300
reat
Hard
Di cult
Bounty
1500 Crowns
Armor
10
INT 1
REF 13
DEX 10
BODY 15
SPD 7
EMP 1
CRA 1
WILL 9
LUCK 0
STUN 10 Height Around 4m at the shoulders
RUN 21 Weight Around 1500kg
LEAP 4 Environment
STA 55 Intelligence Remote areas of wilderness
ENC 150 Organization About as intelligent as a dog
REC 11
HP 110 Solitary
VIGOR 0
301
Fiends Vulnerabilities
Commoner Superstition (Education DC:18) Relict Oil
Moondust Bombs
Now, not many folks even know these whoresons exist. Heh, mostly stick to the mountains
A end caught in the area of
from what I hear. What people do say’s pretty interestin’ though. ese beasts are devils of ill a moondust bomb cannot re-
generate for the duration of
intent and they feed on the evil thoughts of men. If ya encounter one it’ll put ya into a deep
the bomb’s e ect.
trance and feed on your darkest secrets. A er it drains your mind dry it’ll tear ya limb from
Sensitive Hearing
limb and feast on your corpse. Heh, if ya wanna stay safe, ya gotta make an evil eye pendant
When struck with a bomb or
outta glass and ink. at’ll absorb the beast’s fell magics and whatnot. –Rodolf Kazmer caught in a loud, sharp noise,
Witcher Knowledge (Witcher Training DC:18) a end is staggered.
Fiends are among the most dangerous relicts you can encounter on the Continent. ey Abilities
are tremendous elk-like creatures, so large that even the most powerful Gri n School
witcher couldn’t stagger them with the Aard Sign. When charging with their massive ant- Regeneration
lers it’s best to leap out of the way–nothing short of a stone wall will stop them. e beasts
pose a tremendous threat, since not only are they tremendously strong, they heal almost as A end regenerates 5 point of
you cut them and can hypnotize with a look. Contrary to the common supersition an evil damage per round.
eye pendant will not protect you from a end’s hypnosis, which plunges you into a world of
darkness where all you can see is the end‘s glowing third eye. Charge
At this point it will charge, aiming to spear you on its antlers.
Fiends are not demons, but relicts. ere is some Skills If a target moves more than
debate as to their intelligence since they appear to be related 10m away from the end,
to the very smart and cra y succubi. However, ends appear Athletics +5 it can charge and make a
about as intelligent as your average bear and never act with powerful horn attack at -4
complex reasoning. When ghting a end, stay light on your Awareness +10 which does 10d6 damage and
feet and dodge it. While you can block and parry, it is more Brawling +8 knocks the target back 8m.
advisable to keep maneuvering around the end. Relict oil Courage +10 If they strike anything while
can be tremendously useful when ghting a end, as well as Dodge/Escape +7 ying back, the target takes
appropriate ramming dam-
moondust bombs to keep it from regenerating for a time and Endurance +7
dimeritium bombs to stop the end’s hypnosis. Fiends also age as if on a horse.
have incredibly sensitive hearing–loud noises such as banging Melee +9
on a shield or the explosion of bombs can stagger them. Physique +10 Massive Bulk
Resist Magic +10
Fiends are immune to Aard,
Spell Casting +15 or any e ects that would
Stealth +1 knock them o their feet.
Wilderness Survival +6 Hypnosis
Weapons A end can take a turn to
hypnotize its foes. Anyone
Name DMG E ect ROF Loot looking at the end must
Claws 6d6+2 N/A 2 make a Resist Magic check
Bite Bleed (50%) 1 Fiend dung (1d6) against the end’s Spell Cast-
Horns 7d6 WA -1 1 Fiend eyes (3) ing or take a -4 to defense
8d6 or attacks against the end
Fi h essence (1d10) and be blinded to the terrain
around them for 5 rounds.
Feral
For the purposes of Aware-
ness and Wilderness Surviv-
al, instinct gives them an INT
of 8.
302
reat
Easy
Complex
Bounty
10 Crowns
Armor
0
INT 2
REF 5
DEX 7
BODY 3
SPD 6
EMP 2
CRA 2
WILL 4
LUCK 0
STUN 3 Height Around 1 meter
RUN 18 Weight Around 13kg
LEAP 3 Environment Plains and forests
STA 15 Intelligence As intelligent as dumb humans
ENC 30 Organization Bands of 3 to 12
REC 3
HP 15
VIGOR 0
303
Nekkers Vulnerabilities
Commoner Superstition (Education DC:12) Ogroid Oil
Nekkers are horrendous little beasts. Heh, folk say they live under bridges and prey on travel-
ers who get stuck or lose their way. ey’re little hideous troll-like things that hunt in packs–ya
get enough of ‘em together and they’ll strip a horse of esh in a few minutes. If ya run into a
group of nekkers it’s best to spur your horse and ride as fast as ya can. If you’re on foot, ya got Abilities
one hell of a problem. Heh, try lightin’ a torch and headin’ for a city. Fire should keep ‘em at Leader
bay long enough if you’re lucky. –Rodolf Kazmer O en, a group of nekkers will
be lead by a nekker chie ain.
Witcher Knowledge (Witcher Training DC:10) As long as a chie ain is alive
all nekkers in its warband
Nekkers are a quandry for some witchers, a strange middle ground between purely being a gain a +4 to courage. e
monster and being a sentient race. ey are short, ugly, bald creatures that tend to hide in chie ain is also capable of
holes and caves but will live just about anywhere. ey will hunt down anything made of giving orders to the rest of
meat that has a heartbeat and devour it from the top of its head to the tip of its toes. is the pack. ese orders can be
obviously makes them a danger to the world at large, and thus most witchers kill them
with no great misgivings. However, nekkers have recently been discovered to be far more quite complex.
intelligent than most give them credit for. ey hunt in war bands led by a chie ain, they
Night Vision
Nekkers operate in areas of
dim light with no penalties.
wear loincloths and headdresses, sometimes carry staves, and
in some places even decorate their caves with primitive paint- Nekker Chieftain
ings commemorating battles and hunts that they have gone Skills
on. All of this being said, they are still a threat to humanity and Nekker chieftains are usual-
other sentient creatures. Athletics +7 ly slightly larger than regular
nekkers. Some people think
If you have to ght a group of nekkers (which you like- Awareness +8 that they are a larger breed of
ly will if you travel the war-torn roads in the Northern King- nekker, but it’s more likely that
doms) keep in mind that nekkers are pack hunters who take Brawling +5 (like humans) larger, more
orders from a chie ain, and killing it should be a priority. e Courage +6 powerful nekkers are chosen
chie ain will usually wear a skull headdress and carry a sta of Dodge/Escape +6 to be chieftains. They are often
a reddish hue, possibly due to
some kind. Nekkers will try to gang up on you, so stay moving Endurance +6 war paint.
constantly. Area of e ect or cone-based attacks, such as spells Melee +5
or bombs, are good to thin the ranks of the nekkers. Ogroid oil
applied to a blade is also a good idea if you have some to hand. Resist Coercion +9 INT 2 STUN 4
Technically, nekkers are somewhat intelligent–with great dif- Resist Magic +4 REF 6
Stealth +8 DEX 8 RUN 21
culty you might be able to convince them to leave you alone BODY 4 LEAP 4
if you show them more fruitful prey. In general, it’s not a great Wilderness Survival +8 SPD 7 STA 20
plan to stake your life on your diplomacy, though. EMP 2 ENC 40
CRA 2 REC 4
Weapons Loot WILL 5 HP 20
LUCK 0 VIGOR
Nekker claws (2) 0
Nekker heart (1)
Name DMG E ect ROF Nekker teeth (1d6/2)
Claws 1
2d6 N/A
304
reat
Medium
Di cult
Bounty
800 Crowns
Armor
20
INT 3
REF 8
DEX 7
BODY 12
SPD 4
EMP 6
CRA 7
WILL 4
LUCK 0
STUN 8 Height Around 2 meters
RUN 12 Weight Around 150kg
LEAP 2 Environment Mountains and valleys
STA 40 Intelligence As intelligent as dumb humans
ENC 120 Organization Solitary or groups of 2 to 3
REC 8
HP 80
VIGOR 0
305
Rock Trolls Vulnerabilities
Commoner Superstition (Education DC:14) Ogroid Oil
So Spot
Most of the things folk know about trolls is about cave trolls, but how di erent can they be?
Heh, everybody knows trolls’re great builders and they work for vodka. Trolls can build all A rock troll’s stomach has
sorts of masonry and whatnot. Ain’t too bright though. Folk say ya can trick a troll into only 5 points of armor and
buildin’ a bridge, goin’ away, or just about anything else by promisin’ em a whole keg of does not have its damage re-
vodka, then givin’ ‘em a keg of water and tellin’ ‘em it’s a new recipe. I wouldn’t try it though.
Whoresons have got one hell of a punch and I like my head on my shoulders. sistances.
–Rodolf Kazmer Abilities
Witcher Knowledge (Witcher Training DC:14) Crushing Force
To some extent it is true that cave, rock, and ice trolls are more similar than di erent.
But the di erences that do exist are very important, especially if you have to ght one of Due to the incredible force
these brutes. Yes, all trolls are what most people consider stupid. ey are about as smart with which they punch, a
as the average young child and remain that way their entire lives. ey are also very fond troll cannot be parried and
of alcohol of any variety, though their mass means that it takes vodka and other spirits to does double ablation dam-
really get them drunk. It’s not advisable to trick a troll when it comes to vodka–they are age to weapons, shields, or
tremendously strong and don’t take well to being fooled. Trolls have tremendously power-
ful punches which have been known to dent plate armor and armor.
crack even the most resilient shields, so dodging their attacks
is preferable to trying to block and parrying is out of the ques- rown Boulders
tion. Trolls of all varieties are very very accurate when it comes Skills
When more than 6m from
to lobbing boulders at distant targets. If you get too far from Athletics +3 their target, rock trolls prefer
a troll you are currently ghting it will probably throw large Awareness +9 to throw boulders or other
rocks at you, forcing you to dodge and slow down until it can Brawling +8 bits or rubble that do 5d6
close the distance again. Trolls have also been known to grab Courage +10 damage. ese boulders have
and grapple targets, using their incredible strength to their ad-
vantage. a range of 16m.
Now the di erences. Don’t bother hiring rock trolls Dodge/Escape +5
Endurance +8 Resistances
as builders—they’re useless. Rock trolls are smaller in stature
than cave trolls, standing only two meters tall at most. How- Resist Coercion +6 Rock trolls only take half
ever they are incredibly heavy, with a hard plate of rock on Resist Magic +8 damage from piercing,
bludgeoning, and slashing.
their back that acts as a natural shield against attacks from the Stealth +3
rear. is means that unlike cave trolls, you must face a rock Trolls Under Bridges
troll head on to do real damage to it. Trying to attack through Wilderness Survival +7
It’s not uncommon to find
the solid stone on a rock troll does very little damage, and just trolls under bridges or living
about any weapon will dull on its stony back. near to them. This is more
Loot common among cave trolls
but applies to rock trolls as
Weapons Mundane items (1d6) well. Due to their strength and
Stone (2d10) the formidable crafting skills
Name DMG E ect ROF of cave trolls, they are often
Punch 2 Troll hide (1d6) hired by towns to maintain
6d6 N/A Troll liver (1) bridges and (in some cases)
work as guards and toll collec-
tors. Many towns find it easier
to hire a troll, since most times
they can be paid in vodka and
very rarely complain.
306
reat
Hard
Simple
Bounty
1000 Crowns
Armor
10
INT 1
REF 10
DEX 10
BODY 10
SPD 7
EMP 1
CRA 1
WILL 6
LUCK 0
STUN 8 Height Around 2 meters
RUN 21 Weight Around 408kg
LEAP 4 Environment Mountains and valleys
STA 40 Intelligence About as intelligent as a dog
ENC 100 Organization Solitary or pairs
REC 8
HP 80
VIGOR 0
307
Wyverns Vulnerabilities
Commoner Superstition (Education DC:16) Draconid Oil
Wyverns are like two-legged dragons, I think. Hell, folk don’t see ‘em much, so folk don’t talk Abilities
about ‘em much. Anyhow, wyverns are like the lesser cousins of dragons and they hunt virgin Flight
maidens and such. Ya gotta watch out for ‘em swoopin’ down out of a clear blue sky to carry A wyvern can take ight as a
movement. e wyvern can
o your daughters. Can only be killed by silver, so a silver blade’s a necessity when rescuin’ only be knocked out of the air
by stunning it or doing more
a damsel from one of these scaly whoresons. ey say once you’ve killed the beast, though, than 10 points of damage
with an attack. If the wyvern
drinkin’ its blood’ll give you power over re itself. –Rodolf Kazmer is knocked out of the air it
must make a DC:16 Athletics
Witcher Knowledge (Witcher Training DC:16) check or take falling damage
Draconids accrue the most strange and fantastical legends around them. Something about
this family of monsters inspires the storyteller in everyone. Wyverns are draconids, in the based on how far it fell.
same family as dragons but far from being dragons. ey are violent, primal beasts that
stalk high mountain areas and hunt people mostly when they happen upon them. Wyverns Spit Venom
have no predisposition towards virgins–they pursue any living creature they think they can
kill and eat. It is true that wyverns like to swoop down on their prey from above and try Wyverns can spit venom at
to stay in the air if possible. Unlike dragons, wyverns can’t breathe re, but they can spit one target up to 8m away and
an acidic poison with great accuracy. at can make ghting a wyvern at range a daunt- do 3d6 damage with a 100%
ing task. Luckily they aren’t immune to everything but silver.
While their hides are tough to pierce, they can be felled with Skills chance of poisoning.
regular steel weapons and magic, just like most other crea-
tures. Resistances
When hunting a wyvern, start by preparing a draco- Athletics +8
Awareness +10 Wyverns only take half dam-
nid oil. Cover yourself from head to toe as much as possible age from piercing and slash-
to avoid acidic venom getting on any uncovered areas. Golden Brawling +7
oriole potion is also a good idea, to negate poison e ects. You Courage +8 ing.
should also stock up on ranged ammunition or make sure you Dodge/Escape +6
know a few damaging spells. While a wyvern ies around its Endurance +8 Feral
prey, a well-placed arrow or the like stands a good chance of
knocking the monster out of the air, making it far easier to hit. Melee +8 For the purposes of Aware-
While engaging a ying wyvern, be wary of their claws–they ness and Wilderness Surviv-
will try to slash at you as they y by. On the ground a wyvern Resist Magic +8 al, instinct gives them an INT
falls back to its fanged bite or the poisonous barbs on its tail. Stealth +6
of 7.
Wilderness Survival +9
Draconid Leather
Weapons Loot Armor
Name DMG E ect ROF Draconid scales (1d10) Over the years draconid scales
Claws 2 Venom extract (1d10) have been incorporated into
Bite 6d6 N/A 1 Wyvern egg (1d6/2) sets of armor built for nobility,
Tail barbs 1 Wyvern eyes (1d6/2) knights, and even sometimes
7d6 Poison (25%) mages who want to show off
to their peers. Draconid scales
5d6+2 Poison (75%) forged into draconid leather
are very protective, and many
of these sets of armor are now
family heirlooms that are
passed down from generation
to generation.
308
reat
Hard
Di cult
Bounty
1500 Crowns
Armor
0
INT 6
REF 14
DEX 12
BODY 8
SPD 10
EMP 3
CRA 3
WILL 8
LUCK 0
STUN 8 Height Around 2 meters
RUN 30 Weight Around 115kg
LEAP 6 Environment Ruins, caves and near cities
STA 40 Intelligence Human-level
ENC 80 Organization
REC 8 Solitary
HP 80
VIGOR 0
309
Katakans Vulnerabilities
Commoner Superstition (Education DC:18) Vampire Oil
Heard plenty of tales of vampires while travelin’ ‘round the Continent. Legends say a vampire Black Blood Potion
Celestial Weakness
can turn into a bat or a wolf or the like. Can y without wings, heal any wound, and claw
In sunlight, a katakan’s regen-
right through steel. Heh, I hear katakans like to seduce pretty women with their shapeshi in’ eration is lowered to 3.
abilities and then drink their blood. Sounds like a whole mess of trouble I’d like to avoid gettin’ Fire Vulnerability
caught up in, but if you’ve gotta, keep a head of cut garlic on hand, as well as a holy symbol Katakans take double dam-
age from re attacks or being
of your chosen god and a stake to drive through the beast’s heart to kill it for good. Turns out
on re.
I sell all those items at reasonable prices, by the way. –Rodolf Kazmer
Blood Transference
Witcher Knowledge (Witcher Training DC:17)
Of all monster families, the di erence in power from least to most is at its most staggering Katakan are a ected by any
in vampires. Lesser vampires are quick and agile, stronger than the average man, stealthy substances in the blood they
as a shadow, and vicious in their attacks. But they are animalistic–o en less than fully
sentient. At the opposite on the spectrum, the power of a nosferat is so vast as to be almost drink.
incomparable. Katakan are a good midway point in the vampire family between bestial
lesser vampires and overwhelming, brilliant higher vampires. Abilities
Katakans are intelligent creatures, o en more so than the av-
erage human. ey are highly magical, able to hide from all Skills Regeneration
forms of magical scanning including witcher medallions and
other divination, and can communicate with prey telepath- Athletics +10 A katakan regenerates 5 point
ically. ey cannot take any form but their own. In combat of damage per round.
they are stealthy, hiding behind magical invisibility while they Awareness +10
drive their prey mad with telepathic fear tactics. Katakan are Brawling +7 Invisibility
hard to kill, regenerating from most wounds very quickly and Courage +8
dancing around attacks with their superior speed. ey are A katakan can become invis-
Dodge/Escape +10 ible, granting it +10 to stealth
and +5 to attack. It becomes
still more animalistic than their more powerful cousins and Endurance +8 visible when it attacks. Even
are prone to lick blood o the cobblestones a er eviscerat- if you make your awareness
ing their prey with their claws. Popularly-known protections Intimidate +8 check to spot the katakan,
do not work on a katakan. Most will probably just annoy it, Melee +8 you take a -3 to attack and
save for the stake through the heart. When ghting a katakan, defense against it. Yrden can
Resist Coercion +10
re is your best weapon since they are very ammable. Black Resist Magic +8 make a katakan visible.
blood can also be quite useful if the katakan tries to bite and Stealth +10 Invisible to Magical
feed on you. Alternatively, remember that any drug or amount Scanning
of alcohol in your blood will a ect a vampire that bites you. Wilderness Survival +8
Katakans cannot be detected
Weapons Loot by witcher medallions. Mag-
es must succeed at a Magic
Name DMG E ect ROF Mundane items (1d6) Training roll against the ka-
Claws 6d6 Bleed (50%) 2 Random rune takan’s Resist Magic roll to
Bite 1
7d6+2 Bleed (100%) Vampie saliva (1d6) sense them.
Vampire teeth (1d6/2)
Telepathy
Katakans can telepathically
communicate with any one
creature within 20m of them
without taking an action.
Night Vision
Katakan operate in areas of
dim light with no penalties.
310
Cat
INT 1 STUN 2 Skills Dodge/Escape +6
REF 4 Athletics +8 Awareness +7 Courage +5 Wild. Survival +3
DEX 6 RUN 18 Endurance +4
BODY 1 LEAP 3 Melee +4 Stealth +6
SPD 6 STA 10
EMP 3 ENC 10 Loot Armor Vulnerabilities
CRA 1 REC 2 0
WILL 4 HP 10 Beast bones (1d6/2) Beast Oil
LUCK 0 VIGOR 0 Raw meat (1d6/2)
Abilities
Weapons Night Vision
Name DMG E ect ROF Cats operate in areas of dim light with no penalties.
Claw 1d6/2 N/A 1
Pounce
Bite 1d6 N/A 1
A cat doesn’t need to take a running start when leaping.
Magically Attuned
Cats are capable of seeing invisible creature and sensing magical emanations or magic users
within 20m.
Feral
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
Dog
INT 1 STUN 4 Skills Dodge/Escape +6
REF 3 Athletics +3 Awareness +9 Courage +8 Wild. Survival +8
DEX 5 RUN 15 Endurance +10
BODY 3 LEAP 3 Melee +7 Stealth +3
SPD 5 STA 20
EMP 4 ENC 30 Loot Armor Vulnerabilities
CRA 1 REC 4 0
WILL 5 HP 20 Beast bones (1d6) Beast Oil
LUCK 0 VIGOR 0 Dog tallow (1d6/2)
Raw meat (1d6/2)
Weapons Abilities
Name DMG E ect ROF Scent Tracking
Bite 2d6 N/A 1
Dogs are able to track things by scent and do not need hearing or verbal clues.
Feral
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
311
Bird
INT 1 STUN 2 Skills Courage +6 Dodge/Escape +6
REF 3 Athletics +6 Awareness +9 Wild. Survival +3
DEX 4 RUN 10 Endurance +4
BODY 1 LEAP 2 Melee +5 Stealth +6
SPD 2 STA 10
EMP 3 ENC 10 Loot Armor Vulnerabilities
CRA 1 REC 2 0
WILL 4 HP 10 Beast bones (1d6/2) Beast Oil
LUCK 0 VIGOR 0 Feathers (1d6)
Raw meat (1d6/2)
Weapons Abilities
Name DMG E ect ROF Flight
Claw 1d6/2 N/A 1
A bird can take flight as a movement. The bird can only be knocked out of the air by stunning
it or hiting it. If the bird is knocked out of the air it must make a DC:16 Athletics check or take
ramming damage equal to how many meters it fell. While flying a bird has a SPD of 7.
Feral
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
Serpent
INT 1 STUN 2 Skills
REF 4 Athletics +4 Awareness +5 Courage +5 Dodge/Escape +5
DEX 3 RUN 18 Endurance +4 Wild. Survival +2
BODY 1 LEAP 3 Melee +6 Stealth +9
SPD 6 STA 10
EMP 2 ENC 10 Loot Armor Vulnerabilities
CRA 1 REC 2 0
WILL 3 HP 10 Beast bones (1d6/2) Beast Oil
LUCK 0 VIGOR 0 Raw meat (1d6/2)
Venom extract (1d6/2)
Weapons Abilities
Name DMG E ect ROF Swimming
Bite 1
1d6 Poison (75%) Serpents can swim at the same speed as their SPD and still use Dodge/Escape to dodge.
Feral
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT of 7.
312
Horse
INT 1 STUN 8 Skills Dodge/Escape +8
REF 4 Athletics +6 Awareness +5 Courage +6 Wild. Survival +2
DEX 5 RUN 36 Endurance +6
BODY 12 LEAP 7 Melee +6 Stealth +3
SPD 12 STA 40
EMP 4 ENC 120 Loot Armor Vulnerabilities
CRA 1 REC 8 0
WILL 4 HP 40 Beast bones (1d10) Beast Oil
LUCK 0 VIGOR 0 Raw meat (1d10)
Weapons Abilities
Name DMG E ect ROF Feral
Hooves 1
2d6+2 N/A For the purposes of Awareness and Wilderness Survival, instinct gives them an
INT of 7.
War Horse
INT 1 STUN 10 Skills
REF 6 Athletics +6 Awareness +6 Courage +10 Dodge/Escape +6
DEX 6 RUN 33 Endurance +9 Wild. Survival +2
BODY 14 LEAP 6 Melee +8 Stealth +2
SPD 11 STA 50
EMP 3 ENC 140 Loot Armor Vulnerabilities
CRA 1 REC 10 0
WILL 6 HP 50 Beast bones (2d6) Beast Oil
LUCK 0 VIGOR 0 Raw meat (2d6)
Weapons Abilities
Name DMG E ect ROF Feral
Hooves 4d6+2 N/A 1
For the purposes of Awareness and Wilderness Survival, instinct gives them an INT
of 7.
313
Ox
INT 1 STUN 10 Athletics +2 Skills Courage +10 Dodge/Escape +7
REF 3 Endurance +6 Awareness +3 Wild. Survival +1
DEX 3 RUN 18
BODY 14 LEAP 3 Melee +5 Stealth +1
SPD 6 STA 50
EMP 2 ENC 140 Loot Armor Vulnerabilities
CRA 1 REC 10 0
WILL 6 HP 50 Beast bones (2d6) Beast Oil
LUCK 0 VIGOR 0 Raw meat (2d6)
Name Abilities
Hooves
Gore Weapons Feral
DMG E ect ROF For the purposes of Awareness and Wilderness Survival, instinct gives them an
4d6 N/A 1 INT of 7.
5d6 Bleed (50%) 1 Charge
If a target moves more than 10m away from an ox, it can take a full round to charge and make
a powerful Gore attack at -4 which does 8d6 damage and knocks the target back 3m. If they
strike anything while flying back, the target takes appropriate ramming damage as if from a
horse.
Mule
INT 1 STUN 9 Skills Courage +7 Dodge/Escape +5
REF 4 Athletics +3 Awareness +3 Wild. Survival +2
DEX 4 RUN 27 Endurance +7
BODY 11 LEAP 5 Melee +5 Stealth +2
SPD 9 STA 45
EMP 3 ENC 110 Loot Armor Vulnerabilities
CRA 1 REC 9 0
WILL 7 HP 45 Beast bones (1d10) Beast Oil
LUCK 0 VIGOR 0 Raw meat (1d10)
Weapons Abilities
Name DMG E ect ROF Feral
Hooves 2d6+2 N/A 1
For the purposes of Awareness and Wilderness Survival, instinct gives them an
INT of 7.
314
To All A Good Night
Background (Read Aloud) e Rest of the Story
It’s been a long, hard journey, but it’s well What the players don’t know is that the town
worth it. Anything to avoid the meat-grinder of Ashberg is being tormented by some beast
at the Pontar, right? Nobody knows how long in the night. Ever since the Nilfgaardians
Vergen can hold out, but everybody knows it stormed through, children have been going
won’t be long. Nothing stops the Nilfgaardi- missing in the night. Little do the townfolk
an war machine. A few days of sneaking past know, this is all a plan concocted by the new
Nilfgaardian patrols, maybe picking up a few Nilfgaardian lord of Ashberg, Olaf Nowak.
deserters on the way, and you’ve landed in Lord Nowak is using a local troll, displaced
some little Aedirnian town called Ashberg. by the Nilfgaardians, to instill enough fear
It’s a nice enough place but people seem a bit in the locals to keep them from rioting. e
on edge. Not surprising: Nilfgaard just went rock troll, Woolabag, has been convinced he
through and the streets still smell of blood and is doing good by taking naughty children
rotting corpses. Speaking of the streets, you and giving them to the Lord to be punished.
don’t see any children here.
315
Setting Set Up (Read Aloud)
e players enter the small town of Ash- e smell of blood fades as you step into the
berg in upper Aedirn. ey will nd open Wolf Head Tavern, only to be replaced by the
lodgings at the Wolf Head Tavern where odor of the drunk, unwashed commonfolk of
they can set up their headquarters. ey can Ashberg. As you take a seat and gesture to the
investigate a house where the most recent barkeep for some food and drink you realize
kidnapping happened. A er a night or so, the people here look broken and scared, but
another child will be taken from the manor not in the way you’ve come to expect from the
of a local noble who was plotting treason. terrors of Nilfgaard. Sure, you see the usual
Eventually the players will nd the lair of lack of ghting age men and the discard-
Woolabag. A er that the climax takes place ed national ags but also that same lack of
in Lord Nowak’s manor, where the children children you saw when you entered the town.
are kept.
e few you do see are kept on a tight leash
Forces by their parents. A er a minute the Barkeep,
who was arguing quietly with a townswom-
is adventure can be run with up to six an, comes to your table with a platter of bread
players from either side of the war. If they and cheese and a bottle of dwarven spirits. As
are from the North, they are eeing the on- he sets it down he says nervously:
coming war. If they are from Nilfgaard, they
are deserters running from the frontline. You lot look tough... Meal’s on the house, and
Remember that the enemies you deploy if ya wanna make some coin meet me out
should re ect the number of players. back tonight. I swear the coin’s good.
e Opposition Will Be Hook
• Woolabag the troll is a rock troll who Sundown comes. Give the players some
is being manipulated by Lord Nowak. time to wander town a bit, but make clear
If there are more than 4 players, add a that it will pay to lay low. If the players de-
second rock troll as well (Mogo). cide not to meet the Barkeep he comes to
• Nekkers are found near the troll cave. nd them. When they do meet, he looks
ere should be a number of nekkers frantic. ere are ve other townsfolk with
equal to the players plus 2. him. e Barkeep begs the players to listen
• Bandits are looting the scene of the and promises them plenty of payment. Even
crime. ere should be as many bandits if they decline, the man will launch into his
as there are players. tale:
• City Guards may be dispatched to im-
prison the players or to help them. Use Our town’s in a horrible spot, or I wouldn’t be
bandits in the Bestiary for their stats. beggin’ help o’ travelers. Every night more and
• Crucible Kowal is the most fearsome more of our young‘uns go missin’ and no one’s
human threat the players will encoun- doin’ nothin’ about it! Somethin’s stalkin’ our
ter; while they can escape him they will streets. e Lord’s doubled the guard, but they
likely ght. See the stat block at the ain’t seen anythin’! And anyone who tries to
back of the adventure for his stats.
ght it gets crushed. We’re just peasants and
• Lord Nowak won’t appear until the end drapers and such, but I can o er some coin
of the adventure, but the players have and a valuable secret: I know a hidden pas-
the option to ght him. See the stat sage into the Mahakams. Everyone knows ya
block at the back of the adventure for can’t just head west. You’ll be spied by black
his stats.
scouts and that’s the end of ya!
316
Awareness Just last week the Henny found two corpses to the outskirts of town where they nd a
out south of here. Crucible’s work.... Poured house with its door broken open. In fact, not
Total Result molten lead down their throats and le ‘em. only the door—the door frame is cracked
and forced outward, like something much
10 e 5 people were By now it should be obvious to the players larger than a human had to force its way
14 all beaten to death. that the peasants are telling the truth. Many inside. Inside is a mess: furniture scattered
18 units of Nilfgaardian Scouts have fallen and broken.
ere are no obvi- back to patrol occupied territory and root
20 ous cutting or stab- out dissenters. It’s known that one of the Cli hanger
Commanders is an Etolian call “Crucible”
bing wounds. Kowal, for his tendency to execute prisoners Inside the players can make an Awareness
by pouring molten metal down the throats. check at a DC:14. If they succeed they hear
e wounds were In Mahakam the players will be safe and can sounds from the adjacent room. A group
in icted with a theoretically bargain for Mahakaman steel of bandits there (as many as there are play-
large object. Prob- weapons and armor, which will do them ers) are ri ing through drawers and stu ng
ably shaped like a well as they travel south. If the players agree, sacks with goods. If the players don’t try to
they’ll be shown to the mortician’s study in sneak (or they confront the bandits) the
club. the next Development. If not, the townsfolk bandits will draw their weapons, yelling at
leave and accumulate 650 Crowns among the players to get out. e bandits look pret-
ere are frag- them to pay. If the players still refuse, the ty clawed up.
ments of bark people threaten to turn the players in to
on some of the “Crucible” Kowal—the only options for the “Shove o ,” ey yell. “We earned this loot,
players then are to take the job or nd every- runnin’ o those ploughin’ midgets!”
clothes. one who knows about them and kill them.
e bandits can be fought (in which
ere is mud un- Development case use the statistics for bandits in the Bes-
derneath one tiary section) or reasoned with. It takes a
woman’s nails. e At the morgue the players meet a thin, reedy DC:15 Charisma check to calm the bandits;
mud is part clay, elf by the name of Aeron who is introduced then they will spill their story before at-
part moss, and as the town’s best mortician. Aeron is a quiet tempting to leave. Attempting to stop them
smells horrid, like man and doesn’t talk to the players unless ends in a ght.
sweat and piss. he absolutely has to. He seems wary of the
players, but leads them down to his morgue “Came to rob the place. Y’know...dead ‘uns
First Aid where they nd 5 bodies in varying states don’t need their things. But, was these plough-
of decomposition. Players may make an in’ ugly midget things, crawlin’ ‘round the
Total Result Awareness or First Aid/Healing Hands to place. Figured we’d run ‘em o but... Horrid’
things bit o me nger... and Herman’s nose!
10 e 5 people were nd clues (refer to the Table in the sidebar Seems like they was lookin’ for somethin’ ta
14 beaten to death for results). eat. Ran ‘em o good and they scampered for
and died of inter- the hills...”
18 nal organ failure. A er he has given the players a few
minutes to look over the bodies Aeron tells Development
20 e wounds were them:
in icted with a A er the bandits have gone (or are dead),
weapon at least a All ve bodies were found in their homes at players can check around the house with an
meter long, half sunrise. eir doors had been broken open, Awareness check (refer to the Table in the
a meter wide and the victims beaten to death, and their children sidebar for results). Players may ask towns-
vertically ribbed. taken. e guards have yet to catch the crimi- folk around the house what anyone saw or-
nal, though extra patrols have been posted...I heard.
e wounds were can take you to the scene of the most recent
in icted with crime if you wish.
strength far be- If they take the o er, Aeron guides them
yond human ca-
pability—like be-
ing trampled by a
horse.
ere are a few bite
marks on one of
the corpses which
might have been
animals but look
unnervingly hu-
man.
317
It will take a DC:16 Charisma check or a If the players refuse this initial invitation, Awareness
DC:14 Intimidation check to convince the the servants o er a great deal (300 crowns
neighbors to talk. If the players succeed they per player) of money for them to aid her Total Result
learn that around the middle of the night Ladyship. If they still refuse, the servants
the neighbors heard a cracking of wood, a testily leave the Players to follow the rest of 10 Blood—looks like
deep voice singing something unintelligi- the drag trail. Move straight to Cli anger 14 it is from a day or so
ble, and then a horrible ght. ey were too (Troll Cave). 18 ago. A DC:15 First
scared to go and check, but one woman did Aid check shows
send her son to get the guards. e guards If the players choose to go with the 20 that the smear’s
didn’t arrive until things had been over for servants they meet with Lady Sibilia in her shape matches the
some time. manor. Her Ladyship is a fairly powerful smashed face of
one of the bodies.
Cli hanger gure in Ashberg, having been married to Okay, this creature
a local knight of Prince Stennis before the was bulky enough
Your players will probably choose to fol- war. When they meet with her she seems to break the door
low the drag marks out of the house. If they glacially cold, but a DC:16 Human Percep- frame. How does
don’t, have a party NPC (or Aeron) sug- tion check shows that she is tremendously something this big
gest it. Following the drag marks (which worried. She tells the players: sneak around the
is a DC:12 Wilderness Survival check), the
players nd a number of nekkers (equal to I’m glad you decided to come. I will get guards?
the number of players plus 2) ghting over straight down to business. My son Adalbert ere are drag
the corpse of a woman. As well as the obvi- was kidnapped last night from his bedroom. marks, as though a
ous nekker wounds, the corpse shows con- body was dragged
sistent damage with the other victims of the e window and wall were smashed open out the back en-
beast. e players must ght, or run from and his room is in shambles. I heard you were trance of the house.
the nekkers. investigating this beastly kidnapper and so I e track leads out
sent for you. I am willing not only to pay, but of the house and
Development to furnish two of my personal guard to aid towards the hills
you with the beast. outside of town.
A er the ght with the nekkers the sun has e main room,
set and the trail has gone cold. e nekkers If the players accept, they inspect the room where it looks like
probably have an underground lair some- Adalbert was kidnapped from. It matches the ghting took
where, but they’re obviously just scavengers. the other crime scenes, but there’s no blood, place, has bits of
just knocked-over furniture. Outside the twigs and small
e best bet would be to return to the Wolf smashed wall they nd a set of large human- sticks scattered
Head Tavern and rest for the night. oid tracks in the grass and mud. A Mon- about. ey match
ster Knowledge roll can be made against a the bark found on
Give the players a bit of time to DC:16. to nd out that the mystery beast is the people’s clothes.
drink at the tavern, talk amongst them- probably a rock troll. Some pieces have
selves, or chat with folk at the tavern. ey blood on them.
won’t get any new information but it will Cli hanger
help break up the action and pace the game. Aeron
However, the next morning the players Following the tracks (a DC:10 Wilderness
wake to insistent knocking on their door/ Survival check) takes the players past the If players decide to attack Aer-
doors. Outside are well-dressed men who spot where they found the nekkers, then on (for some reason), he can be
look to be servants. One of them greets the further into the hills. In the distance the treated as a bandit with nothing
players: players see a cave with some bizarre nekker but a dagger.
idols outside. A DC:15 Awareness check at
Good morning, travelers. Your presence is the mouth reveals that there are more nek-
requested by Lady Sibilia. Her ladyship is kers equal to the players plus 2 still inside
aware you are investigating the child kidnap- the cave.
pings and wishes to aid you.
318
However, if the players spoke with Lady to detain them. e players can ght, but
Sibilia they now also have two guards to every round 1d6/2 more guards arrive. If
they do get captured, go to Development
ght alongside them, so the ght shouldn’t (Imprisoned).
be too hard.
If the players stayed in the cave, the
Development troll returns and the players can ght him
or talk to him. e troll uses a tall bundle of
Once they beat the nekkers, the players nd branches as a weapon (see Woolabag’s Club
that the cave not only housed the nekkers, at the back of the adventure). To talk to him,
but also a rock troll (or two). e cave is ob- players must calm him down with a DC:15
viously a troll lair but there are no bones that Charisma check. If the troll is calmed, the
look appropriately childlike. ere are a lot players get his story in beautiful Troll-ese:
of bones though, arranged into shapes and
sculptures in some places. A DC:13 First Woolabag sorry, hummies. Not see hummies
Aid check shows that the bones are mostly in cave in long time. No sharpy sticks use.
from deer and sheep. Woolabag is good trolsy! Punish naughties!
Naughty hummies Woolabag hurt! Woolabag
Cli hanger doing good job! Shiny man say!
e players can head back or wait for the From the troll, they nd out that he thinks
troll. he’s doing good, taking naughty children
and giving them to Lord Nowak to punish.
If they head back, they reach town He gets paid in sheep and deer for this and
by nightfall. On the outskirts of town they thinks he is doing a sort of service for the
spot the troll handing over a wicker basket town.
to two of the city’s guards. e troll is carry-
ing a large club made of bushels of branches, If the players kill the troll, they can
lashed together with leather. e club would return for their money—but the children
match the wounds in icted on all the vic- are still missing, and soon a er getting their
tims. e guards can make an Awareness money they are met by guards in twice their
check to notice the players. number, who detain them. ey can ght,
but every round 1d6/2 more guards arrive.
If they spot the players, the guards Go to Development (Imprisoned).
sic the troll on the players, saying “Look,
more naughties!” and then run. e players If the players did not kill the troll,
can ght the troll, run from him, or try to they get back to the inn to nd guards wait-
reason with him. With a DC:18 Persuasion, ing for them in twice their number to take
Charisma, or even Leadership check the them in. ey can ght, but every round
players can calm the troll. 1d6/2 more guards arrive.
If the players don’t get involved, the Development (Imprisoned)
guards leave and the troll heads out towards
the cave. ey can go a er the guards or the On capturing the players, guards strip their
troll. gear (excluding their torso and leg armor).
Any magic users have their hands tied be-
If the players go a er the guards, hind their backs and their mouths gagged,
they must make 3 Stealth checks against the just in case. A er a few minutes in darkness
guards to follow unseen. When they nish, the room is illuminated by a torch and the
the guards reach the palace of Lord Nowak players meet the lord of the city.
where they enter via a servant entrance with
the squirming basket. ey players must
make a DC:20 Stealth check to enter the
building. If they fail, they must ght twice
their number in guards. e guards will try
319
Lord Nowak tells them: Just as the rst player is led to the stockade Molten Metal
the door opens and a young man enters with
You know, everything was going quite smooth- a sack. He’s wearing the uniform of a page, “Crucible” Kowal’s crucible of
ly. Keep people afraid so they can’t revolt— but the players recognize him from the molten iron can be used as a
group of people that begged them to nd weapon. It uses Athletics, has
at was the plan. And it was working, damn the monster. He sets the sack down and tells a range of 3m, and does 5d6
you! e children are safe, and the popula- Commander Kowal that Lord Nowak wants damage with a 75% chance of
tion cowed. Do you know what would hap- to speak with him. As the young man and setting the target on fire. Even if
pen to this town if there were a major revolt? Kowal leave, the young man gives the play- it doesn’t set the person on fire,
I would much rather see Ashberg gripped by ers a pointed look and nudges the sack with it does 3d6 damage to the loca-
fear than a smoldering husk. But I will have his foot discretely. One guard takes his eyes tion it splashed on for 5 rounds
to form a new plan now. anks to the lot of o the players to check the sack. e players before hardening.
you. Enjoy your last night. I’ll be giving you to can see it holds weapons and gear (any item
Commander Kowal in the morning. larger than a sword is absent; there is a note
that says they are in the larder). is should
e players are locked away in a 4m by 4m be your players’ time to spring. Neither of
cell together. e lock is on the outside of the guards have their weapons drawn yet,
the heavy steel-bound door and cannot be and non-magic players have their hands tied
reached from the inside. ere is one guard in front of them, giving only a -3 to actions
outside the door. which the rst-round Ambush bonus would
negate. If your players hit fast and hard, they
Climax should quickly overcome the two guards in
the cell with them.
e next morning they are shaken from
their sleep by guards (equal to the number On the way out, they must make it
of players) who hustle them up into a room up three oors to safety. Along the way, they
with a heavy iron door. Only two guards re- have choices:
main in the room with them. You want to
get your players’ hearts really beating, so Commander Kowal has been led
read this next section aloud: up to the ground oor (2 oors away) and
will be detained there for 2 rounds a er the
You’re shoved into a small, stone room lled, players escape the cell. He descends 1 oor
almost claustrophobicly, with ominous fur- every 2 turns.
nishings. On one wall there’s a table covered
with papers, but the centerpiece is a sort of On the oor above theirs’ they
stockade with three holes for prisoners’ heads can free about 15 children locked behind a
and shackles for their hands and feet. e heavy wooden door with a strong lock.
oor there is spattered with iron and greasy ey can remain in the torture
patches of ash. ‘Crucible’ Kowal is waiting in chamber and set and an ambush for Com-
the room, slowly stirring a red hot crucible mander Kowal, in which case they may get
of...bubbling iron, from the looks of it. the drop on him. He will make an Awareness
check before entering the room if anything
Without looking up he says, “We’ll do one at seems out of place however. If he hears the
a time. No need to rush.” players inside, he will leave and return in 3
rounds with a number of guards equal to
As the guards line you up, he looks to the last half the players.
person on the right and says “Maybe I’ll be
able to get some interesting information out If the players talked to the troll,
of you before your turn.” rather than killing him, they nd him on the
ground oor looking to help them. If they
are in the middle of a ght, Woolabag will
help them ght. If the players aren’t in com-
bat when they get to the ground oor, they
320
nd that the troll has broken into the man- Ending
or and is looking for them. He will go with
the players and agree to help. Hopefully, the children are rescued and the
players make it out alive. ey are given
By going through the door at the their money and the instructions on how to
back of the living area they can they can get get into the Mahakaman Mountains.
to the throne room, where they nd Lord
Nowak. Lord Nowak has 2 guards with him
who will ght to the death. If the troll ac-
companies the players, Lord Nowak will try
to escape.
321
“Crucible” Kowal
INT 7 STUN 8 Athletics +6 Skills
REF 10 Deduction +9 Awareness +10 Courage +9 Crossbow +6
DEX 9 RUN 21 Resist Magic +7 Resist Coercion +8
BODY 7 LEAP 4 Dodge/Escape +7 Intimidation +8 Wild. Survival +9
SPD 7 STA 40
EMP 4 ENC 70 Small Blades +6 Swordsmanship +7
CRA 9 REC 8
WILL 9 HP 40 Loot Armor Vulnerabilities
LUCK 5 VIGOR 0 12
1d6 Mundane Items Hanged Man’s Venom
54 Crowns
20 Bolts
Weapons Abilities
Name DMG E ect ROF Trustworthy
Esboda 5d6 WA +1 2 +1 to his Charisma, Seduction, and Persuasion
Stiletto 1d6
WA +2 2 checks against other humans.
Hand Crossbow 2d6+2 Concealment
Blindly Stubborn
WA +1 Reroll a failed Resist Coercion or Courage roll 3
RNG: 50m
Slow Reload times per game session.
Lord Nowak
INT 9 STUN 6 Athletics +7 Skills Dodge/Escape +6
REF 6 Persuasion +7 Awareness +5 Deduction +3 Swordsmanship +6
DEX 7 RUN 15
BODY 6 LEAP 3 Resist Coercion +7 Resist Magic +8
SPD 5 STA 30
EMP 8 ENC 60 Loot Armor Vulnerabilities
CRA 3 REC 6 8
WILL 6 HP 30 1d6 Mundane Items Hanged Man’s Venom
LUCK 7 VIGOR 0 343 Crowns
Abilities
Weapons Trustworthy
+1 to his Charisma, Seduction, and Persuasion checks
Name DMG E ect ROF
Elven Messer 3d6+4 WA +2 2 against other humans.
Blindly Stubborn
Dagger 1d6+2 2 Reroll a failed Resist Coercion or Courage roll 3
times per game session.
322
Name Woolabag’s Club Conc. EN Weight
Branch Club Type WA Avail. DMG ROF Rel. RNG Effect N/A 0 10
B -1 E 6d6 1 15 N/A Reaches out 2m
+1 Stun
Maps
323
324
325
326
327
328
329
330
A Zerrikania, 200 Index
Bomb & Trap Resolution, 165
Actions, 151 Run, 47
Actively Dodge, 151 C Stamina, 48
Aim, 151 Stun, 47-48
Alliances, 201 Cra ing Components,128-129 Vigor, 37, 47, 100,166
Cra ing Diagrams, 130-139 Di cult Skills, 49, 59
Crescent Moon, 206 Di culties, 58
Havekar, 205 Armor, 134-135 Dimeritium, 129, 167
Mage Hunters, 206 Armor Enhancements, 139
Mages, 204 Elderfolk Items, 136-138 E
Scoia’tael, 205 Ingredients, 130
Witchers, 201-203 Weapons, 131-133 E ect Tables, 161
Cra ing System, 126-127 Elderfolk Items, 83-84, 90
Bear, 203 Creating Art, 53
Cat, 203 Critical Wounds, 158-160 Ammunition, 84
Gryphon, 203 Complex, 159 Armor Enhancements, 90
Viper, 203 Deadly, 160 Armor Sets, 84
Wolf, 203 Di cult, 159-160 Axes, 83
Alchemical Items, 87-88 Simple, 158 Bludgeons, 83
Alchemical Items Descriptions, 89 Cost, 72 Bows, 83
Alchemy System, 141-142 Concealment, 72 Crossbows, 83
Ammunition, 74, 84, 255 Cover, 80, 155 Polearms, 83
Ambush, 153 Full Cover, 80 Shields, 84
Armor, 78-80 Human Shields, 155 Small Blades, 83
Head Armor, 79 Currency, 71 Staves, 83
Leg Armor, 80 Conversion Rates, 71 Swords, 83
Shields, 80 Getting Coin, 71 Elderfolk Item Descriptions, 85-86
Torso Armor, 79 Elderlands, 189-191
Armor Descriptions, 81-82 D Dol Blathanna, 191
Armor Enhancements, 90 Mahakam, 190
Attacks, 151, 153, 163-165, 166-168, 171, Damage, 72, 153 Encumbrance Value, 78
176-177 Death Saves, 162 Enhancements, 72
Charge, 163 Defenses, 164 Environmentals E ects, 165
Choke, 163 Example Combat, 172
Disarm, 163 Block, 164 Experimental Technology, 254-255
Fast Strike, 153 Dodge, 164 Ammunition, 255
Feint, 163 Parry, 164 Bombs, 254
Grapple, 163 Reposition, 164-165 Cra ing Experimental Tech, 255
Joint Attack, 163 De ning Skill, 38-46, 62-70 Traps, 254
Kick, 163 Busking, 38, 62 Extra Attack & Defense, 151
Pin, 163 Healing Hands, 39, 63
Pommel Strike, 163 Intiate of the Gods, 40, 64 F
Punch, 163 Magical Training, 41, 65
Push Kick, 163 Patch Job, 42, 66 Fixing & Salvaging, 140
Shield Attack, 164 Practiced Paranoia, 43, 67 Foraging, 51, 128
Strong Strike, 153 Tough as Nails, 44, 68 Formulae, 146-147, 249-250, 255
row, 163 Well Traveled, 45, 69
Trip, 163 Witcher Training, 46, 70 Journeyman, 146
Availability, 72, 78 Derived Statistics, 47-48 Master, 147
Bonus Melee Damage, 48 Novice, 146
B Encumbrance, 48 Fumbles, 157-158, 166
Health Points, 48 Fumble Table, 158
Beyond the Borders, 199-200 Leap, 47 Magical Fumbles, 166
O er, 200 Punch & Kick, 48
e Far North, 200 Recovery, 48
331
G Facing, 151 Specters, 268, 282-285
Restricted Vision, 79 Noonwraiths, 284-285
Game Master’s Guide, 211-235 Wraiths, 282-283
Campaigning, 227-229 M
Curses, 230-231 Vampires, 269, 308-309
Encounters, 219-220 Mage Spells, 101-108 Katakans, 308-309
Good NPCs, 226 Journeyman, 105-106
Random Possessions, 223 Master, 107-108 Mutagens, 251
Relics & Min-Maxers, 224-225 Novice, 102-104
Rewards, 221-222 N
Running Witcher, 216-218 Magical Focuses, 72, 83, 92, 167
World States, 232-235 Magical Amulets, 92 Nilfgaardian Empire, 192-198
Staves, 74, 83 Angren, 198
General Gear, 93-97 Attre, 198
Containers, 93 Magic Resolution, 166-168 Cintra, 198
Clothing, 93 Elemental Fumble E ects, 166 Ebbing, 196
Food & Drink, 93 Group Rituals, 168 Etolia, 195
General Gear, 93 Highly Skilled Mages, 167 Gemmera, 195
General Gear Descriptions, 94-97 Magic Fumble Table, 166 Gheso, 197
Lodging, 93 Overexertion, 166 Maecht, 196
Services, 93, 97 Vigor reshold, 166 Mag Turga, 197
Mettina, 196
H Memorizing Recipes, 127 Nazair, 197
Modi ers, 58, 152 e Heart of Nilgaard
Hands Required, 72 Monster Types, 268-269 Vicovaro, 195
Healing, 173-174
Beasts, 268, 286-287, 310-313 Northern Kingdoms, 180-188
Healing Critical Wounds, 173-174 Birds, 311 Aedirn, 184
Healing With Magic, 173-174 Cats, 310 Cidaris, 188
Hexes, 120-121 Dogs, 310 Hengfors League, 187
Hit Locations, 152, 154 Horses, 312 Kaedwen, 183
Home Language, 50 Mules, 313 Kovir & Poviss, 187
Oxen, 313 Lyria & Rivia, 188
I Serpents, 311 Redania, 182
War Horses, 312 Skellige, 186
Initiative, 151 Wolves & Wargs, 286-287 Temeria, 185
Fast Draw, 153 Verden, 188
Party Initative, 154 Cursed Ones, 268, 288-289
Werewolves, 288-289 O
J
Draconids, 268, 306-307 Optional Rules, 175-177
K Wyverns, 306-307 Adrenaline, 175
Monsters in the Novels, 175
L Elementa, 268, 298-299 Verbal Combat, 176-177
Golems, 298-299
Layering Armor, 154-155 P
Learning Magic, 123 Humanoids, 268, 270-275
Leveling Up, 59 Bandits, 270-271 Perks, 22-24
Mages, 272-273 Artistic, 23
Being Taught, 59 Scoia’tael Archers, 274-275 Blindly Stubborn, 24
Improvement Points, 59 Cra er’s Eye, 23
Raising Stats, 59 Hybrids, 268, 290-293 Dulled Emotions, 22
Lifepath, 25-36 Gri ns, 292-293 Enhanced Senses, 22
Life Events, 31-35 Sirens, 290-291 Ingenuity, 24
Personal Style, 36 Lightning Re exes, 22
Line of Sight, 151-152 Insectoids, 268, 294-297 Marksman, 23
Vision Cones, 152 Arachasae, 296-297 Natural Attunement, 23
Endrega, 294-295 Resilient Mutations, 22
Strong, 23
Necrophages, 268, 276-281 Trustworthy, 24
Drowners, 276-277
Ghouls, 278-279
Grave Hags, 280-281
Ogroids, 269, 302-305
Nekkers, 302-303
Rock Trolls, 304-305
Relicts, 269, 300-301
Fiends, 300-301
332
Tough, 23 Moonblade, 263 Leadership, 54
Personal Style, 36 Moon Bow, 261 Melee, 51
Priest Invocations, 109-113 Mountain Folk Armor, 265 Monster Lore, 50
Ogh’r, 260 Performance, 54
Druid Invocations, 109, 110-111 Raven’s Armor, 264 Persuasion, 54
Journeyman, 110 Red Death, 262 Physique, 53
Master, 111 Succubus Wand, 261 Pick Lock, 55
Novice, 110 Resist Coercion, 56
e Abyss Guard, 260 Resist Magic, 56
Preacher Invocations, 109, 111-112 orn, 259 Riding, 51-52
Journeyman, 112 Wolf, 258 Ritual Cra ing, 56
Master, 112 Religions, 207-209 Sailing, 52
Novice, 111 Freya, 209 Seduction, 54
Kreve, 207 Sleight of Hand, 53
Arch Priest Invocations, 109, 113 Melitele, 208 Small Blades, 52
Profession, 37-46 e Eternal Fire, 208 Social Etiquette, 50
e Great Sun, 209 Spell Casting, 56
Bard, 38 Reputation, 60 Sta /Spear, 52
Cra sman, 39 Resistances, 78, 90, 161-162 Stealth, 53
Criminal, 40 Rituals, 116-119 Streetwise, 51
Doctor, 41 Journeyman, 118 Swordsmanship, 52
Mage, 42 Master, 119 Tactics, 51
Man At Arms, 43 Novice, 117-118 Teaching, 51
Merchant, 44 Rounds, 151 Trap Cra ing, 55
Priest, 45 Runes & Glyphs, 256 Wilderness Survival, 51
Witcher, 46 Skill Base, 50
Prone, 163 S Skill Resolution, 57
Prosthetics, 93-94, 160, 174 Skill Trees, 61-70
Training with Prosthetics, 174 Scatter Table, 152, 163 Alchemist, 63
Physical Table, 48 Size Modi er Tables, 164 Anatomist, 65
Places of Power, 122 Social Standing, 21 Arch Mage, 66
Poisoning, 87 Skills, 49-56 Assassin, 64
Bounty Hunter, 67
Q Awareness, 50 Broker, 68
Alchemy, 54 Charmer, 62
R Archery, 52 Contact, 68
Athletics, 52 Druid, 69
Races, 22-24 Brawling, 51 Fanatic, 69
Dwarf, 23 Business, 50 Forge Master, 63
Elves, 23 Charisma, 53 Gang Boss, 64
Humans, 24 Courage, 55 Havekar, 68
Witchers, 22 Cra ing, 55 Herbalist, 65
Crossbow, 52 Improviser, 63
Range, 152, 164-165 Deceit, 53 Informant, 62
Ranged Attacks, 164-165 Deduction, 50 Manipulator, 62
Range Tables, 152, 164 Disguise, 55 Marksman, 67
Dodge/Escape, 51 Mutant, 70
Recent History, 10-11 Education, 50 Politician, 66
Witcher 1, 10 Endurance, 53 Preacher, 69
Witcher 2, 10-11 Fine Arts, 53 Reaver, 67
Witcher 3, 11 First Aid, 55 Scientist, 66
Forgery, 55 Slayer, 70
Reliability, 72, 156 Gambling, 54 Spellsword, 70
Relic Items, 257-265 Grooming and Style, 54 Surgeon, 65
Hex Weaving, 55
Caroline, 258 Human Perception, 54 eif, 64
Cleaver Hood, 257 Intimidation, 56
Decapitator, 259 Language, 50
Devine, 257
Draug Armor, 265
Fate, 262
Maugrim, 263
333
Stabilization, 158, 162 Weapon Accuracy, 72
Stabilizing Critical Wounds, 162 Weapon Descriptions, 75-77
Weapon E ects, 72
Staged Penetration, 155 Weight, 72
Statistics, 47 Witcher Gear, 246-250
Stopping Power, 78, 154
Stun Save, 47 Cra ing Witcher Gear, 249-250
Substances, 142-145 Blade Oils, 248
Witcher Decoctions, 248
Aether, 143 Witcher Potions, 247
Caelum, 145 Witcher Swords, 247
Fulgur, 145 Witcher Lifepath, 238-245
Hydragenum, 144 Life as a Witcher, 241-245
Quebrith, 144 Witcher Signs, 114-115
Rebis, 143 Alternate Signs, 115
Sol, 145 Basic Signs, 114
Vermilion, 144 Wound reshold, 156
Vitriol, 143
Suceptability, 161 X
Y
T Z
Title Characters, 12-19
Dandelion, 14
Geralt of Rivia, 12
Iorveth, 18
Letho of Gulet, 19
Triss Merigold, 16
Vernon Roche, 17
Yennefer of Vengerberg, 13
Zoltan Chivay, 15
Tool Kits, 92
Transportation, 91, 169-171
Charging & Ramming, 171
Control Rolls, 169
Mounted Control Lose Table, 170
Mounts & Vehicles, 91
Type, 72
U
V
Vigor, 47, 66, 69-70, 166
W
Weapons, 72-74
Axes, 73
Bludgeons, 73
Bows, 74
Crossbows, 74
Polearms, 73
Small Blades, 73
Staves, 74
Swords 73
rown Weapons, 74
334
Ridiculous Tests... Cody Pondsmith
What you may not know is Son of the gamesmith and enemy of drudgery, Cody Pondsmith rises from the depth of obscu-
that, being the crazy person rity into the blinding light of publication! Hailing from the far o land of California, Cody has
I am, I’ve tested a lot of the spent years in cloistered study, learning the dark arts of the gamesmith from his honored father,
stranger parts of this system Mike Pondsmith. When the pact between CD Projekt Red and R.Talsorian was struck, Cody
and the world. Now that may knew it was his chance to prove himself. Only time will tell how his journey will progress!
seem normal. You may be
thinking, “Well, duh... That’s But seriously, my name’s Cody Pondsmith and I wrote most of the system for this
yourjob.”No,notexactly.Itest- game as well as all of Rodolf Kazmer’s entries. is’ll be my rst published work but I’ve been
ed the mechanical systems of role-playing since I was six and I’ve been training under my father for what feels like forever.
course. That is my job. But I’ve I’m really glad to have gotten the chance to work on this game. I love the Witcher franchise and
also do a number of strange basically anything medieval so this was right up my alley. When I’m not working, writing, or
personal tests on my own. I’ve building worlds I spend a lot of time studying history (especially military history), and practic-
always felt you can get the best ing swordsmanship or archery. I can’t say I’m a great swordsman or an amazing archer but I’m
feel for something by doing pretty handy.
it yourself. So to that end I’ve
done a lot of strange tests to I discovered e Witcher when CD Projekt Red sent us a copy of e Witcher 2: Assassin
see how feasible certain things of Kings. (to this day it’s the only game I’ve completed twice) But a er I nished the game Lisa
would be. I’ve practiced firing and I started reading the novels and we got hooked. Andrzej Sapkowski has an amazing writ-
multiple arrows from the same ing style and it was fantastic to see all the trials and tribulation Geralt and company had gone
bow, half swording techniques through before the video games. I like to think of this book as a way of letting die-hard fans and
and gone out of my way to spar newcomers tell their own story and even continue the world of e Witcher in their own way.
with every weapon I could get
my hands on just to make sure
I could at least kinda describe
what it was like. Probably the
craziest thing I did on this
project was creating Witcher
Oils and Decoctions. I spent,
probably, too many hours re-
searching the best equivalent
of Mutagens and wandering
around my local market pick-
ing out pork liver. Luckily, with
the exception of monster parts
and certain plants you can find
analogs for a lot of the ingredi-
ents listed in the Witcher video
games. Long story short, yes
indeed the decoctions and po-
tions Geralt drinks are just as
foul as they’re described in the
novels... Trust me...
335
Lisa Pondsmith Nilfgaardian Vassals
Lisa Pondsmith here and this year is my 40th year as a role-player. I’m one of those annoying The most difficult thing in a
“But that’s what my character would do!” sort of people. You can ask Cody. I’ve been R. Talso- role-playing game is to cre-
rian’s business manager for almost as long as the company has been around. I’ve been able to ate or present a world. We’re
sneak little bits of writing into Cyberpunk, Home of the Brave, Memoirs of Auberon and all the making a Witcher TRPG be-
way back to TSR’s Forgotten Realms but I’m delighted to be involved a bit more in the Witcher cause we, along with a lot of
TRPG. Most of the world section and factions are mine plus all the comments from Brandon other people, love the world
of Oxenfurt, crochety old cynic that he is. My favorite genre of games is fantasy but I’ve been as we’ve seen it in the books
fascinated by the unique outlook of e Witcher which is very much its own. Because of this we and games. But what happens
have constantly asked ourselves “Is this Witchery enough?” I have lled big notebooks of, well, if you are following Geralt
notes made in order to capture every Witchery bit I can. My goal is to bring you to the world down the street in Blaviken
of e Witcher. and you turn right instead of
going straight? Will you find
I’ve really enjoyed working on this book with Cody. e creative process is much more the armorer you’re looking
enjoyable if you have someone to bounce o of. Every spring a new Witcher book would come for? What if you’re a Northern
out in English and I’d pounce on it and read and read. But then the process would begin. “ ey spy and you follow a trail south
x in this book but y in this book. What does that mean? How much of Temeria is torn up at into Nazair. What will you find
this time? How do the elves build beautiful cities on a hunter-gatherer economy? How do we there? Will you be able to fit in
simulate this kind of magic in the rules?” People around us did get thoroughly sick of us. And and avoid suspicion? This task
I hope someday my son will forgive me for my obsession with aardvark pit ghting. In reading is broader for a table-top game
the nished book I hope he is as happy and proud of my section as I am of his. It’s been a process than it is for the novelist or
but there’s much more to come. even the video game designer.
I’ve tried to find every refer-
ence to the places that perhaps
Geralt never went to. I scour,
I collect, and I synthesize. I
collect the history, the geog-
raphy, the characters we may
have met from these places, to
determine what are they like.
If these countries and groups
live for you, and seem fully
“Witchery”, then I’ve done my
job. Please understand there
are a lot of details and allusions
and random mentions of these
places. I may have missed
some. But please know that
what has been done has been
done out of love for this world.
336