The Witcher Pen & Paper RPG
Page 55
Tracking
P
picked up by scent tracking. As long as it remains in the target, scent tracking
22
requires no roll to follow their trail if it is less than half a day old.
Bomb Formulae
Name
Craft
DC
Components (Units)
Investment
Dancing Star
20
River clay (x2), Wax (x1), Zerrikanian powder (x1), Sulfur (x2), Hellebore petals (x2)
108
Devil’s Puffbal
16
River clay (x2), Wax (x1), Zerrikanian powder (x1), Ginatia petals (x2), Green mold (x2)
92
Dimeritium Bomb
20
River clay (x2), Wax (x1), Zerrikanian powder (x1), Optima matter (x1), Ginitia petals (x2)
176
Dragon’s Dream
16
River clay (x2), Wax (x1), Zerrikanian powder (x1), Al spice root (x2), Phosphorus (x2)
118
Grapeshot
20
River clay (x2), Wax (x1), Zerrikanian powder (x1), Iron (x1), Crow’s eye (x2)
106
Moon Dust
16
River clay (x2), Wax (x1), Zerrikanian powder (x1), Quicksilver solution (x1), Sulfur (x1)
133
Northern Wind
20
River clay (x2), Wax (x1), Zerrikanian powder (x1), Ducal water (x2), Verbena (x2)
118
Samum
18
River clay (x2), Wax (x1), Zerrikanian powder (x1), Celandine (x2), Phosphorus (x2)
98
Trap Diagrams
Name
Craft
DC
Components (Units)
Investment
Biter
16
Timber (x3), Thread (x5), Iron (x1), Zerrikanian powder (x2)
96
Clawer
16
Timber (x3), Thread (x5), Stone (x4), Linen (x1), Venom extract (x1)
74
Conflagration
18
Timber (x3), Thread (x5), River clay (x2), Wax (x1), Endrega embryo (x1)
81
Fury
16
Timber (x3), Thread (x5), River clay (x2), Oil (x4), Nekker heart (x1)
76
Marker
14
Timber (x1), Thread (x2), Sulphur (x1), Ginitia petals (x3), Linen (x1)
38
Talgar Winter
18
Timber (x3), Thread (x5), Essence of water (x1)
84
Ammunition Diagrams
Name
Craft
DC
Components
Investment
Explosive (x5)
20
Dark steel (x2), Feathers (x1), Oil (x3), River clay (x5), Ogre wax (x3), Zerrikanian powder(x4) 362
Split (x5)
18
Hardened wood (x2), Steel (x2), Feathers (x3) Thread (x3), Double woven Linen (x1), River clay (x2) 181
Tracking (x5)
14
Hardened wood (x1), Steel (x1), Feathers (x1), Resin (x1), Tanning herbs (x2)
76
256
Runes & Glyphs
Brandon on Runes
Runes and glyphs are a rare form of magic today, but were used quite often in earlier
times. The proccess involves etching magical runes and glyphs into armor and weap-
Magical runes can be used on
ons to imbue these items with magical effects. Unfortunately the process to make the
any blade constructed with the
runestones and glyphstones that imbue this magic was lost some time ago. Now these
neces ary flat surface. These
magical accessories are rare and sought-after treasures. Once you have a runestone or
are usualy expensive or inher-
glyphstone you can inscribe it onto any weapon or armor that has an open enhance-
ently magic blades. The rune
ment slot. Once a rune or glyph has been inscribed, it cannot be removed from the
comes to one as a marking on
piece it has been inscribed on. Each stone can only be used once before it loses its
a stone. In order to activate the
power.
symbol one must etch the sym-
bol on the weapon, crush the
stone, and melt its dust into the
Runes (Weapons)
etched rune.
–Brandon of Oxenfurt
Name
Effect
Weight Cost
Chemobog
Roll 1d6 when your weapon would take damage. On a roll of a 4, 5, or 6,
the weapon takes no damage.
.5
575
Dazhbog
Fire (30%)
.5
600
Glyph Bonuses
Devanna
Bleed (30%)
.5
575
When you cast magic while
Morana
Poison (30%)
.5
575
wearing a glyph, you choose
Perun
Each time you gain an adrenaline die, add a second one.
.5
575
which bonus applies to the
Stribog
Stagger (30%)
.5
500
magic.
Svarog
Armor Piercing
.5
600
Triglav
Stun (-1)
.5
575
Veles
Greater Focus
.5
600
Zoria
Freeze (30%)
.5
550
Glyphs (Armor)
Name
Effect
Weight Cost
Glyph of Magic
When wearing this armor, either your spell DCs rise by 3 or your spel
damage increases by 1d6. This applies only to mixed element spel s.
.5
575
Glyph of Air
When wearing this armor, either your spell DCs rise by 3 or your spel
damage increases by 1d6. This applies only to air spel s.
.5
575
Glyph of Earth
When wearing this armor, either your spell DCs rise by 3 or your spel
damage increases by 1d6. This applies only to earth spel s.
.5
575
Glyph of Fire
When wearing this armor, either your spell DCs rise by 3 or your spel
damage increases by 1d6. This applies only to fire spel s.
.5
575
Glyph of Water
When wearing this armor, either your spell DCs rise by 3 or your spel
damage increases by 1d6. This applies only to water spel s.
.5
575
257
Relic Items
Relics are the rarest (and most dangerous) items in the Witcher TRPG and should only ever be granted to players at the end of a quest line or after defeating a tremendous threat. That being said, a person with a super-powerful weapon can still get killed by a bunch of nekkers if they aren’t careful, so don’t worry about ruining your game.
Relics are tangible legends that harken back to important moments and heroic or heartbreaking stories. Your players should be aware that the weapon they carry or the armor they wear has a place in history. Always keep in mind that a relic’s location should not only be cool but also hint at its history. Once your players have a relic, feel free to add cosmetic effects appropriate to its powers or story. Have wind whirl when Devine is drawn, or wolf tracks appear at night when they get Wolf. Have
Decapitator mutter angrily around Places of Power.
Devine (Education DC: 18)
Type
WA
DMG
Rel. Hands RNG
Effect
Conc. EN
Weight
Greater Focus (Air Magic)
P or S
+0
10d6
20
2
N/A
Stun (2)
Armor Piercing
N/A
3
2
Meteorite
Way back, before the Nilfgaardian Wars, folk say that this lord named Cedric of Cintra cast a wary eye down towards Nilfgaard. Emperor Torres and his lot had just taken Vicovaro and Cedric saw the writin’ on the wall, heh. Lord Cedric wasn’t too keen on some empire to the south rol in’
over him so he cal ed his court mage, Heniek of Attre, to prepare a blade unlike any that’d ever seen the field. Oh, an’ Cedric didn’t want any ordinary runestone put on the thing—commanded Heniek to bind a djinn in the sword. Heh, guess he thought he’d be able to command the wind or some shite. Heniek agreed, of course, and got to work. Journeyed to the east, high in the Blue Mountains to a Place of Power bound to the wind.
Rarely heard of anyone capturin’ a djinn, let alone bindin’ it to somethin’. But Heniek gave it a whirl. When he got back, Heniek wouldn’t talk about what happened in the peaks of the mountains an’ looked like he’d been through hell, but he was carryin’ Devine, the Blade of the Wind.
Looked plain enough but oh, when Cedric pul ed that sword outta the scabbard! White runes glowin’ like the sun ran all up and down the wavy meterorite blade. Wind whirled outta the scabbard and whipped ‘round the lord like an aura of power.
‘Course the noble lord was proud as a ploughin’ peacock and headed off to the field to test the power of his new blade. Heh, little did either of ‘em know Heniek’d been taken for a fool. The djinn, who couldn’t give a rat’s arse about the Empire of Nilfgaard, Cintra, or any mortal, hadn’t been bound to the blade. It’d sealed enough power in the sword to trick Heniek, but then stowed away in the scabbard, t’make a show for the young lord an’ wait for its chance. When Lord Cedric drew Devine again, lookin’ to slash down the very trees outside his manor, the djinn burst forth like a northern gale. Frozen by shock, Heniek barely got out a word before the djinn’d throttled the young lord with its mighty paws and sailed off into the blue-grey sky. The beast left Devine where it lay in the cold hands of Lord Cedric, bright white runes still glowin’ like a merry fire.
Nobody knows what Heniek did with Devine. Legend goes he fled Cintra and the noose he’d earned for murderin’ Lord Cedric. Probably took the sword with him, wherever he went.
Cleaver Hood (Education DC: 16)
Type WA
DMG
Rel. Hands RNG
Effect
Conc. EN
Weight
Armor Piercing
P or S
+0
8d6+2
20
2
N/A
Balanced (+5)
N/A
3
3
Meteorite
Ever heard of Ulster Hood? Yeah, probably not. Heh, Nilfgaardians are pretty damn good about wipin’ out national heroes n’all their stories. They say Ulster Hood was the son of a Gemmerian tailor who happened to be 2.2 meters tall and real good at bashin’ skul s. Started out breakin’ legs for a local gang but turned to mercenary work pretty damn fast. Heh, guess he did well ‘cause he got picked up by a local lord to weed out bandits an’ kil ers in the Gemmerian foothil s. Tough country—if the bandits don’t get ya the wildlife probably will. Hood made his name kil in’ off a whole bandit camp north of his home town. Don’t know how he did it—tales say the mad bastard came to the duke with a cart ful a heads. Most folks say he picked off stragglers trapped the val ey passes and such, but some say he just walked into the camp and started kil in’.
Heh, either way the duke rewarded Hood with a razor-sharp black-bladed sword crafted from meteorite steel in a dragon leather sheath. On the blade the crafter’d inscribed Cwfl yn Torrwr, which means “Hood’s Cutter” for those of you that don’t know Elder Speech. Ulster Hood crossed Gemmera from corner to corner leavin’ a river of blood behind him, and pretty soon he was knighted by the King of Gemmera. But it couldn’t last, I guess. A few years later Nilfgaard invaded, backed up by Etolian archers and Vicovaran knights. By the time Hood got to the battle the Nilfgaardians were already deep in Gemmera and the battle was lookin’ bleak.
Heh, but Hood wasn’t gonna give up so easy. They say at the battle of Im Lebar, Hood took the field to push the black ones back across the river. Sword in hand, he waded into the river and met the enemy. Here’s where things get muddy. Some folk say he fought the Nilfgaardian commander and his posse. Some crazy whoresons say he charged in and personal y fought the goddamn Emperor of Nilfgaard himself. Most folk agree that if ya hunt up the records of the battle, Sir Ulster Hood met the enemy in the river and battled eight Nilfgaardian knights at once, kil in’ six of
‘em before bein’ cut down by a Nilfgaardian cavalry charge. Hood’s sword was taken as a trophy and passed from hand to hand as time’s gone by.
Years later the sword popped up under a different name. Some Northern merchant who bought the blade mistranslated the inscription and began cal in’ it Cleaver Hood. Dunno know where it is now, but its legend lives on in the hearts of the Gemmerians.
258
Wolf (Education DC: 16)
Type WA
DMG
Rel. Hands RNG
Effect
Conc. EN
Weight
P or S
+2
7d6
15
2
N/A
Armor Piercing
Bleed (75%)
N/A
3
4
Nothin’ in Skel ige could stop Uffe the Bloody’s blade. Thirty-two years that son of a whore fought and ploughed across the islands, from An Skel ig to Faroe and back. Made plenty of friends and twice as many enemies. Heh, ain’t that the way it goes? Uffe always traveled with his blood brother Nadim. Lesser-known swordsman with no real reputation, but Uffe and him got along like a ploughin’ house on fire. One night the two were huntin’ in the mountains of Ard Skel ig, lookin’ for bear or cyclopses or somethin’ they could brag about kil in’. Stalked the mountain passes ‘til the sun’d gone down when they spotted a hut in a clearin’. Nadim figured they could take shelter there for a while and so they tromped over. Heh, turned out the hut was owned by a beautiful young lass—tales don’t say what her name was. Outta courtesy she let the men stay by her hearth for the night and fed ‘em. Problem was Uffe’d always been a little too fond’a pretty young lasses and none too good at takin’ no for an answer. The woman turned him down quite a few times, and to his credit Nadim tried to distract his horny mate. He got Uffe bedded down and Uffe seemed to calm his loins.
But that was far from the case.
Don’t take a genius to guess what happened next. But as Uffe wrestled the woman to the ground, she stopped strugglin’ and started spit-tin’ strange phrases and words at him. By the time Nadim got on his feet the magic’d already taken hold—Uffe was cursed. Tales say the woman’d made Uffe’s outside match his beastly insides. Old bastard staggered outta the shack and headed for the peaks. Poor Nadim couldn’t figure no way to get his blood brother back, and deep down he was disgusted by his friend’s crimes. So he took up his friend’s blade and set off to put ol’ Uffe down before he became a real monster.
It wasn’t easy to find Uffe, who’d sprinted off into the high peaks of Ard Skel ig. When Nadim did catch up, he found only a devilish beast—a werewolf. The battle was tremendous, but Nadim’s resolve stayed strong. Final y he managed to put the sword through the beast’s heart, kil in’ his old friend. They say Nadim named the blade Wol
f an’ carried it with him ‘til his death ten years later. A little part of the beast that’d once been his friend lives in that blade to this day.
Caroline (Education DC: 20)
Type WA
DMG
Rel. Hands RNG
Effect
Conc. EN
Weight
Greater Focus (Water)
P or S
+3
9d6
15
2
N/A
+25 Health Points
Balanced
N/A
3
3
Bleed (75%)
Geoff of Bremervoord was a sailor on a Cidaran tradin’ vessel. Spent most of his days travelin’ back and forth from Northern ports to his home town of Bremervoord. Now an’ again they’d hit rough water or a Skel ige raidin’ vessel, but usual y he’d make it back with nothin’ much to tell his wife Caroline. Out on the ocean he’d think fondly of his lass and their cozy little cottage on the sea side. Never worried too much about her—he’d given her a sword he’d inherited from her father and taught her how to use it ages ago. Heh, with no sons at home or family to stay with while Geoff was away, best Caroline learned to fend for herself. ‘Special y in a place like Cidaris, so close to the Skel ige isles.
Some years into his voyages, Geoff was headin’ to Novigrad with a load of goods for market. Winds were fair and the ocean was quiet.
That was, ‘til they saw the red and black sails on the horizon. The few men that survived limped back to port in Bremervoord. It wasn’t long before word o’ Geoff reached poor Caroline. Heh, lass wasn’t torn up, though—far from it. She was crazy with rage and lookin’ to avenge her husband. But no ship would sail towards Skel ige, ‘special y with a woman on board. But Caroline wouldn’t be beat—took her sword and the clothes on her back and set out to swim to the damn isles. Most folks say Caroline was spared a gruesome death at the hands of the sirens of Skel ige by a maride who was amused by ‘er plight. A ship plucked her from the sea—the very one which’d raided her husband’s vessel.
Heh, they say Caroline fought like a woman possessed, her blade openin’ wounds an’ spil in’ waterfal s of blood. Not the best swordswom-an—she just refused to die! Took axe blow after axe blow and still swung like a madwoman. Tales say the maride watched the whole show, amused by the woman’s spirit. Most folk say that Caroline survived. She’d got the raiders by suprise—none of ‘em thought much of her ‘til she’d already kil ed two men. After she took the ship Caroline banked her grief for her lost husband and used it to drive her. Took the ship back to harbor and ral ied a crew of sailors and mercenaries to patrol the Cidaran waters, shepherdin’ trade vessels and huntin’ Skel ige sails.