  1
  Speed
  1
  Resilience
  1
  Charm
  -2
  Intellect
  -1
  Cunning
  -1
  Tenacity
  1
  Minion (5), Construct, Doll
  Defense
  4 (9)
  Walk
  5
  Height
  1
  Initiative
  2 (7)
  Willpower
  3 (8)
  Charge
  5
  Wounds
  6
  Skills: Athletics 1, Evade 2, Melee 2, Notice 1, Pistol 2, 
  Stealth 1, Toughness 1.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1. 
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  (1) Kitchen Knife(Melee) 
  AV: 4 (9)  =========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  M Next Target: After damaging, this character may move 
  up to 4 yards in any direction.
  (1) Cork Gun (Pistol) 
  AV: 3 (8)  =========  Rg: z8  ====== Resist: Df 
  Target suffers 2/2/3 damage. Capacity 1, Reload 1.
  Fatemaster Characters
  
  Rotten Belle Puppets
  Rotten Belle Puppets are proof that even good 
  puppets can go bad. They claim that they were 
  originally beautiful showgirl puppets who were 
  brutally torn apart by the Seamus Puppet and then 
  reanimated in their current form, but nobody really 
  believes them (not even the Seamus Puppet). 
  No, it's far more likely that the Rotten Belle Puppets 
  were always rotten, always belles, and always a bit 
  smelly. They're constantly surrounded by buzzing 
  flies, and most have a noticeably musty odor to them.
  Despite these personal shortcomings, Rotten Belles 
  tend to be fairly popular among the other puppets. 
  They know just how to give someone a "come hither" 
  look and entice them into approaching closer, and 
  they're rumored to be particularly soft and squishy, 
  once you get over their slightly moldy odor. 
  Every so often, however, a Rotten Belle Puppet, its 
  ego boosted by the attention of her peers, will get it 
  into its head that it can seduce Zoraida and become 
  the power behind the throne in her hut. These 
  embarrassing displays usually end with a laugh from 
  the Swamp Witch before the puppet is cast into 
  the fire (if she's in a good mood) or with a grimace 
  before the puppet is cast into the fire (if she's in a 
  bad mood). 
  Rotten Belle Puppet
  Might
  2
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  2
  Intellect
  -3
  Cunning
  1
  Tenacity
  0
  Minion (5), Construct, Doll
  Defense
  4 (9)
  Walk
  5
  Height
  1
  Initiative
  4 (9)
  Willpower
  3 (8)
  Charge
  6
  Wounds
  6
  Skills: Bewitch 3C, Centering 1, Deceive 1, Melee 3, 
  Necromancy 3M, Notice 2, Scrutiny 1, Toughness 1.
  Moldy Stuffing: After this character is damaged by a y 
  attack, the attacker must either discard a card or suffer 1 
  damage.
  Pounce: When an enemy character ends a move within this 
  character's engagement range that is not part of a Walk or 
  Charge Action, this character may immediately take a 1 AP 
  melee attack against the character without spending AP. 
  (1) Broken Parasol (Melee) 
  AV: 5 (11)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage.
  (1) Lure (Necromancy) 
  AV: 5M (10M)  ===  Rg: 5 yards  ====  Resist: Wp 
  Move the target a number of yards equal to its Walk 
  toward this character.
  Fatemaster Characters
  
  Punk Zombie Puppets
  Occasionally, when a puppet is torn apart, stitched 
  together, and then torn apart and stitched together 
  again, and then blown up, tossed into the fire, 
  stamped out, and stitched together a third time, it 
  starts to get a bit surly. 
  These puppets are known as "garbage," but we're 
  going to call them Punk Zombie Puppets for the sake 
  of their feelings. Punk Zombie Puppets are mean 
  little dolls with a sadistic streak a mile wide. Their 
  own ruined visages and moldy bodies make them 
  sad, and the only way to feel better about themselves 
  is to hurt other puppets. 
  Armed with kitchen knives and bad attitudes, Punk 
  Zombie Puppets don't tend to have many friends. 
  On the rare occasions when a Punk Zombie 
  manages to overcome its sadistic tendencies, they 
  can be reliable and steadfast companions... right up 
  until their confusing new feelings of friendship and 
  acceptance cause them to react in the only way they 
  know how: by stabbing their new friend until these 
  confusing new feelings go away. 
  So, basically, Punk Zombie Puppets are jerks. They 
  smell moldy, stab anything that moves, and tattle on 
  their fellow puppets at the drop of a hat. Really, it's 
  no surprise that nobody likes them. 
  Punk Zombie Puppet
  Might
  2
  Grace
  2
  Speed
  1
  Resilience
  2
  Charm
  -4
  Intellect
  -3
  Cunning
  0
  Tenacity
  3
  Minion (6), Construct, Doll
  Defense
  5 (11)
  Walk
  5
  Height
  1
  Initiative
  3 (9)
  Willpower
  5 (11)
  Charge
  5
  Wounds
  7
  Skills: Athletics 2, Centering 2, Evade 3, Intimidate 2, Melee 
  3, Notice 2, Toughness 2.
  Df (C) He Started It!: After this character suffers damage, 
  make a melee attack against the attacker (if in range) after 
  resolving the current Action.
  Moldy Stuffing: After this character is damaged by a y 
  attack, the attacker must either discard a card or suffer 1 
  damage.
  (1) Kitchen Knife(Melee) 
  AV: 4 (9)  =========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  t Bad Attitude: After damaging, this character gains the 
  Focused +1 Condition.
  (2) Flurry 
  This character may discard a card to take three 1 AP 
  attack actions with a Close Combat weapon against a single 
  target.
  Fatemaster Characters
  
  Bête Noire Puppet
  The mysterious Bête Noire Puppet is a deadly 
  combatant and a notorious assassin. The other 
  puppets tell each other stories about all the horrible 
  things that Bête Noire will do to a puppet that comes 
  too close to her dark lair under The Bed, making it 
  a point to describe in detail how she enjoys slowly 
  ripping out its victim's stitches one by one. 
  Most of the time, the puppet telling these stories 
  is the Bête Noire Puppet herself; she frequently 
  removes the stuffing of her victims and hides inside 
  their cloth bodies, masquerading as the gutted 
  puppet until it's dramatically appropriate to burst 
  free and start cutting puppets down in a whirlwind of 
  sharp claws and panicked flailing. 
  Once she's ripped her prey apart, the Bête Noire 
  Puppet drags them under The Bed, where she hollows 
  them out and carefully stacks them atop the others. 
  Whenever Zoraida cleans under her bed, she gathers 
  up all of these fallen puppets and repairs them, much 
  to the great disappointment of the Bête Noire Puppet. 
  She doesn't understand why the Swamp Witch keeps 
  stealing her trophies and has started to resent her for 
  it. Some day soon, when Zoraida climbs out of bed 
  in the morning, there will be a reckoning.
  Bête Noire Puppet
  Might
  3
  Grace
  2
  Speed
  3
  Resilience
  0
  Charm
  -3
  Intellect
  0
  Cunning
  2
  Tenacity
  3
  Enforcer (7), Construct, Doll
  Defense
  6 (13)
  Walk
  6
  Height
  1
  Initiative
  6 (13)
  Willpower
  5 (13)
  Charge
  7
  Wounds
  6
  Skills: Acrobatics 2, Athletics 3, Notice 3, Pugilism 3, 
  Stealth 4, Thrown Weapons 2, Toughness 2, Tracking 2.
  Moldy Stuffing: After this character is damaged by a y 
  attack, the attacker must either discard a card or suffer 1 
  damage.
  Sense Stuffing: This character gains the Fast Condition 
  when a Doll is killed within 3 yards. 
  (1) Claw Hands (Pugilism) 
  AV: 6 (13)  ========  Rg: z8  ====== Resist: Df 
  Target suffers 2/3/4 damage. This weapon gains + to the 
  attack flip. 
  t Tear Up: After damaging, the target gains Slow. 
  M Marked for Death: After damaging, the target receives the 
  Dazed Condition until the end of Dramatic Time.
  (1) Time Out!  
  This character gains the following Condition until the 
  start of her next turn: "You Can't Attack Me: When an 
  enemy character targets this character with an attack, the 
  enemy character must pass a TN 11 Willpower duel or 
  the attack immediately fails."
  Fatemaster Characters
  
  Hamelin Puppet
  The Hamelin Puppet was once a normal puppet like 
  the other dolls that shambled around Zoraida's hut. 
  When his namesake was possessed by the Tyrant 
  Plague, however, the Hamelin Puppet's power grew a 
  hundred fold, enabling him to take command of the 
  rats of the hut, overwhelm the old witch with their 
  numbers, and then laugh victoriously as they gobbled 
  her up, granting him control over all of Malifaux.
  Of course, the plan might have worked better if the 
  Hamelin Puppet had attacked the actual Zoraida 
  and not just the puppet that looked like Zoraida. 
  Once the real Zoraida showed up - still towering over 
  him and a bit cranky over Plague's reappearance - 
  the Hamelin Puppet declared his victory and then 
  quickly scuttled out of sight before the Swamp Witch 
  noticed him.
  Since then, the Hamelin Puppet has been sticking to 
  the shadows, slowly building up his power base by 
  using scraps of discarded cheese to attract more and 
  more rats to the witch's hut. At night, he creeps up 
  into her bed and coughs in her face, hoping that this 
  will infect and weaken her enough for the Hamelin 
  Puppet to take control of her hut (again). 
  Thus far, the Swamp Witch has proven remarkably 
  resistant to the common cold, but the 
  Hamelin Puppet is a patient little 
  doll. For now, he's biding his 
  time, watching the witch 
  for the cough that will 
  herald her downfall 
  into sickness and 
  his rise to power 
  once she is out of 
  the picture. 
  Hamelin Puppet
  Might
  2
  Grace
  1
  Speed
  2
  Resilience
  3
  Charm
  2
  Intellect
  1
  Cunning
  2
  Tenacity
  2
  Enforcer (8), Construct, Doll
  Defense
  2 (13)
  Walk
  6
  Height
  2
  Initiative
  4 (12)
  Willpower
  4 (12)
  Charge
  8
  Wounds
  6
  Skills: Alchemistry 3, Athletics 2, Centering 2, Evade 3, 
  Husbandry 4, Melee 2, Music 2, Notice 2, Scrutiny 2.
  Rat Bully: Friendly Vermin beginning their turns within 
  a6 of this character gain the Focused +1 Condition.
  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 while taking Movement Actions.
  Nihilism: Whenever this character would gain a Condition, 
  it may choose not to gain the Condition instead.
  (1) Black Pencil (Melee) 
  AV: 4 (12)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/2/3 damage.
  (1) Creepy Singing (Music) 
  AV: 4 (12)  ======  Rg: 10 yards  ====  Resist: Df 
  Target gains the following Condition until the start of this 
  character's next turn: "Dancing Puppet: This character's 
  Speed and Charge Aspects are reduced by -2 and suffers 
  a - to all duels."
  Fatemaster Characters
  
  Monstrous Rat
  The Hamelin Puppet's pet rats are vicious creatures 
  that have been enticed into battle with the promise 
  of cheese. Rushing through the fighting puppets, 
  they're terrifying beasts of war, towering over the 
  smaller puppets like hulking war-mammoths. 
  Unlike war-mammoths, however, these rats are also 
  quite quick, darting away from awkwardly-wielded 
  knives to snap at the loose stitches of their would-
  be attackers. These attacks are dangerous, but 
  Monstrous Rats are at their most deadly when a 
  puppet falls to the ground near them; as one, the 
  rats descend upon the unfortunate puppet, ripping it 
  apart and swallowing its tiny button eyes and stuffing 
  until there's nothing left.
  As a result of this frenzied feeding, most of these 
  rats suffer from persistent tummy aches. The 
  Hamelin Puppet has done what he can to help them 
  feel better, but since it doesn't really understand 
  rat medicine (or any kind of medicine, really), this 
  mostly just involves forcing its black pencil down the 
  rats' throats to induce vomiting. 
  The rats do not enjoy this. 
  When not charging into the middle of a puppet 
  war, the Monstrous Rats mostly just hide out in the 
  corners of the Swamp Witch's hut, keeping to the 
  shadows and snatching up whatever bits of food 
  they can. They're more intelligent than most people 
  assume, and no matter how many of them Zoraida 
  kills with her broom, poisons, and magic, more 
  always seem to show up within a few days. 
  The Hamelin Puppet takes most of the credit for 
  this, as it seems to have at least a passing amount of 
  control over the vermin. Certainly it seems unlikely 
  that the rats are gathering for another reason, 
  especially in the Bayou, where they tend to be 
  relatively rare, compared to the legions of toads that 
  surround the Swamp Witch's hut. 
  But then again... who knows for certain? 
  Monstrous Rat
  Might
  3
  Grace
  0
  Speed
  3
  Resilience
  2
  Charm
  -5
  Intellect
  -1
  Cunning
  1
  Tenacity
  1
  Minion (6), Living, Vermin
  Defense
  4 (8)
  Walk
  6
  Height
  1
  Initiative
  1 (7)
  Willpower
  5 (11)
  Charge
  7
  Wounds
  8
  Skills: Acrobatics 1, Athletics 2, Martial Arts 2C, Notice 1, 
  Stealth 3, Wilderness 2.
  Plagueborn: This character is immune to the Blighted 
  and Infection Conditions.
  Quick: This character gains a + to any Challenges made to 
  resist a p and takes 1 less damage from p and b effects 
  (to a minimum of 1 damage).
  (1) Huge Yellow Teeth (Martial Arts) 
  AV: 5C (11C)  =====  Rg: y2  ====== Resist: Df 
  Target suffers 2/4/5 damage. 
  C Swarm: Immediately increase the final duel total of this 
  attack by the number of other Monstrous Rats that are 
  engaged with the target.
  Fatemaster Characters
  
  Killjoy Puppet
  This large puppet is stuffed with all sorts of disgusting 
  stuff, including - if the rumors are to be believed - 
  the rotting heart of a murderer. It's said that it is this 
  murderous heart (which may or may not still beat 
  within its cloth body, depending upon how many 
  drinks you've had before reading this) that drives 
  the puppet into its violent rages and fuels its bone-
  chilling hunger for the stuffing of other puppets.
  Armed with a massive meat cleaver and a hunger 
  that knows no end, the Killjoy Puppet is one of 
  Zoraida's most violent creations. It spends many of 
  its days roaming the distant lands of the Back Porch, 
  killing toads and chopping them up into bloody little 
  messes. It's even rumored that the Killjoy Puppet 
  once killed a Bayou gator that wandered too close to 
  the hut by cutting it open from the inside after being 
  swallowed whole. 
  Killjoy Puppet
  Might
  4
  Grace
  2
  Speed
  -1
  Resilience
  4
  Charm
  -5
  Intellect
  -2
  Cunning
  -1
  Tenacity
  4
  Enforcer (8), Construct, Doll
  Defense
  3 (11)
  Walk
  4
  Height
  1
  Initiative
  0 (8)
  Willpower
  6 (14)
  Charge
  4
  Wounds
  9
  Skills: Athletics 3, Barter 2, Centering 2, Flexible 2R, Heavy 
  Melee 2, Intimidate 2, Labor 2, Notice 1, Toughness 3.
  Stuffing-Crazed: This character may take the (2) Charge 
  Action as a (1) Action
  Eat the Fallen: When this character kills a target with its 
  Close Combat attack, this character heals 3 damage and 
  the target's remains are devoured (rendering them unable 
  to be raised as an Undead or harvested for parts). 
  Terrifying (Dolls) 12: Enemy Dolls must pass a TN 12 
  Horror Duel when they end a Walk Action within this 
  character's engagement range or target this character with 
  an Action.
  (1) Meat Cleaver (Heavy Melee) 
  AV: 6 (14)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 3/4/6 damage. 
  (1) Hooked Chain (Flexible) 
  AV: 4R (12R)  =====  Rg: z8  ====== Resist: Df 
  Target suffers 1/2/3 damage. 
  R Pull and Drag: After damaging, push the target towards 
  this character a number of yards equal to this character's 
  Might Aspet (minimum 1 yard).
  Fatemaster Characters
  
  Seamus Puppet
  The Seamus Puppet is one of the more active 
  puppets in Zoraida's hut. Whether that's due to the 
  mischievous nature of his namesake or just a result 
  of being crafted from bad materials, he's often the 
  one starting trouble for the other puppets.
  When not trying to take over the hut with his legions 
  of rotting puppets, the Seamus Puppet usually skulks 
  around Zoraida's spice rack, hoping to catch her off 
  guard with a scary face. It hasn't worked yet, but he's 
  confident that he'll surprise her some day. 
  The only puppets that willingly spend time with the 
  Seamus Puppet are the Rotting Belle Puppets, which 
  he bosses around without regret. They're usually 
  fairly obedient, but every so often, one will refuse 
  to follow his orders, which usually ends up with the 
  Seamus Puppet chasing her around the floor of the 
  hut, swinging wildly at her with his knife as she tries 
  her best to stay one step ahead of him. 
  Seamus Puppet
  Might
  1
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  2
  Intellect
  1
  Cunning
  2
  Tenacity
  2
  Enforcer (8), Construct, Doll
  Defense
  5 (13)
  Walk
  5
  Height
  1
  Initiative
  5 (13)
  Willpower
  4 (12)
  Charge
  6
  Wounds
  7
  Skills: Carouse 1, Evade 3, Intimidate 4, Melee 4, 
  Leadership 2, Necromancy 2, Notice 3, Pistol 4, Scrutiny 
  2, Stealth 2, Stitching 2, Toughness 2. 
  Hide and Seek: This character deals +1 damage against 
  puppets that are more than 3 yards away from any of 
  their allies. 
  Terrifying (Dolls) 12: Enemy Dolls must pass a TN 12 
  Horror Duel when they end a Walk Action within this 
  character's engagement range or target this character with 
  an Action.
  (1) Serrated Knife (Melee) 
  AV: 3 (9)  =========  Rg: y1  ====== Resist: Df 
  Target suffers 3/4/5 damage. 
  M Bored Now: After damaging, this character may move up 
  to 3 yards away from the target.
  (0) Terrorize (Intimidate) 
  AV: 6 (14)  ======  Rg: 6 yards  ====  Resist: Wp 
  Target gains the following Condition until the start of 
  this character's next turn: "Terrified: This character 
  has - on all attacks it makes against any character with 
  the Terrorize Manifested Power." Characters with the 
  Relentless Talent are immune to this Condition.
  Fatemaster Characters
  
  Zoraida
  Desperation drives the men and women of Malifaux 
  into the Bayou in search of the Swamp Witch, 
  Zoraida. Those that survive the dangerous trek 
  through the swamp invariably find that the Swamp 
  Witch not only knows their names, but that she has 
  been expecting them. 
  The bargain is the same no matter what her 
  visitor seeks: a game of cards. Zoraida wagers the 
  information or boon her visitor seeks, while they are 
  forced to give up something that she wants... which 
  is almost always something her visitor cannot survive 
  parting with. 
  It's not a hopeless gamble, and some people do 
  leave her hut with their dreams fulfilled... but far 
  more end up slowly cooking in the Swamp Witch's 
  cauldron. 
  Zoraida, the Swamp Witch
  Might
  2
  Grace
  1
  Speed
  1
  Resilience
  4
  Charm
  2
  Intellect
  3
  Cunning
  6
  Tenacity
  5
  Master (13), Living, Swampfiend
  Defense
  5 (18)
  Walk
  5
  Height
  2
  Initiative
  5 (18)
  Willpower
  7 (20)
  Charge
  5
  Wounds
  10
  Skills: Alchemistry 3, Counter-Spelling 4, Enchanting 4, 
  Evade 3, Gambling 2, Harness Soulstone 3, History 4, 
  Homesteading 2, Melee 1, Necromancy 5M, Notice 
  4, Prestidigitation 3, Scrutiny 5, Sorcery 2, Stitching 4, 
  Toughness 4, Wilderness 3.
  Df (M) Regret: After this character suffers Moderate or 
  Severe damage, the attacker's turn immediately ends.
  Beguiling Enchantments: All attacks made against 
  this character receive - unless they benefit from the 
  Focused Condition.
  Swift: This character generates an additional General 
  AP on her turn. 
  (1) Voodoo Pins (Melee) 
  AV: 3 (16)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/5 damage and gains Poison +2. 
  (1) Obey (Necromancy + Charm) 
  AV: 7M (20M)  ===  Rg: 12 yards  ===  Resist: Wp 
  The target performs a 1 AP Action controlled by this 
  character. This Action may not force the target to 
  sacrifice itself directly but can cause her to take Actions 
  against her own nature. 
  MM Master of Manipulation: After succeeding, take this 
  Action again against the same target.
  (1) Confusion (Necromancy + Charm) 
  AV:  7M (20M)  ==  Rg: 12 yards  ====  Resist: Df 
  Target gains the following Condition until this character 
  uses this Action again: "Confusion +1: This character 
  suffers a -1 penalty to her final duel totals. Whenever this 
  character declares a Walk or Attack Action, increase the 
  value of this Condition by +1 after resolving the Action."
  Fatemaster Characters
  
  Cork Gun
  Targets struck by this weapon take the Drop Prone Action.
  Ammunition: This weapon uses a piece of cork as 
  ammunition, which is fortunately attached to a long 
  string, allowing the wielder to pull the cork back to her 
  and reload the gun.
  The standard small arm among puppets, this weapon 
  is a toy gun that uses spring pressure to fire a cork 
  projectile at its wielder's target. The cork packs quite 
  a punch when used against a stuffed target, often 
  knocking it right off its feet while making a satisfying 
  "pop" sound.
  Toy Bow & Arrows
  This weapon does not need to be reloaded, as that is part 
  of the firing procedure.
  Ammunition: This weapon uses sharpened pencils. It 
  comes with ten of them. 
  This flimsy bow was originally intended to fire 
  suction-cup arrows, but the puppets have swapped 
  out those non-lethal projectiles for pencils that have 
  been sharpened to a narrow point and notched on 
  the opposite end. 
  Rubber Band Gun
  Ammunition: This weapon uses rubber bands. It comes 
  with ten of them. 
  This weapon consists of a wooden cut-out of a gun 
  with a clothespin attached to the top. When a rubber 
  band is pulled back from the end of the "muzzle" and 
  held in place by the clothespin, the gun is "loaded" 
  and can be fired simply by releasing the clothespin, 
  sending the rubber band flying. 
  Pepper Grinder
  Ammunition: This weapon essentially has unlimited 
  ammunition. The wielder still has to periodically stop and 
  grind more pepper, however, which counts as reloading. 
  This fearsome weapon isn't actually functional, but 
  all the puppets pretend like it is, and that's what 
  really counts, right? Don't sneeze!
  Huge Hold Out Pistol
  Ammunition: This weapon is an actual pistol, and it uses 
  actual bullets. It comes with five of them.
  The puppets have found a gun that belonged to one of 
  Zoraida's victims! It's a bit awkward for puppets to use, 
  but its stopping power more than makes up for that.
  WEAPON
  RANGE
  DAMAGE
  CAP.
  RELOAD
  SPECIAL
  Cork Gun (Pistol)
  z 8
  2/2/3
  1
  2
  See description.
  Toy Bow & Arrows (Archery)
  z 8
  2/2/3
  -
  -
  See description.
  Rubber Band Gun (Long Arms)
  z 12
  2/3/4
  1
  2
  -
  Pepper Grinder (Shotgun)
  z 7
  2/3b/4b
  3
  3
  -
  Huge Hold Out Pistol (Heavy Guns)
  z 14
  5/7/9
  4
  4
  -
  Ranged Weapons
  Puppet Weapons
  Below are the Puppet Weapons available for this adventure.
  Fatemaster Characters
  
  Kitchen Knife
  These sharp knives are staples among the various 
  puppets that live in Zoraida's shack. They can either 
  stab or cut, and they're simple enough that even the 
  slower puppets can grasp how to use them without 
  any training. When in doubt, go with a knife!
  Large Needle
  As a (1) AP Action, this character can heal 1 damage on 
  an adjacent Doll.
  Long ago, this needle was likely used to mend the 
  Swamp Witch's clothes or to stitch up puppets that 
  had become torn and frayed through everyday use. 
  Now, it is just as much a weapon as anything else the 
  puppets use to tear each other apart, but a clever 
  puppet can still use it to stitch up an injured friend.
  Oversized Claws
  This weapon takes up both arms.
  These large claws are sharp and almost as large 
  as some of the smaller puppets in Zoraida's hut. 
  Unfortunately, their size also makes them a liability; 
  if a puppet only wears one claw, its weight invariably 
  tips the doll over to one side, necessitating the 
  presence of a second claw to balance the load. Once 
  the puppet is able to keep itself upright, however, 
  these claws make for a potent weapon.
  Switchblade
  This weapon takes up both arms.
  This weapon gains + to its damage flip if this attack is 
  not part of a Charge.
  Switchblades are similar to kitchen knives, save 
  that they tend to be larger, sharper, and more 
  dangerous than their more mundane cousins. 
  In theory, these weapons can be automatically 
  snapped open by pressing a button or switch on 
  the handle, but most puppets just leave them open 
  to avoid having to go through the awkward process 
  of snapping them closed. 
  String & Fish Hook
  After hitting, you may choose to pull the target into 
  physical contact with you.
  This weapon is a small pole, which is attached to a 
  length of string with a large fishing hook at the end. 
  It functions more or less like a fishing pole, with 
  the wielder 'casting' the line in the direction of their 
  target. Once the target is hooked, the wielder can 
  pull back on the pole to yank the target closer, often 
  with a great deal of stumbling and pin wheeling arms 
  on the part of the hooked puppet. 
  WEAPON
  RANGE
  DAMAGE
  SPECIAL
  Kitchen Knife (Melee)
  y 2
  2/3/4
  -
  Large Needle (Melee)
  y 1
  1/2/4
  See description.
  Oversized Claws (Heavy Melee)
  y 2
  3/5/7
  -
  Switchblade (Heavy Melee)
  y 2
  3/4/6
  See description.
  String & Fish Hook (Flexible)
  y 4
  1/2/4
  See description.
  Melee Weapons
  Fatemaster Characters
  
  Player Name
  skill
  DefeNse
  Walk
  armor
  Charge
  WillPoWer
  might
  iNitiative
  iNtelleCt
  graCe
  Charm
  sPeeD
  CuNNiNg
  resilieNCe
  teNaCity
  physical
  physical
  mental
  mental
  av
  ratiNg asPeCt
  fateD Name
  Brush
  CurreNt Pursuit
  Pursuits
  CharaCteristiCs
  WouNDs
  height
  Name
  sPeCial
  av
  raNge
  reloaD
  CaPaCity
  triggers
  Damage
  tN
  Name
  sPeCial
  av
  raNge
  reloaD
  CaPaCity
  triggers
  Damage
  tN
  Construct, Doll
  1
  ASPECTS
  ASPECTS
  ATTACKS
  ATTACKS
  DERIVED ASPECTS
  DERIVED ASPECTS
  SKILLS
  SKILLS
  
  taleNts / maNifesteD PoWers / magiCal theories
  allegiaNCe DestiNy
  CarD
  DESTINY
  DESTINY
  BoDy DestiNy
  CarD
  root DestiNy
  CarD
  miND DestiNy
  CarD
  eNDeavor DestiNy
  CarD
  GRIMOIRE
  GRIMOIRE
  sCriP
  masks
  TWIST DECK
  TWIST DECK
  tomes
  rams
  CroWs
  equipment
  equipment
  magia
  immuto
  sPeCial
  
  Deep within a shack at the heart of 
  the Bayou, a deadly war rages over 
  which 
  animated 
  voodoo 
  puppet 
  will retain control over the Swamp 
  Witch’s toy chest. The two leading 
  sides in the conflict have fallen into 
  a stalemate, but now, the balance of 
  power will be  shifted by the arrival of 
  new puppets... puppets that look an 
  awful lot like the Fated...
  No Strings Attached is a fun One 
  Shot adventure for the Through the 
  Breach roleplaying game. It requires 
  the Fated Almanac to play.
  WYRD-GAMES.NET
  © 2005-2016 Wyrd Miniatures, LLC
   OMG...
  PUPPETS
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - No Strings Attached.pdf