#core #story_event
One day, the exile emerged from the darkness. The settlement worried at the sound of her wailing chants. Everyone feared what mystery kept her alive in the darkness all these years. Some could not resist asking.
All non-deaf returning survivors gain +3 insanity. The most insane returning survivor (or survivors in case of a tie) is inexorably drawn to the Bone Witch and must **endeavor** at the Witch Camp. Otherwise, during this settlement phase, any survivor may **endeavor** at the [[#Witch Camp]] if they choose.
### Witch Camp
1x Endeavour
| 1d10 | Result |
| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 - 2 | The Bone Witch never forgave her exile. Her burning hatred lit the dark brighter than any lantern. With jagged teeth and gnarled claws, she attacks! You managed to escape, but the wounds she inflicted continue to burn. The group may spend 3x Endeavour to save you, otherwise you die a miserable wailing death. Departing Survivors are haunted by your terrible death scene, they lose 2 survival and gain +3 insanity.<br><br>Add Story Event ![[Story_EventIcon_black.png]] [[Bone Witch]] to the timeline 3 years from the current lantern year. |
| 3 - 4 | The secrets of the dark should not be seen. The last thing you see are the Bone Witch's outstretched claws reaching for your eyes. Your eyes are scarred. Roll 1d5, suffer -X permanent accuracy and gain +X permanent strength, where X is the result rolled. If you gain this result twice, you die. |
| 5 - 7 | The Bone Witch mutters an alluring embrace of the awaiting darkness. Her stories stir strange yearnings in your bones. For being a patient listener, she offers to teach you something from the cost of 1 bone resource.<br><br>If you spend the resource, gain the **[[Extra Sense]]** fighting art and +3 survival. |
| 8 - 10 | The Bone Witch whispers of the horrors and wonders she has seen, arming you with valuable wisdom. Gain +2 insanity, +1 understanding, and the [[Bone Whisperer]] secret fighting art.<br><br>**Condition:**<br><br>If you roll a 10, and the settlement has the [[Guidepost]] innovation, the Bone Witch wanders over to it. The settlement is transfixed by a sense of danger. Effortlessly, the Witch plucks the weapon from the ground. Archive the [[Guidepost]] innovation.<br><br>As a consolation, she offers to teach the settlement something in exchange for 1 bone.<br><br>If you spend 1 bone, nominate 4 survivors. They gain the [[Monster Claw Style]] fighting art. |