The Stump
LocationMucklands Sandbox Campaign Setting · p.391
Open source p.391Hex 16.8. A multi-room hive of wily creatures, all (mostly) loyal to the old boggart woman known simply as the Stump Witch. It is from this massive rotted stump of an ancient wurlwood tree that the Stump Witch rules over her cronies like a crime boss. She specializes in the evil arts, and the manipulation of weak minds to achieve her wild whims.
THE STUMP WITCH
Considered by most gnomes and fellow witches to be the most powerful WITCH (L9-C) in the Used T'Be Forest, perhaps even all the Mucklands. As she's surrounded by a cadre of familiars and tricksters, it is quite difficult to gain an audience with the Stump Witch, and her power and influence are considerable. Some say she could cure the Mold Sickness if she so desired, or even extinguish the Witchbreath outright.
- Traits: Playful, terrifying mean streak, tough negotiator.
- Motivation: Acquire curious things and collect Magic objects, especially garish hats, to enjoy.
MOGO THE TOAD
An enormously fat MERGA TOAD (L5-B) and the most beloved of the Stump Witch's company. She spoils him, dotes on him, and always takes his side. Although “his side” is usually whatever she determines it to be. Mogo is a toad after all.
- Traits: Absurdly lazy, loyal, goofy.
- Motivation: Live well at the side of his beloved master.
URMATHA THE SPINE
A pale, molting CLUNCH DRAGON (L7-B) coiling her enormous bulk around the roots and hollowed out wurlwood hallways of the stump. Her head comfortably rests on a slew of throw pillows, as she carefully eyes those that enter the audience chamber of the Stump Witch.
- Traits: Lethargic, cranky, cruel sense of humor.
- Motivation: Enjoys watching folks squirm in the presence of her beloved master.
rumors
- A rival WITCH is imprisoned in a cage of roots beneath The Stump, for crimes of embarrassment against her ladyship.
- The Stump Witch's treasure hoard is said to be hidden in the belly of a giant toad.
- The Stump Witch has an affinity for hats and has a private collection rivaling any royal's.
- You better know the password before entering the Stump or you could be in for a world of hurt.
PIGWISH
The ORCH (L5-G) bone-reader for the Stump Witch. Oft derided and abused, Pigwish dutifully does his master's bidding, but he secretly foresees a day when the Stump Witch shall be dethroned by a mysterious outsider, and so, he waits.
- Traits: Mysterious, worrywart, giggles excitedly.
- Motivation: Live to see the foretold usurper dethrone the Stump Witch.
quests
A FAVOR FOR A FEZ
Whatever you may want from the Stump Witch, she'll only do it if you steal a prized hat for her—the Black Fez of Klengwyr the VAMPIRE, at his castle in Trollridge. The Black Fez is said to be an ancient artifact of necromantic power! Acquire this hat, and the Stump Witch will do any favor in return.
MAKE NO BONES ABOUT IT
The ORCH dwimmercrafter called Pigwish tosses a bag of rat bones onto the floor and consults them. Suddenly, he goes wild, gibbering frantically. The Stump Witch translates the outburst into a weird omen: “Where the moon grins and the air thins, they'll find the winged- woman's crown.” Pigwish foretells that you will travel to the Blunder Bluffs and steal the crown of Hagra the Harpy Queen from her head and bring it to the Stump Witch, who will then become the Harpy Queen.
- The bones never lie. So should the PCs refuse, the Stump Witch transforms one of them at random into a talking newt.
URMATHA'S CHILDREN
If you have completed any quests for the Stump Witch, Urmatha sheepishly makes a request. Will you venture south into the swamps for her, check on her children, and give them aid should they need it? She has not seen them in decades. One lives in Orchmire, one in Boiling Lake, and one in Puddlejump. In return, Urmatha will give each PC a Magic item.
- The daughter in Orchmire (p168) has been captured by ORCHES. She is a shadow of her former self, an emaciated pet.
- The son in Boiling Lake (p362) is cantankerous and unfriendly, ready to attack anyone that approaches.
- The daughter in Puddlejump (p172) is ill with a cough from the Witchbreath.
WOLVES OF THE WASTE
A WEREWOLF called Theor enters the Stump. All cower in fear for a moment, save the Stump Witch, but Theor bows and kneels before her. He seeks revenge upon Ulgos the Blackmane, a notorious WEORG, for stealing the Moon of Mardovia, a Relic said to have the power to control the phases of the moon. He would take the artifact back himself, but Theor is CURSED to never slay another wolfen creature. He offers 1 pouch of Ancient Coins. The Stump Witch sighs uninterestedly and beckons you to do the werewolf's bidding.
- Ulgos the Blackmane is the deadliest WEORG (L10-C) in the Used T'Be Forest, and nearly untouchable, always surrounded by a formidable pack of WEORGS. He leads incredibly coordinated attacks on settlements and mining operations, and has drawn the ire of every corporation. Subterranean Pits and Lairs LLC has a bounty on him for 2 pouches of Silver Coins.
- Ulgos the Blackmane was an ally of Theor's, but they had a falling out over the Moon of Mardovia as Ulgos coveted its power.
- Named for Mardovia, the wolf matron of a long-dead civilization, the moonstone not only can control the moon phases, it grants Attack, +5 Dread, and Block while under moonlight.
lair layout
AREA 1: THE WURLWOOD DOOR
The seemingly unguarded entrance to the Stump, a natural hole between the massive roots of the old tree.
- The Stump Witch put a hex on the door. A riddle is carved into the tree above the door that reads: “When is a door not a door?”
- Answer: When it is ajar.
- Anyone who tries to enter without speaking the password is struck by a bolt of electricity ( Dread).
AREA 2: THE HOLLOWED HALLS
Inside the darkened hallways that spiral around the building, a long, molting white critter coils its body like a snake. The bulk of the critter winds through most of the halls.
- The coiled, white critter is Urmatha, a sickly albino CLUNCH DRAGON. Stepping over and around her requires a Sneak Check. Urmatha can sense the intentions of anything she touches.
- If Urmatha determines the PCs have ill intentions, the Audience Chamber goes on high alert.
- The walk is circuitous and confusing. It's easy to get lost down hollowed out roots that lead to nowhere. PCs can hear faint, raucous laughter, but it's hard to tell from where without a Perception Check.
- MUCKLAND BATS flap around near the ceiling and SINGE VIPERS slither on the ground. Although unsettling, they don't attack unless the Stump Witch commands them.
AREA 3: THE AUDIENCE CHAMBER
A circular chamber with a raised dais where the Stump Witch presides on her comfy, plush throne. Nearly always packed with a rogue's gallery of creatures and critters, they vie for the privelege to impress and entertain her.
- The Stump Witch is usually found reclining on her throne stroking Mogo the Toad, seated beside her.
- Pigwish scrambles to and fro, waiting on the WITCH. When he has a moment to himself he consults his rat bones as if rolling them to calculate some unknown fate.
- Urmatha lazily rests her eyes while chaos ensues around her.
- Merrymaking KOBOLDS, boggles, YOWLJACKS, and ORCHES make up the majority of the crowd.
- The grates on the floor can be opened by the Stump Witch with a flick of her wrist. Anyone standing on them falls into the Oubliette (Area 6).
AREA 4: THE LOUNGE
A smoky, palatial room full of pillows and translucent curtains draped all around.
- This is where the Stump Witch escapes prying eyes and cloying tongues to rest or hold clandestine meetings.
- The atmosphere is warm and cozy, magically so, in fact: anyone who falls asleep here will not wake for days due to the faerie smoke.
- An assortment of unfamiliar fruits sit in copper bowls.
- There's a 1-in chance that a fruit causes a random CURSE (see Curses table in Core Rulebook), otherwise they heal Courage.
- The Stump Witch's hat collection is quite impressive. There are hats of every style and color imaginable and many are Magic.
##### random hats
The Toiler's Trouble: A green felt WITCH hat
- 1. that grants Advantage on Alchemy Checks, and every crafted consumable produces double the uses.
- 2. The Dowager Dandy: A red feathered fedora festooned with crystal beads. Frankie's Place: A pink and purple conical
- 3. princess hat with a worm named Frankie living inside, running a tiny, divey tavern.
- 4. Barnaby's Rabbit Dispenser: A blue-gray wizard's hat that always has rabbits in it.
- 5. Stovepipe Peewee: A tiny, black velvet stovepipe hat once owned by a FAERIE prince. Ten Gallon Ted: A tall, tan wide-brimmed hat
- 6. with the big, loud personality of a ZOZO BIRD wrangler.
AREA 5: THE APOTHECARIUM
A workroom adjacent to the Lounge, lined with shelves full of potions and reagents of all kinds.
- Several tables are covered in elaborate winding glass tubes and beakers, alchemical tomes, and jars of Herb Components from all over the Mucklands.
- There is an entire shelf full of spell scrolls.
AREA 6: THE OUBLIETTE
A dark, dank hole beneath the Audience Chamber. Everything is completely quiet—maddeningly quiet. A few dusty skeletons lie crumpled in the dark corners. Fetid food litters the floor.
- The Stump Witch has hexed the Oubliette:
- All sound is silenced.
- The stone walls are slippery and Checks to climb out suffer Disadvantage.
- A boggle WITCH named Zardruna is trapped in a cage of roots. Zardruna has figured out a way to break the hex of silence, but it only will last 30 minutes.
- A KOBOLD named Hammig is attempting to dig a hole out of the Oubliette and has made decent headway. He figures a couple more weeks of digging while the Audience Chamber sleeps and he'll reach the surface.