TEXT: NIGHT OF THE 
  CARVER
  
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  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2015. The Wyrd logo, the MALIFAUX logo, the Through 
  the Breach logo, the Penny Dreadful logo, the Malifaux Nightmares logo and all related character names, 
  places, and things are trademarks and copyright ©2005-2015 Wyrd Miniatures, LLC.
  THROUGH THE BREACH - PENNY DREADFUL ONE SHOT: NIGHT OF THE CARVER
  Through the Breach books:
  The Fated Almanac 
  The Fatemaster’s Almanac
  Into the Steam
  Through the Breach full adventures:
  In Defense of Innocence
  Northern Aggression
  
  This text is protected by the copyright laws of the United States of America. Contents copyright © 2005-2015, Wyrd Miniatures, LLC. All rights reserved. This book is a 
  work of fiction; any resemblance to organizations, places, events, or actual persons - living or dead – is purely coincidental. Copies of materials herein are intended solely 
  for your personal, non-commercial use, only if you preserve any associated copyrights, trademarks, or other notices. Wyrd Miniatures, LLC holds exclusive rights to this 
  work. Unauthorized duplication is prohibited. You may not distribute copies to others for a charge or other consideration without prior written consent of the owner of the 
  materials except for review purpose only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2015. The Wyrd logo, the MALIFAUX logo, the Through the Breach logo and all related character names, 
  places, and things are trademarks and copyright © 2005-2015 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, serial no. 12/821,427
  NIGHT OF THE 
  CARVER
  
  The Through the Breach roleplaying game is continuing to 
  grow and expand the world of Malifaux with new rules 
  and adventures.
  Our expansion books, such as Into the Steam, highlight 
  large new areas of the world to explore while also 
  providing a host of new mechanics for players.
  The Penny Dreadful line is intended to focus on a 
  specific area or story in the world, providing Fatemasters 
  with the tools to take their players quickly into the action.
  The core Penny Dreadful line, which is released in print 
  and PDF, has full, multi-session adventures for a party of 
  Fated. They are made to be the campaign or a part of the 
  campaign for a group.
  Penny Dreadful One Shots, on the other hand, are single-
  session adventures for a party that are only released as 
  PDFs. They often include pregenerated characters, 
  allowing Fatemasters to choose whether to insert them 
  into an ongoing campaign or to run a quick and dirty 
  standalone session of Through the Breach.
  What is a Penny Dreadful One Shot?
  credits
  WRITING & DESIGN
  Mason Crawford
  EDITING
  Mason Crawford
  CREATIVE DIRECTION
  Nathan Caroland
  TTB LOGO ARTIST
  Patrick Guinane
  ART
  Hardy Fowler & Jorge Gomez 
  LAYOUT
  Aaron Darland
  GRAPHIC DESIGN
  Jorge Gomez
  Thank you to our playtesters!
  
  introduction .....................................................................................................................4
  adventure ................................................................................................................................6
  Prologue .......................................................................................................................................................................8
  Scene I .........................................................................................................................................................................9
  Scene II ......................................................................................................................................................................12
  Scene III ....................................................................................................................................................................14
  Conclusion .................................................................................................................................................................15
  Conclusion .................................................................................................................................................................16
  FM Characters ...........................................................................................................18
  Sam McGee ...............................................................................................................................................................19
  Zephon .......................................................................................................................................................................20
  The Carver .................................................................................................................................................................21
  Angry Mob .................................................................................................................................................................22
  Malifaux Encounters .....................................................................................24
  All Hallow’s Eve ........................................................................................................................................................25
  Carving a Path ............................................................................................................................................................26
  A Fading Ritual ..........................................................................................................................................................28
  contents
  
  Introduction
  Introduction
  The Carver is a legend in Malifaux, a whispered 
  boogeyman who stalks the shadows, waiting to exact 
  its vengeance upon the humans that have entered its 
  realm. According to folktales and bedtime stories, 
  the Carver is a lanky scarecrow with a pumpkin for 
  a head and gardening shears for hands. It delights 
  in creeping from house to house, peeking into the 
  windows of children to see if they’re asleep. When 
  it catches a child who is still awake, it leaps through 
  the window, shattering the glass as it snatches the 
  naughty little one up in its arms and carries them off 
  to the land of nightmares for all time. 
  In the taverns, the stories are far darker. Some of 
  the newer arrivals to Malifaux laugh at the idea of a 
  walking scarecrow, claiming that the creature – if it 
  even exists – is probably just some construct that has 
  been dressed up like a scarecrow as a bit of a joke. 
  Such claims might earn a nervous chuckle from those 
  hoping that the discussion moves on to something 
  more pleasant, but every so often, someone in the 
  tavern claims to have actually seen the Carver with 
  their own eyes.
  The tavern invariably grows silent at such claims, 
  as such encounters are never happy stories. If the 
  survivor tells their tale, it usually ends with a friend 
  or loved one perishing at the hands of the Carver. 
  Sometimes it leaps through a window in the manner 
  of the children's stories, but the real Carver does not 
  slink away until the walls drip with blood. Others 
  claim that the scarecrow ambushed them in the 
  streets and have the scars – and prosthetic limbs – to 
  back up their stories.
  There seems to be no consistent pattern to the 
  way the Carver hunts its prey, save that its killing 
  sprees become more prevalent in the lead up to 
  All Hallow’s Eve. On that dreaded day, the Carver 
  freely stalks the streets of Malifaux City, spreading 
  terror and murder in its wake. 
  
  Introduction
  Every year, the Guild warns citizens to remain 
  indoors on All Hallow's Eve, and every year, there 
  are plenty of new arrivals who laugh at these warnings 
  and end up butchered and mutilated come morning. 
  The Carver strikes a different part of the city each 
  year, but most of its bloody rampages thus far have 
  occurred in the various slum districts… which is not 
  a surprise, given that the slums make up the majority 
  of Malifaux City. 
  If there is any blessing to be found in these brutal 
  attacks, it’s that after All Hallow’s Eve it often takes 
  six to eight months for the Carver to once again 
  become active… just enough time for its violent 
  reappearance to shock the city once again.
  Rustle, rustle, and snickity snack,
  The Carver strikes once and then strikes back.
  Slice, dice, and guts a-twist,  
  You can’t stop the Carver with kick or fist.
  Tremble, quiver, and try to hide, 
  The Carver finds you, escape denied. 
  Rustle, rustle, and snickity snack, 
  When the Carver finds you, it’s hack, hack, hack!
  Call Out Boxes
  There are many call out boxes like this one 
  scattered throughout the adventure.
  These boxes have two main functions. Boxes 
  like this one highlight rules or special notes 
  for the Fatemaster.
  Boxes like the box on the right are used 
  to show dialogue or description. They are 
  intended to be read by the Fatemaster aloud 
  to the players. Be careful, though; some are 
  only intended to be read if the Fated take 
  certain actions or are successful at certain 
  challenges. 
  "Yeah, I was there." The drifter sighs, his 
  shoulders slumping at the admission. "It 
  only lasted a moment, and I still don't know 
  how I lived through it. There was only the 
  one Ortega, but she was so fast with that 
  gun of hers..." He shakes his head. "Two 
  of the bandits were dead before they even 
  realized she had drawn on them."
  His gaze becomes distant as the memory 
  comes back to him. "It was a ballet of death."
  October 26, 1906
  We entered the Quarantine Zone today. The 
  guards on the barricades called us fools, but 
  that didn’t stop them from taking our scrip and 
  letting us through the gate when it opened. Maybe 
  we are fools… the Professor is confident in his 
  research, but he’s only been in the city for a few 
  days. He hasn’t heard the stories like we have. 
  For a first day, it was pretty uneventful. The 
  streets on this side of the barricade are 
  empty, and the only threat to our progress was 
  a stray dog, which Pablo shot dead before 
  it could run away. He’s got a bit of a trigger 
  finger, but I’m happy to have an Ortega on our 
  team, regardless. 
  We set up camp in one of the buildings here. 
  The Professor is fussing about with some small 
  statues set along the foundation. Probably 
  made by the Neverborn; the things give me the 
  creeps. 
  
  Night of the carver
  Adventure
  In this adventure, the Fated are challenged with trying 
  to keep an amoral mercenary, Sam McGee, from 
  being caught and mutilated by the Carver, a twisted 
  creature from the darkest nightmares of Old Malifaux. 
  It’s a dangerous task, but with courage, luck, and a fast 
  pair of legs, the Fated will hopefully live long enough 
  to see the sunrise. 
  This adventure shouldn't take the Fated too long to 
  complete. Feel free to give them time to talk with Sam 
  McGee; as the adventure progresses, McGee becomes 
  more and more frightened of the inhuman creature 
  hunting him, which is a good way of showcasing just 
  how terrifying the Carver can be. 
  If you have a recurring combat-focused NPC that 
  the Fated are comfortable with, consider having that 
  character show up to help the Fated out. This works 
  best if the Fated consider the character to be someone 
  who is integral to the campaign and is therefore 
  unlikely to be killed. 
  When the Carver rips the character apart without 
  much effort, the death of the supposedly "unkillable" 
  character should send a shock of surprise through 
  the Fated (and their players). To fully invoke the 
  feeling of a horror movie, make certain that the 
  character's last words are appropriately heroic ("Flee, 
  you fools!") or ironic ("Don't worry, I'll take care of 
  this murderous scarecrow.")
  This adventure works best with a bit of faint, creepy 
  music in the background, but make sure that any 
  music you select helps to set the mood rather than 
  distract the players from the adventure. Much of the 
  difficulty in this adventure can be adjusted by varying 
  the amount of attention the Carver pays to the Fated; 
  if it focuses entirely upon Sam McGee, it will make it 
  difficult to keep the unfortunate mercenary alive, but 
  the Carver is powerful enough that few Fated will be 
  able to stand toe-to-toe with it for very long. 
  Sometimes, running is the best option!
  
  October 27, 1906
  The Professor was up late into the night studying one of 
  those creepy statues. The good news, at least, is that we 
  got to sleep in today, and the Professor only wanted to 
  look around the area a little bit before returning to our 
  safe house. Victor took him out, and they came back with 
  more of the statues, because of course they did. 
  We got this long lecture about the statues and how the 
  Professor thinks that they’re guardian stones. Pablo 
  asked if that meant they were magic, and the Professor 
  replied that if they were once enchanted, they didn’t 
  seem to be any longer, at which point Pablo just sort of 
  nodded and checked out of the conversation. 
  I can’t shake the feeling that something bad is going to 
  happen. Just when I start to calm down, I catch sight of 
  one of them statues, and the feeling comes back, as strong 
  as ever. Maybe the Quarantine Zone is getting to me.
  October 28, 1906
  Victor’s gone. 
  We were making our way south, trying to keep the Professor quiet 
  as he stopped at every collapsed building to see if there were 
  any more of the protective statues around them. Whenever he 
  found one, he handed it to Pablo, and soon the Ortega had his 
  arms full of the things. To his credit, he didn’t complain much 
  more than just rolling his eyes when I caught his gaze. 
  Should have realized that he couldn’t draw for shit while 
  holding all those rocks, but it just didn’t occur to me until 
  the thing was upon us. It came at us from one of the collapsed 
  buildings, all slashing knife-hands and grinning pumpkin head, 
  and we were just a second too slow. I grabbed the Professor, 
  Pablo dropped the rocks and drew his pistols, and Victor just 
  screamed as the thing carved his head open like a jack-o’-
  lantern. 
  The three of us got away, but only cause it was too interested in 
  cutting up Victor to bother with us. Bullets didn’t seem to do much 
  of anything; I think the damned thing is actually filled with 
  straw. 
        Not going to get much sleep tonight. 
  Adventure
  
  prologue
  The Fated begin the adventure having just captured a 
  notorious outlaw, Sam McGee. McGee is wanted by 
  the Guild for a number of crimes, including murder, 
  grave robbing, stealing horses, and spitting in public 
  places. The bounty is a respectable 50 scrip, but it’s 
  only payable if McGee is brought in alive; the Guild 
  has a few questions for McGee about his fellow 
  bandit associates, and they can’t ask him if he’s 
  dead. If the Fated are the sort of people who would 
  probably leave McGee behind to be killed by the 
  Carver to save themselves, a good way to keep them 
  interested in his survival is to have him know some 
  inside information on whichever faction the Fated 
  are most antagonistic towards.
  What the Guild doesn’t know is that McGee was 
  recently hiding out in the Knotwoods to the west of 
  the city, where he found (and robbed) a Nephilim 
  burial site. He’s got an important Nephilim religious 
  icon tucked away in his coat pocket, and he’s hoping 
  to pawn it off onto a collector for a few scrip. The 
  Nephilim are less than pleased about having their 
  sacred sites plundered, and one of their shamans, 
  Zephon, has called up a nightmare of Old Malifaux 
  to hunt down the thief and kill him for his blasphemy. 
  Unfortunately, the Fated end up finding McGee a 
  scant few minutes before the Nephilim tracks him 
  down, meaning that they’ll be right alongside McGee 
  as the adventure unfolds around him. 
  When the Fated are ready, read the following text: 
  But We Hate the Guild!
  If the Guild has become the primary 
  antagonist of the campaign, then consider 
  having McGee be a frequent Guild 
  mercenary. He’s recently finished a job 
  that would make the Guild look foolish 
  or cruel if the details got out, and another 
  Faction – such as the Union, Arcanists, or 
  even Ten Thunders – has asked the Fated 
  to bring him in. Once the faction has 
  convinced McGee to share his knowledge, 
  they can strike a solid blow against the 
  Guild. In this case, the Fated will have 
  to deliver McGee to the Easterly Slums, 
  rather than Downtown, and some of the 
  opening text of the adventure will need to 
  be changed. 
  It was just luck that you happened to see the 
  poster advertising a fifty scrip bounty for Sam 
  McGee. You might have passed it without a 
  second thought, had you not sat down right 
  next to the man for lunch a few hours earlier. 
  He nodded at you and you nodded back, never 
  imagining that he might be the murderer and 
  horse thief the Guild’s poster claimed him to be. 
  Heading back to the Riverfront Slums was a long-
  shot, as there was no real reason to think that 
  he would eat dinner in the same ratty restaurant 
  that he had lunch, but your luck held and he was 
  just sitting down to order his evening meal when 
  you arrived with your weapons in hand.
  It didn’t take much of a fight to subdue McGee, 
  and one broken nose later, he had lost his will to 
  struggle. His bounty is only good as long as he’s 
  alive, and once McGee learned that, he started 
  to cooperate. 
  As you loop some rope around his hands, you 
  can see Delios, the first of Malifaux’s two moons, 
  rising through the restaurant’s window to cast a 
  pale green glow over the city. 
  Now all that’s left is to get McGee to the Guild 
  Enclave to cash in his bounty. How hard could 
  that be? 
  Adventure
  
  SCENE I:
  THE CARVER WALKS
  Sam McGee is a middle-aged man on the verge 
  of becoming an old man. His bushy white beard 
  frames a pock-marked and rough face, but there is 
  surprising strength in his body for a man of his age. 
  His left arm is a pneumatic prosthetic, though it’s 
  battered and has seen better days. 
  McGee has lived a long life, much of it on the 
  wrong side of the law, and he’s about as clever as 
  a bandit can get. Unfortunately, he’s also starting 
  to slow down in his old age, and that has brought 
  with it a certain number of dietary requirements (re: 
  prune juice) that limit the number of places he can 
  comfortably eat, which is how the Fated found him.  
  If he gets the chance, McGee will run from the Fated 
  and try to reach safety, but he won’t press his luck. 
  He’s pretty confident about being able to dodge a 
  single pursuer, but a group of young bounty hunters 
  is too much for him, and he knows it. Sam's stats can 
  be found on page 19.
  McGee has a Collier Navy revolver in a holster on 
  his hip and a sword slung across his back, both of 
  which can be removed without difficulty. He’s also 
  got a few other weapons hidden on his person that 
  can be discovered with a Notice Challenge against 
  various TNs. Any Fated searching McGee only get 
  a single flip to do so, making it possible that they 
  might not find some of the hidden weapons. 
  There’s a Jack Knife in his boot (Notice TN 8), a 
  B&D Pocket Revolver tucked into an inner jacket 
  pocket (TN 11), and an integrated, retractable 
  Fighting Claw in his pneumatic arm (TN 13). The 
  Fighting Claw can’t be removed without removing his 
  entire arm (requiring a TN 12 Doctor or Engineering 
  Challenge to do without permanently damaging it or 
  McGee), but a TN 10 Engineering Challenge will let 
  the Fated jury-rig it into an inoperable state for the 
  rest of the adventure. 
  Furthermore, any search of McGee will automatically 
  turn up a small stone statue shaped like a face split 
  in half down the middle. The statue’s features are 
  decidedly nonhuman, but the resemblance is near 
  enough to inspire instant discomfort.
  This is the Neverborn relic that McGee stole from 
  the Nephilim burial site, though he claims that it 
  belongs to him. A TN 10 Scrutiny Challenge will 
  see through his lie, but if the Fated call him out on 
  his deception, he’ll only say that he dug it up from a 
  grave and was hoping to sell it to a collector (which 
  is technically true).
  Because I Could Not  
  Stop for Death
  The restaurant is in the Riverfront Slums, which 
  means that the Fated will need to cross the river that 
  runs through the city in order to bring McGee to 
  Downtown and the Guild Enclave. 
  This adventure assumes that the Fated take the bridge 
  just north of the Howling Slums and pass directly into 
  Downtown, but if your players enjoy planning and 
  are a bit paranoid, they might enjoy plotting out their 
  own course, perhaps taking the bridge to the southern 
  New Construction Zone or traveling 
  way west to the Easterly Slums 
  in order to cross the river. 
  Regardless of which route the 
  Fated take, however, Sam 
  McGee will still be stalked 
  by 
  Zephon 
  and 
  the 
  Carver, who are tracking 
  him through the city’s streets.  
  Once the Fated have left the 
  restaurant, 
  they 
  encounter 
  Zephon and the Carver after 
  only a few minutes of 
  travel.
  Adventure
  
  Read the following text to the players: 
  The Fated have a moment to react to the Nephilim’s 
  accusation, but McGee feigns surprise. If the 
  Fated pass a TN 10 Scrutiny Challenge, they’ll get 
  the sense that he has some idea as to what this is 
  about.  If the Fated have any weapons drawn, they 
  can fire off a shot at Zephon, though he has hard 
  cover thanks to his elevation and the gargoyle. 
  If the Fated are familiar with Nephilim - most 
  likely from having fought against them - they will 
  recognize Zephon as a member of that violent 
  race. In combat, Zephon will hang back behind 
  the Carver and use his magic to support the 
  bloodthirsty nightmare and hamper the Fated.
  Read the following text to the players once 
  they’ve reacted:
  You’ve only traveled about three blocks with 
  McGee, but the old man is already starting to 
  get on your nerves. He’s moving far slower 
  than you suspect he is able, and whenever 
  you tell him to hurry up, he just launches into 
  complaints about his bad hip and how today’s 
  youth don’t have any respect for their elders. 
  Just when you’re considering gagging him, 
  something large swoops overhead and lands 
  atop the roof of a nearby building, right 
  next to a yawning gargoyle. Even though the 
  creature’s perch is three stories above you, 
  you can still make out its purple skin and 
  large, bat-like wings in the faint green light 
  of the moon. Its face is hidden behind an 
  elaborate mask of carved bone. 
  Crouching down, the creature jabs a clawed 
  finger at McGee. “Beast,” it hisses, its voice 
  like fingernails across sandpaper. “Defiler!”
  Something large shuffles out of the alleyway 
  next the building. At first glance, it’s easy to 
  think that the new arrival is a burly man, but 
  as it steps out of the shadows, you can see that 
  it’s actually some sort of animated scarecrow. 
  Sharp, blood-splattered gardening shears jut 
  out from its wrists in place of hands, and its 
  head is a glowing jack-o-lantern that has been 
  carved with a sinister grin. 
  The winged creature points at McGee again. 
  “That is the human. Carve him!” Without 
  pause, the scarecrow begins stalking towards 
  the old bandit, who cries out and tries to flee 
  from the walking nightmare.
  Adventure
  
  The scarecrow is a creature known as the Carver, 
  a living nightmare that stalks the darkened streets 
  of Malifaux on special nights. Tonight is one such 
  night, and Zephon has harnessed it to his cause with 
  the strange magic of his order. 
  The Carver begins the fight seven yards from the 
  Fated. Its goal is to catch and murder McGee, but it’ll 
  attack anyone who gets in its way; the Carver enjoys 
  hurting things, and the Fated are no exception. Stats 
  for the Zephon and the Carver can be found on 
  pages 20 and 21, respectively. The Carver can’t be 
  destroyed in any traditional sense of the word, but it 
  can be temporarily defeated. 
  If Fated lower the straw-filled horror to 0 Wounds or 
  lower, read the following text:
  Zephon will support the Carver until it is destroyed, 
  the Fated flee, or he’s reduced to half Wounds or 
  less, at which point he takes to the air and makes a 
  temporary retreat on his next turn.
  •If the Fated manage to kill Zephon here, then he 
  won’t be present in Scene 3: Bridge to Nightmare. 
  •If the Fated offer Zephon the stolen relic, 
  he’ll command them to set it down or throw 
  it to him… and will then send the Carver after 
  McGee anyway, as he wants to make certain that 
  the human is punished for his blasphemy. 
  Sam McGee attempts to flee from the Carver if 
  possible, which likely triggers disengaging strikes for 
  any Fated standing near him. 
  •  If he escapes, he runs toward Downtown and 
  the safety of the Guild (and Scene 2).
  •  If the Fated lose track of him while dealing 
  with the Carver, any sort of pursuit will find 
  him again in Scene 2.
  •  If the Fated attempt to follow his lead and flee 
  from the Carver, they’ll succeed in outpacing 
  it… but will find themselves fleeing right into 
  Scene 2. 
  If the Fated decide to abandon McGee to his fate, the 
  Complications section on page 16 presents the Fated 
  with a moral dilemma that arises from their decision 
  to leave the old man to his own devices. Ideally, 
  though, the Fated will be motivated to keep McGee 
  alive so that they can collect his bounty (or bring him 
  to their employers for questioning). 
  The creature raises its arm and takes a step 
  toward you, as if preparing to eviscerate 
  you despite the damage to its straw body, 
  but as it does so, darkness wraps around it 
  like a shroud, and in the blink of an eye, the 
  nightmare is gone. 
  The Death of Sam McGee
  If Sam McGee dies. Zephon and the 
  will be content and will return to the 
  Knotwood Forest, so long as he is able 
  to retrieve the Nephilim relic from 
  McGee’s corpse. If the Fated took the 
  relic from him, Zephon will hunt them 
  down and the adventure will proceed in 
  more or less the way it is written, though 
  the mob they encounter in Scene 2 
  won’t pay them much mind if McGee 
  isn’t with them. Of course, that won’t 
  stop the Carver from attacking the mob 
  as it begins hunting the Fated…
  Adventure
  
  Scene II: 
  MOB JUSTICE
  As McGee makes his journey toward the Guild 
  Enclave (with or without the Fated), he encounters 
  an angry mob that is marching toward the Riverfront 
  Slums to find and hang him. The mob is led by 
  Tabitha Denzil, the wife of Martin Denzil, a wastrel 
  that McGee shot in cold blood two days ago to get 
  out of a gambling debt. 
  Tabitha doesn't have much faith in the Guild or their 
  ability to bring McGee to justice. When one of her 
  fellow Union workers reported seeing McGee down 
  at a restaurant in the Riverfront Slums, Tabitha 
  whipped a group of miners and sympathetic patrons 
  into a righteous fury and stormed off with them to get 
  some justice of her own. 
  The members of her mob aren't bad people, but 
  they've been convinced that McGee is a dangerous 
  criminal who needs to hang for his crimes (which 
  probably isn't that far off the mark). 
  If the Fated are with McGee as he runs into the mob, 
  read the following text: 
  If McGee managed to get ahead of the Fated, the 
  scene is a bit different when they catch up to him. 
  Read the following text: 
  Tabitha Denzil wants to see McGee hang and is 
  difficult to convince otherwise. The angry mob, 
  however, is mostly just there to support her, and 
  they’re a bit easier to talk down. If the Fated attempt 
  to convince the mob to release McGee, they’ll 
  have to succeed on a TN 12 Convince, Deceive, 
  Intimidate, or Leadership Challenge. If the Fated 
  suggest that they’re bringing McGee to the Guild, 
  where he’s likely to be subjected to punishments 
  worse than death, they gain a + to this flip. 
  On a success, the mob will reluctantly turn McGee 
  back over to the Fated, though Tabitha isn’t happy 
  about the decision and will fly into an angry rage, 
  calling the members of the mob, the Fated, and 
  McGee the worst names she can imagine. She grabs 
  a gun from one of the mob members and attempts 
  to shoot McGee, but it gets wrestled out of her hand 
  before she can pull the trigger. 
  As you turn a corner, you find yourselves facing 
  an angry mob. There are around twenty of them 
  in total, mostly men carrying lanterns, though 
  there are a few women present as well. The 
  woman in front is short with a red ponytail that 
  hangs down past her shoulders. “Sam McGee!” 
  she shouts, her lips pulling back in a surprised 
  grin. “You just saved us a whole lot of searching. 
  It’s time you hanged for what you did to my 
  husband.”
  As you turn a corner, you find an angry 
  mob that is in the process of roughing up 
  Sam McGee. The old man is shouting for 
  help as the mob wraps a noose around his 
  neck. As they pull the rope tight, McGee’s 
  voice is cut down to a breathless gasp, and 
  a short woman with a red ponytail grabs his 
  beard and pulls him down to her eye level. 
  “You saved us a whole lot of searching,” she 
  says, grinning viciously. “Now you’re gonna 
  pay for what you did to my husband.”
  Adventure
  
  On a failure, the mob refuses to listen to reason. If 
  the Fated were with McGee, the mob attempts to 
  grab him and get a noose around his neck, which 
  probably means attacking the Fated to get at their 
  target. If McGee got ahead of the Fated, he’ll already 
  have a noose around his neck as described above, 
  and the mob will carry him to a nearby building and 
  string him up, leaving him dangling and kicking as 
  he slowly chokes to death. If the Fated attack the 
  mob before this can happen, the mob will attempt 
  to deal with the Fated before stringing McGee up. 
  McGee is the only person they want to see dead, so 
  they’ll leave unconscious Fated alone. The stats for 
  the Angry Mob can be found on page 22.
  The Carver Returns
  After the Fated have resolved the scene with the mob 
  (whether that means talking them out of hanging 
  him, watching as he dangles at the end of his rope 
  for a few seconds, or at the end of the second round 
  of combat), the Carver reappears, still on the trail 
  of McGee at Zephon’s behest. This occurs even if 
  the Carver was “destroyed” during the Fated’s first 
  encounter with the creature, as it’s essentially an 
  immortal killing machine; death is only a temporary 
  setback for a creature such as itself.
  Read the following text:
  The Carver is distracted with its grisly business for 
  two rounds, which gives the Fated a chance to flee 
  from the nightmare creature or to cut McGee down 
  if he’s hanging from a rope. 
  If McGee is hanging, they can either shoot the rope 
  (requiring a TN 13 Ranged Combat Challenge with 
  an appropriate weapon) or untie it (requiring a TN 
  9 Labor Challenge to lower him down slowly). If the 
  Fated shoot the rope or fail to lower him slowly to the 
  ground, McGee suffers 1 damage as he drops to the 
  ground. McGee can hang for a total of ten rounds; 
  on the eleventh round, he passes unconscious from 
  lack of oxygen and takes 3/4/5 damage on each 
  subsequent round until he is either freed or killed. 
  If the Fated choose to attack the Carver, it will fight 
  with them, but it still attempts to focus on McGee when 
  possible. When killed, it disappears as described on 
  page 11. 
  As before, McGee attempts to run away if he’s able, 
  but he will try to stick with the Fated if they’re fleeing 
  as well. The way he sees it, since the scarecrow thing 
  is hunting him, it won’t hurt to have a few distractions 
  around him. 
  Suddenly, something leaps down from the 
  roof of the nearest building, landing amidst the 
  mob  before slowly rising to its full height. It’s 
  the scarecrow monster from before, and as the 
  first confused man takes a step away from it, it 
  shoves a scissor-like hand into his chest, lifting 
  him up into the air. The mob screams and flees 
  for safety, but the creature just lifts its free hand 
  and begins carving the impaled man’s face open 
  like a Halloween pumpkin as he screams and 
  struggles to escape. 
  Adventure
  
  Scene III: 
  BRIDGE TO 
  NIGHTMARE
  At this point, Sam McGee is more than happy to 
  spend the night in a nice, secure Guild cell if it means 
  not being carved up by an insane scarecrow. He 
  attempts to flee across one of the bridges spanning 
  the river, and if the Fated suggest otherwise, he 
  points out that the Guild Enclave is the safest place 
  for any of them. “Between all their guns and the 
  Witch Hunters, someone will know how the hell to 
  stop that thing!”
  As McGee crosses the bridge, however, Zephon 
  lands ahead of them, blocking the way forward as the 
  Carver creeps up behind them. Read the following, 
  adjusting as appropriate if Zephon has been killed:
  The Fated begin the battle in the middle of the bridge 
  (which is five yards wide), ten yards from either 
  creature. McGee finally breaks down at this point 
  and presses against the bridge’s railing, babbling 
  incoherently about nightmares that walk like humans; 
  he won’t be any help in this battle. The Carver once 
  again does its best to murder McGee, though it’ll fight 
  anyone that gets in its way.
  Into the River
  Zephon and the Carver fight to the death in this 
  battle, but it’s possible for the Fated to escape 
  them by leaping from the bridge and into the river. 
  McGee can only babble nonsense at this point, but 
  he can be convinced to leap into the river with a TN 
  10 Intimidate or Leadership Challenge, or tossed 
  in with a TN 10 Athletics Challenge. Once in the 
  river, the Fated will have to pass TN 7 Athletics 
  Challenges to keep their heads above water; on a 
  failure, they gain the Suffocating +1 Condition 
  and have to test again on their next turn. The Carver 
  leaps into the river after McGee, but its straw body is 
  not suited to swimming and it is quickly swept away 
  by the current.
  Once in the river, the Fated will be carried 
  downstream, but they’ll eventually be able to reach 
  the shore and climb out, either in town or on its 
  outskirts. Eventually, however, the sun begins to 
  rise, signaling the end of the Carver’s night of terror. 
  If Zephon survived, he will try to make another 
  attempt on McGee’s life, but that will be days from 
  now, after the Fated have gotten their use out of the 
  old man. 
  Stand Your Ground!
  If the Fated choose to stand their ground and battle 
  Zephon and the Carver, they can attempt to push 
  either adversary off the bridge with a Pugilism, Martial 
  Arts, or Grappling Challenge against a TN of 12. The 
  Fated must be within 1 yard of their target to attempt 
  this action. Alternatively, if the Fated have any spells 
  or abilities capable of pushing their enemies, they 
  can just push either opponent off the bridge in that 
  manner. If Zephon is pushed into the water, he flies 
  back up onto the bridge on his next turn. The Carver, 
  however, is less lucky and is carried away by the river's 
  You’re about halfway across the arched 
  bridge when the winged creature from before 
  drops down from the night sky and lands a 
  dozen yards ahead of you, right in the middle 
  of the bridge. It slowly stands, one clawed 
  hand jabbing towards McGee. “Defiler!” it 
  hisses. “Return the stolen relic!”
  You hear heavy footsteps behind you, and 
  turning, you see the scarecrow creature 
  shuffling towards you from the other side 
  of the bridge, its jack-o-lantern grin glowing 
  maliciously in the moonlit night. Hemmed 
  in by the two monstrous creatures, you’re 
  finally trapped; there’s nowhere left to run. 
  Adventure
  
  current (and does not return).
  If the Fated toss the relic over the side of the bridge, 
  Zephon will cry out in surprise and leap into the river 
  in an attempt to retrieve it. This essentially removes 
  him from the fight (though he’ll be certain to return to 
  punish McGee at a later date).
  Finally, if the Fated manage to defeat or bypass 
  Zephon and flee across the bridge, they gain some 
  unexpected assistance in the form of a Guild patrol 
  that caught sight of the flying Nephilim and came to 
  investigate. Read the following text as the Fated flee 
  from the Carver: 
  The Guard Sergeant is Barry Studwick. He explains 
  that his men saw the flying Neverborn (either on the 
  bridge or earlier outside the restaurant, if Zephon did 
  not live through Scene 1) and were on their way to 
  investigate when they encountered the Fated and the 
  Carver. If Zephon is dead, they’re happy to escort 
  the Fated the rest of the way to the Enclave to make 
  a report; otherwise, the Fated will have to go the rest 
  of the way on their own as they hunt Zephon down. 
  Conclusion
  If McGee survives the adventure, the Fated can 
  turn him in at the Guild Enclave for a well-earned 
  bounty of 50 scrip. The Guild is eager to question 
  him and may even be interested in using the Fated 
  for future work, if the story of how far they went to 
  bring McGee in alive ever comes to light. 
  If McGee is killed, the Fated will be out of a bounty, 
  but there are no further ramifications (assuming that 
  the Fated do not die alongside him). The adventure 
  essentially comes to an end as Zephon and the 
  Carver sate their vengeance, and the Fated can 
  escape without further reprisal (unless they have the 
  Nephilim relic, in which case Zephon will come for 
  them, too).
  If you want to make McGee’s death have more 
  meaning, the Fated may learn in a later adventure 
  that he knew some important bit of knowledge that 
  is now lost because the Fated let him die. Of course, 
  if you choose this option and McGee lives, make 
  certain that he’s there to help the Fated out with his 
  information, which justifies all the effort the Fated 
  used to keep him alive. 
  If Zephon survives the adventure, he might become 
  a recurring antagonist for the Fated. Perhaps the 
  relic that McGee stole was necessary for a Nephilim 
  ritual; if it falls into Zephon’s hands, the Fated could 
  end up having to deal with the effects of that ritual in 
  a future adventure.  
  You hurry across the bridge as the scarecrow 
  gives chase, but even running as fast as your 
  legs will carry you, you know that it won’t be 
  enough. It’s just too far to the other side, and 
  the twisted scarecrow grows closer with each 
  loping stride. 
  Just as you feel its shear-blade hands swiping 
  at your clothing, there’s movement from the 
  distant shore. A half-dozen Guild Guard are 
  dropping into firing positions and taking aim 
  at the creature, and the sergeant shouts at you 
  in a booming voice. “DROP TO COVER!”
  You’ve no sooner hit the ground than their 
  rifles crack, and the scarecrow stumbles 
  backwards into a railing, bullets punching 
  through its straw body. “SECOND SHOT, 
  FIRE!” comes the sergeant’s next command, 
  heralding another salvo of bullets. The bullets 
  strike the scarecrow in its chest, blowing out 
  fist-sized clouds of straw as it tumbles back 
  over the railing and into the dark waters below. 
  Adventure
  
  Complications
  This complication is intended to provide a moral 
  dilemma in case the Fated decide to abandon McGee 
  to his fate. It’s best used when the Fated decide to 
  abandon the mercenary to the Carver's attentions, 
  though taking steps to ensure that McGee can't flee 
  the scarecrow – such as shooting him in the leg – 
  should be allowed to resolve normally. Don't strain 
  credibility in your attempts to keep McGee alive!
  The late hour means that there aren't many people 
  out on the streets with the Fated, but there are still 
  people watching the commotion from within the 
  presumed safety of their homes. As soon as McGee 
  realizes that the Fated aren't going to protect him 
  any longer, he flees towards the nearest building 
  as two children watch in horror from the shack's 
  grimy window. 
  With one solid kick, the old man breaks down the 
  door and charges inside, drawing screams from the 
  children within as he hurries through the home. 
  McGee intends to lead the Carver on a winding trail 
  through the slums in the hopes that it will stop to 
  butcher all the families it comes across, thus slowing 
  it down and giving him time to shake it from his trail. 
  The Carver follows right on McGee's heels, and if the 
  Fated choose not to intervene, the screams make it 
  clear that others are paying for their inaction. 
  To make matters worse, the parents of the children 
  are both members of the Guild Guard. If the 
  Fated are able to save the children from McGee 
  and the Carver, the parents will eventually seek 
  them out to thank them for their assistance. If the 
  children die, however, then the Fated might find 
  themselves being blamed by two grieving parents 
  with Guild connections...
  October 28, 1906
  That thing’s still out there. Came at us again 
  in the house, stabbed the Professor as he was 
  packing up his notes in front of the boarded 
  window. I thought it had claws, but my momma 
  had a garden, and those were gardening 
  shears it was using for hands.
  I don’t know what this thing is, and I don’t 
  care. Pablo and me, we just left the Professor 
  there, screaming as the scarecrow pulled him 
  back against the window and stabbed him 
  between the boards. Way I see it, he was 
  about as dead as people get at that point, and 
  there’s no use in wasting a good distraction. 
  Hoping we can bribe the guards at the 
  barricade to let us back into the city proper. 
  It’ll probably eat through our advances, 
  but to hell with it. I just want out of this 
  slaughterhouse.  
  Bastards shot Pablo right in the head! 
  Just goes to show that the Guild is full 
  of goddamn cowards and sadists. 
  I’ve been moving east along the wall, 
  hoping to find the river. I’m not the 
  best swimmer in the world, but it’s a 
  way out of here, and that’s all that 
  counts. I keep catching sight of the 
  scarecrow leering out at me from the 
  empty buildings with that goddamn 
  pumpkin grin of its, and I know it’s just 
  messing with me now. 
  I ain’t never been hunted before. 
  Not liking it one bit. 
  Adventure
  
  Coroner’s Report, October 30, 1906
  The Deceased was found in the Quarantine 
  Zone, strung up across… well, across an 
  entire city block, according to the enclosed 
  reports of the Guild Guard. Only the head 
  was recovered, on account of the unique 
  patterns of mutilation and my memo regarding 
  the retrieval of such curiosities. 
  The wounds seem to have been inflicted with 
  a sharp instrument, likely a bladed tool of 
  some sort. I have no idea where the brains 
  got off to, nor the top of the skull, 
  but that’s not too important, given how 
  much of the victim was left behind at the 
  scene. Further examination is effectively 
  impossible, but I poked at it for a few 
  hours just to make sure, and then Sebastian 
  and I had a nice game of catch. 
  Cause of Death: Let’s go with “Quarantine 
  Zone” and call it good, hmm?
  Signed,
  Dr.Douglas McMourning
  Adventure
  
  FM Characters
  Fatemaster Characters
  Night of the Carver takes place over a single night, 
  but it's one filled with fresh faces and deadly 
  encounters. From the slippery Sam McGee to the 
  driven Zephon to an Angry Mob, the Fated will 
  encounter a wide variety of characters before they 
  see their next sunrise. 
  The following pages contain the stat blocks for the 
  Fatemaster characters who appear in this adventure. 
  They have been created with an eye toward ease of 
  use by the Fatemaster.
  While some of the characters presented here - such 
  as Sam McGee - are unlikely to come into direct 
  conflict with the Fated, their stat blocks have been 
  included to allow Fatemasters to use them in any 
  adventures that might take place after Night of the 
  Carver. 
  Depending on the situation, Fatemasters more 
  familiar with Through the Breach may want to adjust 
  some of these characters' Acting Values ahead of time 
  to create more or less of a challenge for their players.
  
  Fatemaster Characters
  Sam McGee
  Sam has been a mercenary since long before the 
  Breach reopened, and he's learned plenty of tricks 
  for staying alive in the process. Unfortunately, he's 
  also getting old and slowing down, and it's starting 
  to look like he might meet his end at the hands 
  of a murderous scarecrow monster from another 
  dimension. Sometimes life just throws you a curve 
  ball, you know?
  Sam McGee
  Might
  2
  Grace
  2
  Speed
  1
  Resilience
  1
  Charm
  -3
  Intellect
  2
  Cunning
  3
  Tenacity
  2
  Minion (6), Living,  Mercenary
  Defense
  4 (10)
  Walk
  5
  Height
  2
  Initiative
  3 (9)
  Willpower
  4 (10)
  Charge
  5
  Wounds
  7
  Skills: Carouse 2, Centering 2, Deceive 3, Evade 3, 
  Gambling 3, Labor 1, Melee 2, Notice 2, Pneumatic 2, 
  Pistol 3, Stealth 1, Toughness 2. 
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1.
  Frantic: When this character has 3 or fewer Wounds 
  remaining, he gains + to his attack flips.
  (1)  Retractable Fighting Claw (Melee) 
  AV: 4 (10) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. This weapon gains + to 
  damage flips. 
  (1)  Jack Knife (Melee) 
  AV: 4 (10) ===== Rg: y1  ====== Resist: Df 
  Target suffers 1/2/4 damage. 
  (1)  B&D Pocket Revolver (Pistol) 
  AV: 5 (11) ===== Rg: z6  ======= Resist: Df 
  Target suffers 2/3/3 damage. Capacity 4, Reload 2.
  
  Fatemaster Characters
  Zephon
  Zephon is one of the rare shamans of the Nephilim. 
  He is a keeper of their wisdom and lore, and he 
  serves as an intermediate and mediator between 
  his race's various hunting packs. Zephon has been 
  tracking down the thief that stole a sacred relic from 
  a Nephilim burial ground, which has led him all the 
  way to Malifaux City and Sam McGee. 
  Zephon, Black Blood Shaman
  Might
  3
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  -3
  Intellect
  2
  Cunning
  3
  Tenacity
  3
  Enforcer (7), Living, Nephilim
  Defense
  5 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (11)
  Willpower
  5 (12)
  Charge
  6
  Wounds
  7
  Skills: Enchanting 2, Evade 3, Navigation 2, Notice 2, 
  Pugilism 3, Toughness 2, Track 2, Wilderness 2.
  Black Blood: All characters without Black Blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters when moving.
  (1)  Inhuman Claws (Pugilism) 
  AV: 6 (13) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/5 damage. 
  R Blood's Favor: After succeeding, heal up to 2 damage on 
  this model or another Living character within 3 yards.
  (1)  Burn the Blood (Enchanting/Cunning) 
  AV: 5 (12) ===== Rg: 10  ======= Resist: Df 
  Target suffers 1 damage and gains the following 
  Condition for 1 minute: “Excruciating Pain: At 
  the start of this character's turn, it must pass a TN 10 
  Toughness Challenge or suffer 1 damage.”
  
  Fatemaster Characters
  The Carver
  The Carver is a nightmare that has crawled out of 
  the dark dreams of Old Malifaux. It haunts the 
  alleys of Malifaux City, hunting down the living and 
  carving them up into grotesque mockeries of jack-o-
  lanterns. Some Nephilim - such as Zephon - can bind 
  the Carver to their service for short periods 
  of time, but even they are wary of placing 
  too much trust in its fickle nature. 
  The Carver
  Might
  3
  Grace
  2
  Speed
  2
  Resilience
  5
  Charm
  -3
  Intellect
  2
  Cunning
  3
  Tenacity
  4
  Enforcer (9), Nightmare
  Defense
  5 (14)
  Walk
  5
  Height
  2
  Initiative
  5 (14)
  Willpower
  6 (15)
  Charge
  6
  Wounds
  12
  Skills: Athletics 3, Enchanting 3t, Evade 3, Intimidate 4, 
  Labor 1, Melee 3, Navigation 2, Notice 3, Scrutiny 2, Stealth 4, 
  Toughness 2, Track 3. 
  Regeneration +2: This character heals 2 damage at the 
  beginning of its turn during Dramatic Time.
  I Am the Monster: This character is immune to Horror 
  Duels and the Paralyzed Condition.
  (1)  Rusty Shears (Melee) 
  AV: 6 (15) ===== Rg: y2  ====== Resist: Df 
  Target suffers 2/4/7 damage. 
  M My Slice: After damaging, this character heals 2 damage.
  (1)  Exhale Flame (Enchanting/Cunning) 
  AV: 5t (14t) = Rg: z8  ======= Resist: Df 
  Target suffers 2/3b/5bb damage. 
  t Scorch: After damaging, all models damaged gain the 
  Burning +1 Condition. 
  
  Fatemaster Characters
  Angry Mob
  This Angry Mob has been gathered by Tabitha Denzil 
  for the purpose of avenging her husband's murder. 
  Even though the mob is composed of multiple people, 
  it acts and fights as if it were a single character. As 
  the mob takes damage, its members lose their will to 
  keep fighting and leave the mob, causing it to shrink 
  in size and become progressively weaker.  
  Most Mobs tend to be poorly armed, and this mob 
  is no exception. There are a few members who are 
  armed with pistols and rifles, but they mostly just use 
  them to intimidate others or fire them into the air to 
  emphasize any points made by their leaders. When 
  it comes to fighting, mobs mostly use their fists and 
  whatever other crude weapons they've managed to get 
  their hands on, such as lengths of chain, hammers, or 
  crude clubs. 
  Angry Mob
  Might
  3
  Grace
  0
  Speed
  1
  Resilience
  2
  Charm
  0
  Intellect
  -3
  Cunning
  0
  Tenacity
  4
  Peon (Variable Rank Value), Living
  Defense
  3
  Walk
  5
  Height
  2
  Initiative
  3 (varies)
  Willpower
  6
  Charge
  5
  Wounds
  Special 
  Skills: Athletics 2, Carouse 3, Intimidate 3, Labor 2, Melee 2, 
  Notice 2, Pugilism 2, Scrutiny 2, Thrown Weapons 1, Track 1.
  Collective Focus: This character has the following Condition: 
  "Rank Value +10: Treat this character's Rank Value as equal 
  to the value of this Condition. This character does not add its 
  Rank Value to its Defense."
  Angry People: This character is immune to Willpower duels 
  and can never perform duels using Skills it does not possess. 
  Multiple Bodies: This character does not have Wounds; 
  when this character would suffer damage, instead reduce its 
  Rank Value Condition by 1, unless the attack dealt b or p 
  damage, in which case its Rank Value Condition is reduced 
  by the full amount of damage dealt. When the Rank Value 
  Condition reaches 0, the Angry Mob disbands. 
  (1)  Fists 'N Stuff (Melee) 
  AV: 5 (varies)  == Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  t  Yeah! Show 'um!: After damaging, immediately take this 
  Action again.
  
  Fatemaster Characters
  
  Malifaux  Encounters
  Malifaux Encounters
  The Carver’s influence upon Malifaux City is not 
  as great as some other threats, but the perennial 
  threat of being killed by the dreadful scarecrow 
  has still left its mark upon the city’s residents. The 
  practice of carving jack-o’-lanterns to celebrate All 
  Hallow’s Eve, for instance, has quite thoroughly 
  fallen out of favor in the city, as it’s believed that 
  the carved pumpkins actually serve to attract the 
  Carver’s attention.
   
  Of course, this doesn’t mean that jack-o’-lanterns 
  are entirely unknown within Malifaux; in the 
  Northern Hills, where the presence of the Carver 
  is a rarity, some people still celebrate with carved 
  gourds, turnips, and pumpkins. Even in the city, 
  there are still some who carve jack-o’-lanterns 
  to place in front of the homes of their enemies. 
  Every year, at least one Guardsman is tasked with 
  patrolling the exterior of the Guild Enclave to 
  smash the dozens of jack-o’-lanterns that invariably 
  find themselves perched up against the building.
  Included in the next few pages are three Malifaux 
  Story Encounters. 
  "Carving a Path" is a single-player scenario that 
  plays out like a puzzle, "A Fading Ritual" is a 
  two-player scenario that focuses on the Carver 
  changing allegiances at the drop of a hat (or the 
  flip of a joker), and "All Hallow’s Eve" is a three-
  player scenario that allows two players to square 
  off against a third Crew led by the Carver.
   
  Whether working alongside the Carver or against 
  it, these Story Encounters present you with new 
  challenges that will test your Malifaux skills and 
  provide all sorts of bloody fun.
  
  All Hallow's Eve
  On the darkest of nights, when the wind blows 
  cold and the sky is shrouded in black clouds, the 
  Carver gathers its brethren and stalks through the 
  shadows of Malifaux. With its pumpkin grin and 
  loping gait, it’s easy to imagine the Carver as some 
  sort of mirthful trickster spirit, but it has no time 
  for pranks or laughter. The Carver leaves only 
  murder, death, and terror in its wake. 
  Tonight has been a particularly bloody night, and 
  now, two different groups have followed the path 
  of destruction back to the Carver itself. Both crews 
  has seen their friends and allies butchered by the 
  nightmarish scarecrow, and now it's time to take 
  some revenge. 
  With the memories of their fallen friends fresh in 
  their minds, these heroes step forward to face one 
  of Old Malfaux’s greatest threats… and each other. 
  Set Up
  This is a three player scenario. Choose one player 
  to be the Defender and two players to be the 
  Attackers. 
  The Defender must declare the Neverborn 
  Faction and has 40 Soulstones to hire a Crew. The 
  Attackers have 25 Soulstones with which to hire a 
  crew led by a Henchman.
  Each crew chooses its own Schemes from the pool. 
  The Attackers may only choose models from the 
  Defender’s Crew as valid targets for their Schemes 
  that target an opponent’s models and visa versa. 
  Deployment
  The Defender deploys first, with the Carver in the 
  center of the board. The rest of the Defender’s 
  Crew must be deployed within 6” of the Carver; 
  this is the Defender’s Deployment Zone. Then the 
  Attackers deploy using Standard Deployment. 
  Special
  The Carver ignores its Aligned to Carnage 
  Ability for the duration of this Story Encounter.
  Victory
  At the end of every Turn after the first, the 
  Defender earns 1 VP if the Carver is still in play 
  (to a maximum of 4 VP). 
  At the end of every Turn after the first, if one of 
  the Attacking Crews killed or sacrificed one of 
  the Defender Crew’s models, that Attacking Crew 
  earns 1 VP. If the killed or sacrificed model was the 
  Carver, the crew earns 2 VP instead. An attacking 
  Crew cannot earn more than 4 VP in this way.
  FINAL, OFFICIAL
  ABILITIES
  Cg
  Wk
  Ht
  Wp
  Df
  WD
  Carver
  Carver
  Henchman, Rare 1
  Henchman, Rare 1
  NIGHTMARE
  NIGHTMARE
   5   6   12   4   - 
    3
  Aligned to Carnage: When any model in play 
  flips (not plays or cheats) either Joker, this 
  model becomes a member of the opposing 
  Crew for all purposes after the current Action 
  is resolved. This does not change how many 
  times this model may Activate this Turn.
  Regeneration 
  +2: 
  When 
  this 
  model 
  Activates, it heals +2 damage.
  Melee Expert: This model gains 1 additional 
  AP which may only be used to take Ml Actions.
  I Am The Monster: This model is immune to 
  Horror Duels and the Paralyzed Condition.
  Night of the Carver: This model may not be 
  hired or summoned and may only be used in 
  scenarios which list it by name.
  COST
  COST0
  0
  CACHE
  CACHE
  50mm
  ATTACK ACTIONS
  (1) Rusty Sheers (Ml 6 / Rst: Df / Rg: y2): Target suffers 2/4/7 damage. This 
  Action must declare a Trigger if able.
  M My Slice: After damaging, this model heals 2 damage.
  TACTICAL ACTIONS
  (0) Treacherous Alliances: This model flips four cards from its Fate Deck into its Discard 
  Pile, then gains the Reactivate Condition.
  (0) Creep: Push this model up to 3" in any direction.
  Carver
  Carver
  Malifaux Encounters
  
  carving a path
  On nights when the moons hang low in the sky and 
  the autumn air grows chilly, a nightmare known 
  as the Carver creeps through the shadows of 
  Malifaux. Nobody knows just what it wants or how 
  it chooses its target, but on this night, it’s chosen 
  one of your crew’s informants for its prey. 
  Your crew may not care about the safety of its 
  informant, but they have important information 
  that has to be given to your Henchman’s master, 
  and that means keeping them alive long enough 
  to spill all the dirty secrets they've collected about 
  your rivals. 
  Can you survive the wrath of the Carver?
  Set Up
  This is a Story Encounter for a single player. 
  The table should contain five pieces of terrain. 
  Each is a 6” x 6” Ht 5 square piece of terrain with 
  the Impassable and Blocking traits. One is placed 
  in the center of the table, while the others are 
  placed flush with each board corner. 
  The player has 25 Soulstones with which to hire 
  a crew led by a Henchman. One of these models 
  must be a model of cost 6 or less that does not 
  share the Faction allegiance of the crew’s Leader; 
  this model is the Informant. 
  Do not flip for Schemes.
  Deployment
  The player deploys all of her models within 6” of 
  a chosen table edge. The opposite table edge is the 
  Downtown table edge.
  Special
  The Informant has the following Ability for the 
  duration of the game: “Hunted: At the end of 
  this model’s Activation, the Carver immediately 
  Activates. If the Carver is not in play, instead 
  place the Carver in base contact with one piece of 
  terrain, as close to this model as possible."
  At the end of each Turn, the Carver Activates, even 
  if it has already Activated this Turn. If the Carver 
  is not in play, place the Carver in base contact with 
  one of the terrain pieces, as close to the Informant 
  as possible, then Activate it. 
  The Carver ignores its Aligned to Carnage 
  Ability for the duration of this Story Encounter.
  Victory
  The game continues until the Informant is killed, 
  leaves play, or ends a Turn within 2” of the 
  Downtown table edge. At the end of each Turn 
  after the first, the player gains 1 VP if the Informant 
  is still in play. 
  If the game ends because the Informant reaches 
  the Downtown table edge, the player gains +2 VP.
  Each time the Carver is killed (not sacrificed), the 
  player gains +1 VP. 
  A score of 6 VP is good, but can you do better?
  Malifaux Encounters
  
  Flipping for the Carver
  Since "Carving a Path" is a single-player Story 
  Encounter, you’ll need some rules for how to 
  handle flips for the Carver in this Encounter.
  When the Carver makes a flip, it’s assumed to 
  have flipped a 9. For every - it would receive, it 
  lowers the assumed flip number by 2. For every 
  + it would receive, it raises the flip number by 2.
  When the Carver deals damage, it is assumed to 
  flip Moderate damage. This is lowered to Weak if 
  it had one or more -, and improved to Severe if 
  it had one or more +.
  The Carver will attempt to make disengaging 
  strikes against any model attempting to 
  disengage from it (if possible). The 
  Carver cannot Cheat Fate and 
  never declares Triggers.
  Carver Actions
  When the Carver Activates, follow these steps 
  each time it is able to declare an Action. 
  1)  If the Carver is not engaged with the Informant, 
  once per Activation, it uses its Creep Action to 
  push towards the Informant.
   
  2)  If the Carver is engaged, it attacks the Informant 
  (if possible) or the nearest enemy model.
  3)  If it is not possible to attack an enemy model, 
  the Carver Walks toward the Informant by the 
  shortest route possible.
  The Carver only uses the AP it gains from its 
  Melee Expert Ability after it has spent its General 
  AP; when it does so, it may only take the Action 
  listed in Step 2. 
  At the end of the Carver’s Activation, if it is not 
  within 6” of at least one enemy model, sacrifice it.  
  Malifaux Encounters
  
  A Fading Ritual
  One of the crews has managed to use the arcane 
  magic at its disposal to bind the Carver to its 
  service. With such a powerful nightmare on their 
  side, nobody can stand against them!
  Unfortunately, a rival crew showed up with magic 
  of its own and weakened the binding ritual that kept 
  the Carver in check. Now, the twisted creature is 
  in danger of breaking free of its bindings, all while 
  the battle rages around it!
  Set Up
  Normal Encounter rules are followed except as 
  noted below.
  Select one player to be the Attacker and the other to be 
  the Defender. 
  Deployment
  This scenario uses Standard Deployment. The 
  Defender deploys her Crew first, then deploys 
  the Carver anywhere within 6” of her Deployment 
  Zone. Once the Carver is deployed, the Attacker 
  deploys her Crew. 
  Special
  After deploying Crews, starting with the Attacker, 
  players alternate placing five Ht 0, 30mm Carving 
  Ritual Markers on the board. These Markers may 
  not be placed within 6" of another Marker or non-
  Carver model. 
  Any non-Carver model in base contact with a 
  Carving Ritual Marker may take a (1) Interact 
  Action to force the Crew currently controlling the 
  Carver to flip two cards from its Fate Deck into its 
  Discard Pile. Then, the Carver gains Fast. 
  At the start of every Turn, if the Carver is not in 
  play or buried, the Attacking Crew summons the 
  Carver within 6" of the center of the board under 
  its control. 
  Victory
  At the end of every Turn after the first, any Crew 
  that performed Interact Actions with two or more 
  different Carving Ritual Markers gains 1 VP.  
  Malifaux Encounters
  
  NIGHT OF THE 
  CARVER
  
  rustle, rustle, 
  and
  snickity snack
  Every year, the city of Malifaux is 
  plagued by a series of violent murders 
  that eventually culminate in a brutal 
  slaughter on All Hallow’s Eve. On that 
  haunted night, the wise stay indoors, 
  lest they find themselves screaming at 
  the end of the Carver’s blades. 
  Malifaux Nightmares explore the darker 
  characters that lurk in the shadows of 
  the Malifaux universe.
  Night of the Carver is a Through the 
  Breach one shot horror adventure that 
  also contains three bonus Encounters 
  for Malifaux.
  WYRD-GAMES.NET
  © 2005-2015 Wyrd Miniatures, LLC
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - Night of the Carver.pdf