Some of the description could do with a polish, e.g.:
Mullonga often attempts to insinuate herself into a company of wanderers, using illusions to cast herself as a mage lost in the mists. If she is accepted into a company, she begins to sow false information. She does this in an effort to create fear in the wanderers—fear she can later use in dreams.
Shouldn't this be in Tactics?
Mullonga thrives on fear, and her dream-scapes are sinister, terror-filled locations. She constantly searches for wanderers to fuel her arcane experiments. Mullonga has a number of workshops where she conducts these experiments, which have resulted in the creation of the arcane heads and other terrors that now serve the witch. Of course, her Ghettoes, where she also hides the Dream Web artifact, are also haunted by things that did not turn out the way the witch had planned. In addition to her circlet of arcane heads, Mullonga is often accompanied by night hags, nightmares, ennui, and golems of various varieties.
I find the wording rather confusing. It doesn't explain what a "dream-scape" is or what the
Dream Web does, for a start.
How's this:
The aboriginal witch Mullonga may look like an old woman who is so small as to be harmless, but she is powerful, evil and malicious.
Mullonga rules over a nightmare land which she can reshape to her will into various "dreamscapes". Her dreamscapes are sinister, terror-filled places, including many ghettoes populated by imprisoned souls and monsters. Hidden somewhere among these ghettoes is an artefact, the
dream web, which grants Mullonga her spellcasting and dreamscape shaping powers.
She constantly searches for wanderers to fuel her arcane experiments. Mullonga has a number of workshops where she conducts these experiments, which have resulted in the creation of the arcane heads and other terrors that now serve the witch. Mullonga is often accompanied by night hags, nightmares, ennui, and golems of various varieties. Her ghettoes are also haunted by things that did not turn out the way the witch had planned.
Mullonga is 5 feet tall and weighs 90 pounds.
Mullonga speaks Abyssal, Celestial, Common, and Infernal in a voice as dry and brittle as a mummy’s wrappings.
Combat
Mullonga often attempts to insinuate herself into a company of wanderers, using illusions to cast herself as a mage lost in the mists. If she is accepted into a company, she begins to sow false information. She does this in an effort to create fear in the wanderers—fear she can later use in dreams.
Mullonga prefers to rely upon her magic, but if forced into melee, Mullonga’s gnarled hands become grotesquely extended claws.