Deep within the shifting shadows of the lower districts stands the Creepy Witch’s House, a structure where the line between architecture and nature has completely dissolved. This Artifact captures a dwelling literally consumed by the roots and boughs of an ancient, gnarled tree, suggesting a residence that has stood for centuries longer than the cobblestones surrounding it.
Highlight
For the Keeper, this house is a masterclass in “Atmospheric Verticality.” The dense, canopy-style foliage and the way the trunk twists through the roofline provide a striking visual silhouette that towers over standard urban dwellings. It is designed to act as a primary landmark, drawing players toward its shuttered windows and crooked chimney with the promise of forbidden knowledge or dangerous alchemy.
Encounter Insight
Utilize the Witch’s House as a “Social-to-Combat” pivot point. The interior suggests an Alchemist’s shop or a Hag’s lair, where the cramped quarters and tree-root obstacles can provide unique tactical cover. The thick canopy is perfect for hiding flying familiars or rooftop snipers like Silas Graves. For Keepers seeking a professional, haunted aesthetic, our Painted Edition focuses on moss-covered stone textures, weathered wood-shingles, and vibrant, unsettling greens for the foliage, all secured by the Eternal Seal of Army Painter Matte Varnish.
Features
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Arboreal Integration: A massive, triple-canopy tree is sculpted directly into the home’s structure, with thick roots wrapping around the masonry and branches piercing the roof.
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High-Detail Masonry: Features a fieldstone foundation, shingled gables, and a prominent arched window with leaded-glass detailing.
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Narrative Smoke-Stack: Includes a slender, crooked chimney and a secondary attic tower, emphasizing the cramped, vertical nature of Duskwall’s urban sprawl.
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Weathered Textures: Meticulously rendered wood grain and stone-pitting designed to catch dry-brushes and washes for maximum realism.
Ideal For
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Serving as the primary lair for a coven or high-level spellcaster.
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Acting as a “creepy herbalist” shop in an urban gothic campaign.
Crafting Time
Unpainted: 7 days
Painted : 14 days
Tabletop Lore
“The tree was there before the first stone was laid. The witch was there before the tree.”
Neighbors call it ‘The Rooted Ward.’ They say the house doesn’t have a foundation; it has a heartbeat. The woman who lives within hasn’t been seen at the market in forty years, yet the scent of boiling nightshade still drifts from the chimney every Tuesday. It is a place of sanctuary for those the Duskwall Guards hunt, and a place of terror for those who enter without an invitation. In the city of shadows, some homes don’t just house spirits—they grow them.


















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