Hand crossbow
2d6+2
RNG: 50m
1
Aedirnian gambeson
Slow Loading
Padded trousers
272
Threat
Medium
Simple
Bounty
100
Armor
0
INT
7
REF
7
DEX
6
BODY 5
SPD
5
EMP
4
CRA
5
WILL 8
LUCK 0
STUN 7
RUN 15
LEAP 3
STA
30
Height
Usual human heights
ENC 50
Weight
Usual human weights
REC
7
Environment
In cities or remote towers
HP
30
Intelligence
Human-level
VIGOR 10
Organization
Usually solitary
273
Mages
Vulnerabilities
Commoner Superstition (Education DC:12)
Hanged Man’s Venom
Mages, or magicians if ya wanna be respectful, are a pretty interestin’ case. Heh, they’re mutants I guess, though never say that to one or they’ll blow ya to hell. They can tap into the forces of magic and use that magic to cast spel s. That’s about the extent of the common whoreson’s Dimeritium
knowledge. From there it’s bedtime tales and legends. Heh, witches who steal children and While touching dimeritium,
experiment on ‘em in laboratories. Ungodly necromancers who raise the dead and’ll summon a mage has a Vigor of 0 and is
demons to take over your body. There are few places in the world that people still respect subjected to the Dimeritium
Effects table on pg.167.
mages these days. A real shame. Few years ago mages were the most respected folk in the land.
–Rodolf Kazmer
Academic Knowledge (Education DC:16)
Abilities
It’s not very likely that you’ll ever fight a mage. Most of them
Spells
are reasonably peaceful people who are more likely to hire
A mage is capable of using
Skills
a mercenary or an assassin to kill you. However, if you do
the spel s:
Aenye
wind up fighting a mage—to escape an experiment, stop a
Staff/Spear +6
Glamour
crime, or just because you feel like it—know that distance is
Blinding Dust
Spell Casting +7
not your friend. At range, a mage can throw a tremendous
Rhewi
amount of power at you. Close range combat is a far better
Hex Weaving +6
Teleportation
bet. Most mages practice less at melee combat then they do
Ritual Crafting +5
Rituals
at spell casting. Their melee weapons are also less damaging
A mage is capable of casting
Dodge/Escape +8
and more prone to breaking. Keeping in melee range with a
these rituals:
Athletics +5
Spell jar
mage takes work—they are prone to teleport if you get too
Ritual of magic
Awareness +7
close to them.
The first thing you should do when fighting a mage
Stealth +5
Hexes
is disarm them or destroy their staff. Without a staff a mage
A mage is capable of casting
Wilderness Survival +5
expends more energy per spell and wears out much faster.
these hexes:
Resist Magic +7
The Eternal Itch
A mage drained of magic must damage their body to cast
Resist Coercion +7
The Hex of Shadows
more spel s or else take a turn to rest. That’s your best op-
portunity. Mages rarely wear armor, so killing an exhausted
Endurance +5
mage doesn’t take much. Since mages are usual y very intel-
Courage +6
Alternate Magic
ligent, they typical y realize when they are beat and give up.
However, if you shame a mage enough the mage will fight
The magic listed above is
until the end. Mages prefer life in large cities, but with the
an example of what a mage
Witch Hunts you may also run into one who’s hiding out.
Loot
might be able to bring to bear
against players. If you want
Crowns (5d10)
you can customize your mage,
Weapons
Mundane items (1d6)
pick new sets of spel s, rituals,
and hexes from the Magic sec-
Name
DMG
Effect
ROF
Strange items (1d6/2)
Fifth essence (1d6/2)
tion on pg.99.
Iron staff
3d6
Focus (2)
2
Alchmey set
Dagger
1d6
N/A
2
Succubus’ breath
274
Threat
Easy
Complex
Bounty
20
Armor
5
INT
4
REF
6
DEX
7
BODY 5
SPD
7
EMP
3
CRA
4
WILL 6
LUCK 0
STUN 5
RUN 21
LEAP 4
STA
25
Height
Usual human heights
ENC 50
Weight
Usual human weights
REC
5
Environment Wilderness or along main roads
HP
25
Intelligence
Human-level
VIGOR 0
Organization
Commandos of 3 to 15
275
Scoia’tael Archers
Vulnerabilities
Commoner Superstition (Education DC:10)
Bein’ a ‘loyal dwarf’ I got some feelin’s about the Scoia’tael. They’d probably call me a dog of Hanged Man’s Venom
the humans. But I’d rather be a loyal dog than a rabid bitch runnin’ to its own damn death.
Scoia’tael used to have a point. Heh, used to be they were fightin’ for freedom for the Northern elder races. Now they’re just revenge-driven madmen who’re lookin’ to go out in a blaze of glory and kill as many humans as they can before they die. You’ll find the last Scoia’tael—
Abilities
mostly elves—in the woods, hidin’ in caves, and settin’ ambushes for traveling merchants and military caravans. If you’re human, get ready for a fight.
Ambush Specialist
–Rodolf Kazmer
When making a stealth roll to
hide from targets, Scoia’tael
Academic Knowledge (Education DC:14)
archers use the highest
Stealth roll amongst all of
them. This roll counts for the
Scoia’tael can be difficult to fight. They rarely rush at you
whole group.
and attack randomly. Being trained as gueril a fighters,
Skills
Scoia’tael travel in groups called ‘commandos’ and lay am-
bushes for their prey. When traveling through dense wil-
Archery +8
Spiteful Ammunition
derness in the North, always keep an eye out in the trees
Swordsmanship +6
and bushes. Oftentimes Scoia’tael commandos will track
Scoia’tael archers will fire their
prey for a few hours until they come to a good ambush spot.
Small Blades +6
regular arrows first and try to
When they do attack, Scoia’tael will usual y begin
Brawling +4
kill all targets quickly. Their
their ambush with a barrage of arrows from the forest line.
Dodge/Escape +7
elven burrower arrows are
With the first barrage fired, half of the unit will switch to
Athletics +7
reserved for targets they par-
their falchions and charge, sometimes screaming a battle
ticularly despise, and fleeing
Awareness +9
cry such as “Aelirren!” or “Sherrawedd!”, that cal s back to
targets who will need to be
the great elven hero Aelirren and the place of her death,
Stealth +8
tracked down.
Sherrawedd Palace. While the melee group engages you,
Wilderness Survival +10
the other half of the commando will stay back, firing into
Resist Magic +4
the melee. Scoia’tael who are too far for melee and within
Resist Coercion +6
10m or so will often throw knives at the nearest target. The
best way to fight Scoia’tael archers is to have cover. If you
Endurance +7
have a cart or caravan, get behind it (or better yet inside it)
Courage +6
and force them to come to you. Try your best to stay out of
the archer’s line of sight and deal with the melee fighters
first. Negotiation is not advised.
Loot
Weapons
Crowns (1d10)
Name
DMG
Effect
ROF
Mundane items (1d6)
Hunter’s falchion
3d6
N/A
1
Arrows (30)
Dagger
1d6
N/A
1
Elven burrowers (10)
Double woven hood
Throwing knives
1d6
RNG: 24m
1
Aedirnian gambeson
Longbow
4d6
RNG: 200m
1
Padded trousers
276
Threat
Easy
Simple
Bounty
10
Armor
0
INT
1
REF
7
DEX
7
BODY 6
SPD
6
EMP
1
CRA
1
WILL 4
LUCK 0
STUN 5
RUN 18
LEAP 3
STA
25
ENC 60
Height
Usual human heights
REC
5
Weight
Usual human weights
HP
25
Environment By rivers, lakes, or coastlines
VIGOR 0
Intelligence
About as intelligent as a fish
Organization
Groups of 3 to 6
277
Drowners
Vulnerabilities
Commoner Superstition (Education DC:14)
Necrophage Oil
Common folk don’t know much about drowners. Old wives’ tales say when an evil enough son of a bitch bites it and their corpse winds up in a river or lake they come back as a drowner.
Fire Vulnerability
Drowners’re mindless beasts that live to drown unlucky bastards and feed on their corpses.
Drowners are vulnerable to
They ain’t the most dangerous beast in the world, but they gang up on ya. If ya see one drown-fire damage, including dam-
age from being on fire.
er there’s probably another two or three hidin’ in the water.
–Rodolf Kazmer
Abilities
Witcher Knowledge (Witcher Training DC:10)
Feral
Drowners are actual y not resurrected evildoers. Most people think so, thanks to folk stories For the purposes of Awareness and Wilderness Surviv-
and popular books on the subject of monsters. Drowners, like all necrophages, are creatures
al, instinct gives them an INT
from another plane that came into this realm during the Conjunction of the Spheres many
of 7.
centuries ago. With no ecological niche here, they have become a plague upon the land.
Drowners prefer coastline, rivers, and marshy areas. They are amphibious and spend most
Poison Immunity
of their time in the water. When they do come out it is usual y to follow their stomachs: to Drowners are immune to the
grab something close to the water’s edge or search for food on land. When they find some-
poison effect.
thing to eat, they leap on it in a flurry of claws, attacking as a group and surrounding their Amphibious
prey.
Drowners can live underwa-
A large group of drowners can be hellish to deal with.
ter indefinitely and cannot be
They overwhelm a single person by attacking in force and
drowned. They also do not
Skills
from all directions. They are immune to poison due to the
take penalties for acting un-
horrible, murky, and toxic waters that they are used to, and
derwater.
Melee +6
it takes quite a bit to discourage them. However, they are also
Brawling +6
Impenetrably Dim
tremendously, staggeringly dumb. The few studies of drown-
Drowners are so unintelligent
Dodge/Escape +5
ers agree that they are about as intelligent as a predatory fish.
that they are immue to any
Athletics +6
magic that affects thoughts or
They act completely on instinct, cannot in any way be rea-
emotions.
soned with, and are even immune to spel s that would mental-
Awareness +8
ly or emotional y affect them. This does mean that they never
Stealth +5
formulate plans more complex than ‘attack’ and they can be Wilderness Survival +6
distracted by sufficiently shiny things as long as they haven’t
Drowner Brain Stew
Resist Magic +4
tasted blood. Drowners are also highly susceptible to fire—it’s
Despite believing that drown-
Endurance +6
your best weapon. Being tremendously dumb, a drowner will
ers are resurrected criminals,
continue to fight while on fire and will not try to put itself out
Courage +8
many townsfolk living along
until almost dead (below 10 HP).
the Pontar River have been
known to pay a fair bit for their
Loot
brains. Drowner brains are
often boiled in a stew which
Weapons
Drowner bra
ins
is supposedly an extremely
powerful aphrodisiac.
Name
DMG
Effect
ROF
Drowner tongue
Essence of water
Claws
3d6
N/A
1
(1d6/2)
278
Threat
Easy
Difficult
Bounty
30
Armor
0
INT
1
REF
6
DEX
7
BODY 6
SPD
6
EMP
1
CRA
1
WILL 5
LUCK 0
STUN 5
RUN 21
LEAP 4
STA
25
Height
Around 1.25 meters at the
shoulder
ENC 60
Weight
Around 86kg
REC
5
Environment Batlefields and cemeteries
HP
25
Intelligence
About as intelligent as a dog
VIGOR 0
Organization
Packs of 3 to 6
279
Ghoul
Vulnerabilities
Commoner Superstition (Education DC:14)
Necrophage Oil
Ya see a lot of ghouls in the North these days. Heh, I remember when you could go your whole life without spottin’ one. But with all the corpses rottin’ in the fields and all the blood spil in’
in rivers and val eys, ghouls are croppin’ up all over. Most people assume they’re corpses, mutated and re-animated by magic into beasts. Rotten fiends that feed on the dead and attack Abilities
just about anyone who comes near. Travel in packs and attack like wolves, circlin’ their prey, all attackin’ and keepin’ the target off kilter.
–Rodolf Kazmer
Pounce
A ghoul doesn’t need to take
a running start when leaping.
Witcher Knowledge (Witcher Training DC:10)
Fury
Much like other necrophages, common folk assume ghouls are re-animated corpses. They
When ghouls are brought be-
low 10 HP they enter a fury
are actual y of a species from another dimension that acts much like other animals. Ghouls
in which they move every
are scavengers who feed on corpses left behind at battlefields, though they will attack fresh round, attack every round,
prey if it wanders by. You’ll usual y find ghouls in small packs that often fight over food
and regenerate 3 points of
once danger has passed. When fighting ghouls, always watch your back. They will attack
damage per turn.
together and try to surround you, staggering their attacks to flank you and darting back.
Single one ghoul out and attack it exclusively, to shave down the number of ghouls at-
The Witcher Pen & Paper RPG Page 59