Many thanks to Lorena,
Yochai, David, Brian, and
everyone else for your
support! Follow along
@ememyco for more!
THE
FANGWITCH’S
FALLS
The Fangwitch’s Falls is a pointcrawl adventure by Em (https://
ememyco.itch.io). For use with Cairn (https://cairnrpg.com/) or the
fantasy adventure game of your choice. Created for the Random
Adventure Jam 2021 (https://itch.io/jam/random-adventure-jam/
entries). All text and images are licensed under CC-BY-SA 4.0.
(https://creativecommons.org/licenses/by-sa/4.0/).
1
There is something behind the Falls.
When it shifts and writhes, the Fangwood
trembles and the River Fang swells its
banks. The flood will come, soon enough...
2
THE FANGWITCH
A coiled and spined thing the size of a baleen whale. Destructive,
though not necessarily malicious. It resides behind the Falls.
The Fangwitch is a/an… The Fangwitch wants to…
1 Fruiting body of a vast mycelium 1 Escape to the ocean or Fissure
2 Extra-dimensional parasite 2 Slumber once more
3 Thawed primordial creature 3 Reproduce/replicate new spawn
4 Mutated magic-user 4 Devour all the earth has to offer
5 Environmental fail-safe 5 Feel a sense of belonging
THE MASK
A heavy mask carved from a singular scale of some unknown
creature. The old stories say that it can stop the Fangwitch.
Is now… It can…
1 Guarded by the Beast (p. 10) 1 Summon another Fangwitch
2 In the belly of Gol (p. 9) 2 Gigantify or shrink the wearer
3 A Yamuna family Heirloom (p. 11) 3 Induce eon-long magical slumber
4 At the bottom of the Lake (p. 12) 4 Open a portal to prehistory
5 Hidden away by the Seer (p. 8) 5 Cast Earthquake
3
The Fangwood
4
MAP KEY
1: MAHRUKO 5: YAMUNA HOUSE
quiet town, foggy, populace cozy, mint garden, lots of
on edge, uniformal homes. knickknacks, fancy table set,
wicker furniture, fresh fruit.
Calamity: Wild animals hunt
through the town square. Calamity: Partial collapse,
traps a sister inside.
2: OLD WELL 6: TAGO LAKE
rodent nests, crumbling wall, thick reeds, dragonflies, calm
very dusty, muted laughter water, ancient stone idols,
from below, lavender fields. lush beds of green algae.
Calamity: The Seer and Calamity: Floods open a
their things wash up on the wide path to the sea.
shores of the Lake, attracts
Witchspawn scavengers.
7: THE FALLS
heavy layers of obscuring
3: CEMETERY mist, deafening crustacean
knee-deep flooding, colorful symphony, ocean foam scent.
and vibrant gravestones, low
moans, bobbing caskets.
CALAMITIES
Calamity: Flood carries dirt,
caskets, stonework, ghouls Roll 1D6 every 1D6 days.
and fungus into Mahruko. The corresponding location
suffers a Calamity as a result
of the thrashing Fangwitch.
4: DEEP WOODS
dense canopy, low visibility,
old talismans, flashing lights The Fangwood itself can only
beyond the treeline. withstand 3 Calamities before
totally collapsing into the
Calamity: Old ward magics flooded earth.
shatter, the Beast is free.
5
Mahruko
Rumors…
1: The Old Well (p. 8) is haunted by several feuding ghosts.
2: Amelin’s (p. 7) new fish bait is suspiciously irresistible.
3: Blue lights dance through the Deep Woods (p. 10) at night.
4: No one has heard from the Gravetender (p. 9) in days.
5: The sisters (p. 11) are great hosts but are not to be trusted.
6: Dragonflies know the best fishing spot on the Lake (p. 12).
Events…
1: Unprecedented landslides block the roads out from town and
the Fangwood, supplies start to run low.
2: Traveling stranger buys an evening of free drinks for everyone
at the Coiled Mare.
3: Influx of refugees arrive from nearby, their town was recently
swallowed up by a sudden sinkhole. Tensions rise.
4: Everyone dreams the same dream, a cacophonous vision of
the Fangwitch thrashing in its chamber.
6
Some Townsfolk…
Keecha 4 HP, 1 Armor, 10 STR, 10 DEX, 12 WIL.
Herbalist, willowy, does not venture
past the lake, lacks reagents, on the
hunt for Gari (p. 19), she would like to
(1-2: adopt; 3-4: eat; 5-6: study) him.
Solkou 5 HP, 0 Armor, 8 STR, 10 DEX, 13 WIL.
Violinist, only plays at night, songs
foretell the location of next calamity,
craves inspiration, wants to travel
with the party into the Fangwood.
Amelin 4 HP, 0 Armor, 7 STR, 8 DEX, 14 WIL.
Fishmonger, warm and welcoming to
customers (and customers only), owes
a large gambling debt to Fern (p. 19)
and her gang of local toughs.
7
Old Well
• Moss-covered well in a lush field.
Leads to cramped candle-filled space.
• Skeleton 1: Cowering under a moldy
blanket in the corner. Scribbled terse
messages in faded chalk, a warning.
• Skeleton 2: A skull (The Seer) propped up
in regal armor, surrounded by femur bones.
• Carefree Child (sing-songy voice,
curious, skips stones) plays here.
Astral form of the Fangwitch.
Disappears when unwatched.
THE SEER…
• Smug, speaks in poorly rhyming verse when able.
• Offers their personal armor (2 armor, cast Detect
Magic 1/day) for a new set of body bones.
Flexible with options.
• Answers 1D3 questions per day, like a
magic 8-Ball, and only if shaken vigorously.
8
Drowned Cemetery
• Atop a towering central dais: Gol (sleepy, forgetful,
hungry) rests in estivation. Awakens if…
• Exposed to the call of a Scream Bream.
• Submerged entirely in deep water.
• Struck by lightning.
• 6D6 Ghouls stagger and wade around hungrily.
• Gravetender Alun (bitter, cautious, handy with a
shovel) has been trapped in a tree for days.
• Gigantic fungi (Ferryman caps) grow along the
cemetery's edge, usable as boats for several
hours before they become too waterlogged.
9
Deep Woods
• Fae sell-swords compete
to capture Candle Stag
(wildfire speed, tireless,
sweet-tooth, p. 18) for
their court.
• Worry the Beast
will get to it first.
The hunt has
lasted weeks.
• Traps (spider silk trip wire,
hungering marigolds, bird
bone chimes, ornate enchanted
fountains, nettle nets, etc.)
litter the forest floor.
Fae Sell-swords…
Generate their HP and Ability Scores as you would for a PC.
NAME APPEARANCE THEY BELIEVE THE STAG IS…
1 Felu Antlered mask, starlit cloak. Their cursed sibling, bound to wander in
2 Som Rain cloud companion, stone skinned. this form forever unless caught and cured.
3 Mogn Oversized witch hat, bottles on twine. A sacrificial offering, needed to prevent a
4 Rux Rustling reed coat, frog faced. future crisis from coming to pass.
5 Jelt Heavily scarred, sledgehammer fists. Of the Divine, bestowing great power on
6 Stig Mass of roots and bones, vermin trail. those who partake of its waxwood meat.
10
Yamuna House
Well-maintained wooden cabin on the river’s edge,
inhabited by twin eel-mage sisters.
The Sisters… Their Tree…
Tall Yamuna (eager, gracious, lots of tiny Bears sweet fruit, each
lies). Loves to interpret the dreams of carries a morsel of magic
visitors, the less coherent, the better. (as a Scroll). The sisters
are rather protective of it.
Long Yamuna (shy, jealous, writes poetry).
Makes a refreshing mint tea. Speaks quietly 1-2: Dark blue cocoons.
about her new “friend beyond the falls”. Barely audible whispers.
Detect Thoughts.
Other Visitors…?
3-4: Pale green plums.
1-3: Just the party for now. The sisters have assigned
each a name. Hypnotize.
4: Ghoul (p. 18) in fanciful attire.
5-6: Vibrant magenta
5: Plukia (p. 20), enjoying tea. cherries. Pits of Cold
Iron. Masquerade.
6: Gari (p. 19), swimming playfully.
The Cabin…
• Beast Form Spellbook rests on
a cluttered table among stacked
piles of poetry and short essays.
• Several hens laze around like
house cats. Watch other visitors
with great trepidation.
11
Tago Lake
• Old Tago (saurian, surprisingly stealthy, highly
food-motivated) has a 2-in-6 chance of appearing.
• Jagged Bone Spear (d8, cast Primal Surge 1/day)
embedded in Old Tago’s hide (very itchy).
• Small boat stuck out on the middle of the lake, two
disheveled occupants signal for assistance.
What’s the trouble…?
1 Ghoul-tangled net.
2 Leaky hull.
3 Marital discord.
4 Too many fish.
5 Overly aggressive dragonflies.
6 Nothing, it’s a trap.
In and around the Lake…
• Rowboat crawling with bright blue spiders, draped in glowing thread.
• Vandalized stone eel idol, fish skeletons arranged in sharp patterns.
• Dreamy frog song that induces mild hallucinations.
• Enormous river dam, tended by 6d6 ornery beavers.
• River Bear cave. 1-3: Occupied; 4-6: Empty.
• Cloven-hoofed druid resting under a tree.
12
What’s on the hook…?
SCREAM BREAM
Deathly loud call. WIL save or suffer -1d4 WIL. A
local delicacy, light and flaky.
Likes magical bait.
EMISSARY PORPOISE
An emissary of the ocean, sent to bring news back
to the Queen in the Tides. Speaks, not a fish.
Despises the idea of bait.
NECRO GUPPY
Steep carefully in cool water for 1 Day to create a
tonic that can Raise Dead.
Likes wriggling bait.
DRAGON TOOTH DISCUS
Transforms into a River dragon when brought to
the waterfall’s basin (p. 14).
Likes sugary sweet bait.
FLUTTERING PERCH
Flaps through the air for several minutes before
returning to nearest source of water.
Likes feathery bait.
13
The Falls
1. BASIN
Powerful crushing waterfall circumvents trespass. Heavy stones
weigh down a Random Spellbook at the bottom.
2. TUNNEL
Leaking water overhead creates a heavy rain. Razorwire kelp
entangles large fish, 2D6 ghouls, and assorted treasure (p. 17).
3. SKULL
3D6 Witchspawn stack and tend to Fishbone cairns (touch to
switch breathing between air/water) around an ichthyosaur skull.
4. UNDERGROUND LAKE
The Fangwitch coils around an enormous stalagmite. Smaller
stalactites dangle threateningly. Water levels rise quickly.
5. FISSURE
Glowing crack at the bottom of the lake, leads to another plane.
The Fangwitch flees through here if it fails a Morale save.
On the other side…
1: Raging monsoon winds, battered sandbars.
2: Obsidian peaks, rivers of molten lava.
3: Frozen spheres suspended in the ether.
4: Mountains of coin and jewels, a dragon’s horde.
5: Glittering skyscrapers drenched in glowing fog.
14
Beyond the Falls
5
3 2
15
Encounters
1: Chitin-covered river creature (jittery, staring
intensely), the Fangwitch sees through their eyes.
1: Frog 2: Duck 3: Otter 4: Crayfish
2: Traveling Fencer. Trades in oddball things
(savory spices, sword lessons, half-tamed hunting
eagle, random treasure). Accepts offers of fish or
duels to first blood.
3: It’s Gari (p. 19)! 1-3: Chasing butterflies, joyful
bellowing . 4-6: Chased by butterflies, sorrowful wail.
4: Group of anglers flee from…
1: Enraged river bear
2: 3D6 Cemetery ghouls
3: Rival group of anglers
5: 2D4 Witchspawn (p. 21) frantically search the
ground on their hands and knees, emitting distressed
clicking sounds to each other.
6: Two chickens (sulfur scent, mischievous cackles)
squabble over a juicy worm. Demons cursed to take
this poultric form.
16
Searching You Find…
1-20 Coin equal to five times the rolled amount.
21-30 Random Tool or piece of Expeditionary Gear
31-33 Blurry picture of Old Tago.
34-35 Soggy Book (details local aquatic flora and fauna).
36-37 Orange cream candies, heavenly and irresistible.
38-39 Frog Brooch (Save vs. DEX to double-jump)
40-41 Reed Pen (gilled animals can read what it writes)
42-43 A miniature version of the Candle Stag.
44-45 Waterlogged chest (locked, growling sounds)
46 Spiky chitin shield. Deals 1 damage to melee attackers.
47 Hourglass, briefly stops flow of nearby water (1D3 uses)
48 Clutch of small emeralds, each with a live tadpole inside.
49 Lily pad raft. Increases size exponentially in water.
50 Roll twice.
17
Reference: NPCs
Beast of the Deep Woods
9 HP, 2 Armor, 14 STR, 14 DEX, 12 WIL.
serrated claws (d10, blast)
• Bipedal hunched goat with a slobbering maw.
• Always targets the character with the most Scars.
• Critical Damage: Immediately makes another attack
on the target.
Candle Stag
9 HP, 1 Armor, 10 STR, 15 DEX, 8 WIL.
flame antlers (d6, ignore armor)
• Hoofed wicker construct, wax trail, fiery crown.
• Flees at first sight, only attacks when cornered.
• Critical Damage: Engulfs target in quickly spreading
fairy fire.
Cemetery Ghoul
3 HP, 0 Armor, 7 STR, 5 DEX, 5 WIL.
soggy grasp (d6)
• Slow, shambling, waterlogged. No Morale.
• Swarm in large numbers, easily distracted by sound.
• Critical Damage: Bites target, causing mind-burning
fever for 1D3 days.
18
Reference: NPCs
Fern, Local Tough
5 HP, 1 Armor, 9 STR, 12 DEX, 9 WIL.
rusty daggers (d6)
• Always surrounded by 2D6 yes-men.
• Very open to bribes (giving and receiving).
• All talk, little walk.
Fangwitch
12 HP, 2 Armor, 16 STR, 11 DEX, 14 WIL.
pincers (d10, ignore armor); tail (d8, blast)
• Coiled and spined creature the size of a baleen whale.
• As an action, can devour a Witchspawn to heal 1D6
HP or to cast a spell.
• Spells: 1-2: Pit | 3-4: Fog Cloud | 5-6: Sleep
Gari, Wayward Shroom
8 HP, 0 Armor, 14 STR, 10 DEX, 8 WIL.
fungal fists (d8+d8).
• Carriage-sized mushroom boy.
• Does not know his own strength.
• Critical Damage: Covers target in paralyzing spores.
19
Reference: NPCs
Gol, Demigod of the Ponds
8 HP, 3 Armor, 12 STR, 11 DEX, 12 WIL.
hop squash (d10, blast)
• Two-ton toad with skin like packed pebbles.
• Prefers to roll around like a misshapen wheel.
• As an action, can temporarily increase Armor by 1.
Old Tago
9 HP, 2 Armor, 13 STR, 11 DEX, 14 WIL.
maw (d10)
• Large saurian creature. Paddle fins, dopey mouth.
• Drags prey down to the lake’s bottom before eating.
• Critical Damage: Swallows target whole.
Plukia, Traveling Fencer
6 HP, 1 Armor, 11 STR, 14 DEX, 12 WIL.
chipped sword (d8)
• Dripping-wet sword fighter with knowledge of many
advanced techniques.
• Critical Damage: Disarms target, sending their
weapon flying away.
20
Reference: NPCs
River Bear
7 HP, 2 Armor, 14 STR, 13 DEX, 11 WIL.
claws (d8)
• Lumbering ursine creature with protective scales.
• Excellent swimmer, can breath underwater.
• As an action, can assume a mist-form for 1d4 rounds.
Witchspawn
6 HP, 1 Armor, 9 STR, 10 DEX, 12 WIL.
spike thrust (d6); spike shot (d8, once per fight)
• Blind, cannibalistic, cave creatures with impeccable
hearing.
• Can always sense the Fangwitch’s location and mood.
• As an action, can eat another Witchspawn to recover
1D6 HP.
Yamuna (Tall or Long)
8 HP, 0 Armor, 9 STR, 12 DEX, 13 WIL.
razor fin (d8, ignores 1 armor)
• Glossy skin and fish eyes. Too tall, too long.
• As an action, can transform into a giant eel.
• Critical Damage: Target turns into a new Yamuna in
1D6 days.
21
Gear Packages
Butterfly Catcher Disciple of Gol
Heirloom bug net (d4) Frog-topped Mace (d10, bulky)
Meatleaf seeds (3 uses, cast Bait Flower) Slime Shield (+1 armor when dry)
Magnifying glass Ear trumpet
Bounty Contract (1,000 coin when fulfilled) 99 frog eggs in a bucket (Gol’s children)
Face Paint (5 uses) Buoyant ring and rope (30 ft)
Jug of very strong coffee Soggy religious literature
Estranged Eel Sister Fae Impostor
Fishbone Shiv (d8, breaks on a 1) Starmetal Blade (d8, bulky)
Damp coat (1 armor) Fae cloak (Random Spell 1/day)
Dream journal Fire Oil
Water-proof goggles Wood Mask (+1 armor)
Eel Idol (Eel Form 1/day) Small tent (fits 1 person comfortably)
Stack of stolen poetry (niche, coveted) Court hunting permit (forged)
Gravetender Cursed Hen Demon
Silver shovel (d6, d8 vs. undead) Acolyte | 4 hp, you can speak through them
Umbrella Strange Egg (hatches in 1D6 days)
Stubborn magpie | 2 hp, 12 DEX, peck (d4) Juicy worm (1 use, heal 1D4 STR damage)
Chalk and chisel Magic Feather (Random Spell)
Mausoleum keys Magic Feather (Random Spell)
Embalming Salts (3 uses) Magic Feather (Random Spell)
22
Spark Tables
For inspiration, roll 2d20 on the tables below in any combination.
# SPARKS # SPARKS
1 FLEE 1 BUBBLE
2 GENTLE 2 TRAP
3 SHORE 3 BUG
4 BAIT 4 VISITOR
5 LUSH 5 SPAWN
6 OBSERVE 6 COVER
7 LOCAL 7 SONG
8 UNSEEN 8 FLOOD
9 PLANK 9 FISH
10 SLEEP 10 DRIP
11 FROG 11 STONE
12 SWIM 12 FOG
13 FALSE 13 CAMP
14 HUNGRY 14 DIVE
15 MUD 15 ROOTS
16 GOLD 16 POND
17 ERODE 17 BELLY
18 CROON 18 ROT
19 BABBLE 19 CHAMBER
20 FANG 20 WITCH
23
Extras
Solitary Marbled Sleepwing
5 HP, 0 Armor, 3 STR, 14 DEX, 11 WIL.
psychic thrumming (d8, ignore armor)
• Only one is real, the rest of
the swarm are mere illusions.
• As an action,
can cast Sleep
(5/day).
Selection of Local Fungi
1 3
2
4
1: Grand Titanagaric 3: False Ferryman
Its meat is hyper-nutritious, dense, and Unlike the harmless Ferryman cap, the
quite tasty. A fully grown fungus can feed False Ferryman’s interior is coated with
a small town for several weeks, though it a sticky ooze to trap and digest prey such
is rare for them to reach such a size. as birds, rodents, and other interlopers.
2: Spotted Stump Trumpet 4: Spiral Sentry
Found primarily on rotten logs, ingesting Emits strong scent reminiscent of burned
this fungus increases one’s mobility and vanilla and lemon zest. It is said to grow
perceptual senses while under water but in locations where the barriers between
can also cause short-term memory loss. worlds are especially thin.
24
Notes