The Witcher Pen & Paper RPG
Page 58
Ya see, durin’ one of the many, many wars between Kaedwen and Aedirn, Seltkirk of Gulet took the field in the Pontar Val ey right outside Vergen. Seltkirk was the finest blade in all of Aedirn—they cal ed him the ‘Invincible White Knight.’ Say that whoreson’d wade onto a battlefield and cut down men like he was reapin’ grain. Didn’t hurt that Aedirn’s intel igence al owed ‘em to prepare for the Kaedweni. War was pretty one-sided, and Kaedwen was losin’ bad. But durin’ this battle Seltkirk encountered Vandergrift the Visitor, leader of the Kaedweni forces. Vandergrift and Seltkirk’d met already at a tourney in Ard Carraigh. That time they’d fought ‘til the force of Seltkirk’s blows’d cracked Vandergrift’s sword and he’d been forced to forfeit. This time Vandergrift was out for blood. He cut Seltkirk off from the rest of his forces pretty quick.
Folk say it was one hell of a fight—two forces of nature battlin’, a ploughin’ apocalypse. Eventual y though, the battle had to end, and end it did. Seltkirk left himself open just long enough for Vandergrift to bring his blade down and slice the poor bastard from his head to his bal s.
‘Course, with the ‘Invincible’ White Knight dead, the Aedirnian forces started fal in’ into disarray and the Kaedweni ral ied. Now, this next part’s a mystery. Folk say Sabrina Glevissig, Court Mage to Henselt, King of Kaedwen, real y hated Vandergrift—no idea why. She sees a chance to end him, starts rainin’ fire down on the battlefield, kil in’ anyone and everyone there. Vandergrift met his end there, among thousands of others.
When the rain of fire finished, both sides retreated. Henselt had Sabrina burned at the stake for treason. Folk say she cursed the battlefield, bindin’ all them dead soldiers to re-fight the battle of that day for years to come. Wasn’t a problem for travelers til the skirmish between Saskia and Henselt for the Pontar, where enough blood soaked the stones of the field to bring back the curse and start the wraiths fightin’. In the end Geralt of Rivia had to wade through a godforsaken fog of wraiths and death ta end it. Say to lift the curse, he took the place of Seltkirk and battled Vandergrift’s soul, which’d become a draug—a huge demonic wraith. When he final y kil ed the draug, Geralt salvaged Vandergrift’s old armor and forged a new suit, sturdy as all hell but deeply tainted. Who knows what happened to it after the whole fiasco at Loc Muinne.
266
267
The Bestiary
Danger Ratings
As we mentioned in the GM
section on pg.219, each mon-
“When you know about something it stops being a nightmare.
ster has a difficulty rating. The
When you know how to fight something, it stops being so threat-
two parts of this rating help
you know how difficult an en-
ening.”
counter will be. The first part
-Andrzej Sapkowski, Blood of Elves
of the monster’s rating estab-
lishes generaly how easy to
fight the monster is.
Easy monsters are
relatively easy for one well-
trained solider to kill one-on-
one. They should be used in
hordes in most cases. Medi-
um monsters are more dan-
Monsters, as most people know them, How Rare Are Monsters
gerous than easy monsters
are technically outsiders dragged into
and should be used alone or
By now, the vast majority of monsters have
the world via an event known as the Con-
along with a group of easy
been killed off. Witchers were created cen-
juction of the Spheres. This means all of
monsters. Hard monsters are
turies ago to hunt down monsters, and they
the monsters that you encounter across
fit to be boss monsters. They
succeeded. Just a few years prior to the set-
the Continent and beyond all came from
should be used for climactic
ting of this game, most academics and schol-
their own dimensions, where they lived
bat les and (unless you have a
ars were convinced that poets and bards had
and thrived before the Conjunction.
very large or very skilled par-
invented the beasts in this bestiary. Only
Many mages and academics agree that
ty) should show up alone.
recently have monsters made a resurgence.
most monsters endanger both sentient
If you want to get
Some speculate that this is due to
life and their environment because they
more granular than that, the
the lack of witchers. Without their natural
have been moved from their natural eco-
second part of each monster’s
(or unnatural) predator, many monster spe-
logical niche. Monsters like ghouls, sirens,
rating (simple, complex, or
cies are starting to crawl back from the brink
and vampires, presumably, had a place in
difficult) establishes how dif-
of extinction. Others speculate that the re-
the ecology of their home dimensions, a
ficult the monster is within
turn of monsters, combined with sightings
role that they evolved to play in the great-
its category. Simple monsters
of the infamous Wild Hunt, are omens of
er world around them. Displaced from
are very straight-forward and
something much, much worse on the ho-
their homes, most of these creatures now
don’t take a lot of planning or
rizon. Neither theory has been proven, but
threaten the surrounding ecology. That
preparing to fight. Complex
it is true that monsters are becoming more
explanation doesn’t ease most people’s
monsters are easier to fight
prevalent in the absence of witchers.
minds, but it is interesting to note that in
with preparation but don’t
recent years, monsters have begun to carve People Are Monsters Too
require them. Difficult mon-
ecological niches for themselves across the
sters should only be taken on
In The Witcher, any human, elf, or dwarf is
Continent. Swamp-dwelling zeugls have
if you know about the mon-
just as capable of being monstrous as the
begun living in trash dumps and sewers,
ster: otherwise the bat le wil
“monsters” they loathe. A few enemies list-
necrophages have started scavenging bat-
be punishing. Avoid using a
ed in this bestiary are not monsters. These
tlefields, and the like.
difficult monster in an am-
human and elderfolk enemies are driven by
bush unless your players realy
fear, hatred, or their own goals. In many cas-
deserve it.
es, this makes them even more dangerous
than any monster from the Conjunction.
268
Monster Types
Humanoids
Cursed Ones
Humanoids are not technical y mon-
Cursed ones are humans or non-hu-
sters. They include humans, as well
mans afflicted with a curse that trans-
as elves, dwarves, and other elderfolk.
forms them into a monster. The most
Humanoids are incredibly varied in
common cursed ones are werewolves.
their habitats and patterns. It’s im-
Since they are humans who were
/> portant to remember that even in the
cursed, cursed ones normal y prowl
standard rules for susceptibility, hu-
around human settlements. Most such
manoids are not vulnerable to silver or
cursed creatures are actively hostile
resistant to steel.
against humans.
Necrophages
Hybrids
Necrophages are corpse eaters who
Hybrid creatures include a myriad of
frequent graveyards, battlefields, and
chimeras such as sirens and griffins
deep caves. Their grisly appearance is
made up of an amalgamation of ani-
misleading—they’re living extrapla-
mal parts. Hybrids are incredibly var-
nar creatures. The less intelligent nec-
ied and each prefer different habitats.
rophages such as ghouls will attack
Those that are capable of flight prefer
anything that comes near. Cunning
high places, though hybrids can be
necrophages like hags will stalk grave-
found all over the world and in all en-
yards and lure away vil age folk.
vironments.
Specters
Insectoids
Specters embody the powerful desires
Insectoids are enormous insects and
of the deceased. They usual y come
arachnids that roam the wilderness,
into existence when someone is mur-
setting traps for passersby. Insectoids
dered or dies in the throes of powerful
are general y ambush predators who
emotion. While many seem to be intel-
prefer to leap out at their prey and
ligent, they are consumed with all-en-
strike them with poisoned fangs or
compassing drives—usual y rage—
claws. Wandering too close to an in-
that make them almost impossible to
sectoid hive can lead to swarms of
reason with.
monsters coming after you.
Beasts
Elementa
Beasts, like humanoids, aren’t techni-
Elementa are fascinating creations of
cal y considered monsters. The cate-
elemental magic: golems, elementals,
gory includes dogs, wolves, and the
gargoyles, and the like. Most such
like. These creatures are not vulnerable
creatures are summoned by a mage
to silver or resistant to steel. However
or priest. They follow orders and have
they’re ubiquitous, found all over the
little will of their own. However when
deep wilderness and near settlements,
brought into this world without shack-
preying on the townsfolk and livestock.
les, elementa are forces of chaos that
can destroy cities.
269
Relicts
Relicts are forces of nature that come
into existence in wilderness areas over
time. Possibly these monsters came
into our realm with the Conjunction
of the Spheres. They are all magical
creatures with strong ties to the natural
world. Relicts range in mentality from
cunning and intelligent to primal and
monstrous.
Ogroids
Ogroids, including trol s, nekkers,
and giants, are very humanoid crea-
tures, often with almost human-level
intelligence. Most are large and bulky
(nekkers are the exception) and they
not only form basic tribal societies but
also, in the case of trol s, can speak hu-
man and elderfolk languages with dif-
ficulty.
Draconids
Draconids include creatures like
wyverns and dragons. Most such Dra-
conids are large, winged reptiles who
are very dangerous (especial y in me-
lee combat) but feral. True dragons are
as or more intelligent that humans and
possess many more abilities. Draco-
nids lair primarily in high places and
mountains.
Vampires
Vampires are an incredibly varied
classification of blood-drinking mon-
sters. Vampires usual y hunt in ruins,
though powerful vampires can thrive
in cities. Lesser vampires are mindless
beasts who tear bodies apart and then
slurp up the blood. Higher vampires
can blend in seamlessly with humans
and wield tremendous power.
270
Threat
Easy
Simple
Bounty
10
Armor
5
INT
3
REF
6
DEX
5
BODY 5
SPD
4
EMP
3
CRA
4
WILL 4
LUCK 0
STUN 4
RUN 12
LEAP 2
STA
20
ENC 50
Height
Usual human heights
REC
4
Weight
Usual human weights
HP
20
Environment Often near cities or main roads
VIGOR 0
Intelligence
Human-level
Organization
Bands of 3 to 15
271
Bandits
Vulnerabilities
Common Opinion (Education DC:8)
Hanged Man’s Venom
Heh—bandits, deserters, renegades, whoresons. Whatever ya wanna call ‘em. People turn to crime for money and power, but most of the time it’s out of hunger or fear. Everybody knows ya get a spike of crime when there’s a war on. Happened the last two wars and it’ll happen again. Don’t mean the common man sees it that way. Heh, never say it to a kil er’s face, but the average son of a bitch thinks ‘bout as highly of a bandit as they would a damn ghoul. They Abilities
hide in the filthy crevices of the world, waitin’ to spring out and ambush good, hard-workin’
folk an’ take their hard-won livelihood.
NONE
–Rodolf Kazmer
Academic Knowledge (Education DC:10)
Levels of Bandits
Bandits are one of the most common threats on the road,
Bandits come in a lot of differ-
but they are far from the most dangerous. You’d have a far
Skills
ent skill levels. The bandit pre-
worse time prying a ghoul off of you than dispatching a few
sented here is a basic thug—
bandits. But they can still be a significant threat in large
Swordsmanship +6
the type of warrior you’d find
groups. The vast majority of bandits are soldiers without an
Crossbow +4
guarding a criminal’s ware-
army, mercenaries who have no contract, or deserters from
house or ambushing travelers
any one of the many armies flooding across the land. Simple
Small Blades +5
on the road. If you want, you
sorts, bandits. The front ranks will charge with long swords.
Brawling +6
can alter the bandits’ stats
Any who can’t will draw their crossbows. Bandits are usu-
> Dodge/Escape +4
to make them more or less
al y looking for three things: safety, money, and something
Athletics +4
threatening. If you want an
to take their anger out on. They aren’t exactly easy to deal
average peasant or low-level
with but, unlike most monsters, they can be reasoned with.
Awareness +6
thug, bring their REF & DEX
Maybe you can convince them not to try and kill you. Since
Stealth +3
down to 3 and their HP down
they aren’t hunting on instinct bandits will likely give up if
Wilderness Survival +5
to 15. Keep in mind that these
you do enough damage to them.
Resist Magic +4
bandits won’t be much of a
However, some who travel in more tightly woven
Resist Coercion +5
challenge for combat-orient-
groups may fight all the harder if you kill their buddies. In
ed characters. If you want a
the war-torn North, be a bit more wary. Lack of easily acces-
Endurance +5
more veteran warrior, bring
sible food has driven some bandits to cannibalism. Canni-
Courage +7
their REF & DEX up to 7 or
bals often go a bit mad and attack wildly, refusing to give up
8 and raise their HP to 35. As
even when half dead. If you don’t want a fight, keep a wary
you change the Combat Level
eye on the roads.
stats, you can also change skil s
and gear to augment them
Loot
Weapons
further.
Name
DMG
Effect
ROF
Crowns (3d10)
Mundane items (1d6)
Iron long sword
2d6+2
N/A
1
Bolts (20)
Dagger
1d6
N/A
1
Double woven hood