A small, quiet village has been dealing with a rather unusual problem: animals are disappearing, pets are acting like they have seen a ghost, and even the local watchdog, a grizzled old mutt named Bramble, has been too spooked to chase the mailman. The villagers are stumped, but Granny Myra, the local witch, insists the animals know exactly what is going on. The problem? Nobody speaks "goat" or "chicken." Luckily, Granny has a solution: temporary animal-speaking potions brewed from enchanted herbs, moonlight, and what she suspiciously calls "a personal touch" (best not to ask).
With only a short window to communicate before the potion wears off, players must choose their conversations wisely. A jittery barn cat might whisper about "the big, hairy menace" that stalks the night. A dramatic goose (because all geese are dramatic) honks about how it bravely fought off the beast, then immediately admits it played dead. Bramble, the old watchdog, grumbles about "a big stinkin' dog with no manners" before nodding off mid-sentence. And then there is the town parrot, who loudly mimics a deep, gruff voice muttering "Oh no, not again..."
Following the clues leads the players to an abandoned orchard at the edge of the village, where they discover tracks too big for any wolf but too wolfish for any man. If they press on into the woods, they finally come face to snout with the culprit: a very apologetic, very tired, very naked werewolf named Todd. Todd did not mean to cause trouble; he was just passing through when he had another "full moon mishap." He swears he tried to keep to himself, but his werewolf instincts kicked in and one thing led to another, resulting in half the village's livestock missing. Also, he may have stolen someone's laundry to use as pants.
The visitors now have a choice: help Todd get control of his transformations (Granny might have a potion for that, although it may involve turnips), convince him to move along before he causes more chaos, or turn him in to the villagers, who may not take kindly to a werewolf roaming their countryside. Either way, one thing is certain: the animals of the village will have plenty to gossip about for weeks.
GOAT ANY LEADS
With only a short window to communicate before the potion wears off, players must choose their conversations wisely. A jittery barn cat might whisper about "the big, hairy menace" that stalks the night. A dramatic goose (because all geese are dramatic) honks about how it bravely fought off the beast, then immediately admits it played dead. Bramble, the old watchdog, grumbles about "a big stinkin' dog with no manners" before nodding off mid-sentence. And then there is the town parrot, who loudly mimics a deep, gruff voice muttering "Oh no, not again..."
Following the clues leads the players to an abandoned orchard at the edge of the village, where they discover tracks too big for any wolf but too wolfish for any man. If they press on into the woods, they finally come face to snout with the culprit: a very apologetic, very tired, very naked werewolf named Todd. Todd did not mean to cause trouble; he was just passing through when he had another "full moon mishap." He swears he tried to keep to himself, but his werewolf instincts kicked in and one thing led to another, resulting in half the village's livestock missing. Also, he may have stolen someone's laundry to use as pants.
The visitors now have a choice: help Todd get control of his transformations (Granny might have a potion for that, although it may involve turnips), convince him to move along before he causes more chaos, or turn him in to the villagers, who may not take kindly to a werewolf roaming their countryside. Either way, one thing is certain: the animals of the village will have plenty to gossip about for weeks.