The Witcher Pen & Paper RPG
Page 66
Give the players a bit of time to ster Knowledge roll can be made against a
Some pieces have
drink at the tavern, talk amongst them- DC:16. to find out that the mystery beast is
blood on them.
selves, or chat with folk at the tavern. They probably a rock trol .
won’t get any new information but it will
help break up the action and pace the game. Cliffhanger
Aeron
However, the next morning the players Following the tracks (a DC:10 Wilderness
If players decide to at ack Aer-
wake to insistent knocking on their door/ Survival check) takes the players past the
on (for some reason), he can be
doors. Outside are well-dressed men who spot where they found the nekkers, then
treated as a bandit with nothing
look to be servants. One of them greets the further into the hil s. In the distance the
but a dagger.
players:
players see a cave with some bizarre nekker
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. The players can fight, but
Sibilia they now also have two guards to every round 1d6/2 more guards arrive. If
fight alongside them, so the fight shouldn’t they do get captured, go to Development
be too hard.
(Imprisoned).
If the players stayed in the cave, the
Development
troll returns and the players can fight him
Once they beat the nekkers, the players find or talk to him. The troll uses a tall bundle of that the cave not only housed the nekkers, branches as a weapon (see Woolabag’s Club
but also a rock troll (or two). The cave is ob- at the back of the adventure). To talk to him, viously a troll lair but there are no bones that players must calm him down with a DC:15
look appropriately childlike. There are a lot Charisma check. If the troll is calmed, the of bones though, arranged into shapes and players get his story in beautiful Troll-ese:
sculptures in some places. A DC:13 First
Aid check shows that the bones are mostly Woolabag sorry, hummies. Not see hummies
from deer and sheep.
in cave in long time. No sharpy sticks use.
Woolabag is good trolsy! Punish naughties!
Cliffhanger
Naughty hummies Woolabag hurt! Woolabag
The players can head back or wait for the doing good job! Shiny man say!
troll.
If they head back, they reach town From the trol , they find out that he thinks
by nightfal . On the outskirts of town they he’s doing good, taking naughty children
spot the troll handing over a wicker basket and giving them to Lord Nowak to punish.
to two of the city’s guards. The troll is carry- He gets paid in sheep and deer for this and ing a large club made of bushels of branches, thinks he is doing a sort of service for the
lashed together with leather. The club would town.
match the wounds inflicted on all the vic-
If the players kill the trol , they can
tims. The guards can make an Awareness return for their money—but the children
check to notice the players.
are still missing, and soon after getting their
If they spot the players, the guards money they are met by guards in twice their
sic the troll on the players, saying “Look, number, who detain them. They can fight,
more naughties!” and then run. The players but every round 1d6/2 more guards arrive.
can fight the trol , run from him, or try to Go to Development (Imprisoned).
reason with him. With a DC:18 Persuasion,
If the players did not kill the trol ,
Charisma, or even Leadership check the they get back to the inn to find guards wait-
players can calm the trol .
ing for them in twice their number to take
If the players don’t get involved, the them in. They can fight, but every round
guards leave and the troll heads out towards 1d6/2 more guards arrive.
the cave. They can go after the guards or the
troll.
Development (Imprisoned)
If the players go after the guards, On capturing the players, guards strip their
they must make 3 Stealth checks against the gear (excluding their torso and leg armor).
guards to follow unseen. When they finish, Any magic users have their hands tied be-
the guards reach the palace of Lord Nowak hind their backs and their mouths gagged,
where they enter via a servant entrance with just in case. After a few minutes in darkness
the squirming basket. They players must the room is il uminated by a torch and the
make a DC:20 Stealth check to enter the players meet the lord of the city.
building. If they fail, they must fight twice
their number in guards. The guards will try
319
Lord Nowak tel s them:
Just as the first player is led to the stockade
the door opens and a young man enters with
Molten Metal
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
That was the plan. And it was working, damn group of people that begged them to find weapon. It uses Athletics, has
you! The children are safe, and the popula- the monster. He sets the sack down and tel s a range of 3m, and does 5d6
tion cowed. Do you know what would hap- Commander Kowal that Lord Nowak wants
damage with a 75% chance of
pen to this town if there were a major revolt? to speak with him. As the young man and setting the target on fire. Even if
I would much rather see Ashberg gripped by Kowal leave, the young man gives the play-it doesn’t set the person on fire,
fear than a smoldering husk. But I will have ers a pointed look and nudges the sack with it does 3d6 damage to the loca-to form a new plan now. Thanks to the lot of his foot discretely. One guard takes his eyes tion it splashed on for 5 rounds
you. Enjoy your last night. I’ll be giving you to off the players to check the sack. The players before hardening.
Commander Kowal in the morning.
can see it holds weapons and gear (any item
larger than a sword is absent; there is a note
The players are locked away in a 4m by 4m that says they are in the larder). This should
cell together. The lock is on the outside of be your players’ time to spring. Neither of
the heavy steel-bound door and cannot be the guards have their weapons drawn yet,
reached from the inside. There is one guard and non-magic players have their hands tied
outside the door.
in front of them, giving only a -3 to actions
which the first-round Ambush bonus would
Climax
negate. If your players hit fast and hard, they
The next morning they are shaken from should quickly overcome the two guards in
their sleep by guards (equal to the number the cell with them.
of players) who hustle them up into a room
On the way out, they must make it
with a heavy iron door. Only two guards re- up three floors to safety. Along the way, they
main in
the room with them. You want to have choices:
get your players’ hearts real y beating, so
Commander Kowal has been led
read this next section aloud:
up to the ground floor (2 floors away) and
will be detained there for 2 rounds after the
You’re shoved into a small, stone room fil ed, players escape the cel . He descends 1 floor almost claustrophobicly, with ominous fur- every 2 turns.
nishings. On one wall there’s a table covered
On the floor above theirs’ they
with papers, but the centerpiece is a sort of can free about 15 children locked behind a stockade with three holes for prisoners’ heads heavy wooden door with a strong lock.
and shackles for their hands and feet. The
They can remain in the torture
floor there is spattered with iron and greasy chamber and set and an ambush for Com-patches of ash. ‘Crucible’ Kowal is waiting in mander Kowal, in which case they may get the room, slowly stirring a red hot crucible the drop on him. He will make an Awareness of...bubbling iron, from the looks of it.
check before entering the room if anything
seems out of place however. If he hears the
Without looking up he says, “We’ll do one at players inside, he will leave and return in 3
a time. No need to rush.”
rounds with a number of guards equal to
half the players.
As the guards line you up, he looks to the last
If the players talked to the trol ,
person on the right and says “Maybe I’ll be rather than killing him, they find him on the able to get some interesting information out ground floor looking to help them. If they of you before your turn.”
are in the middle of a fight, Woolabag will
help them fight. If the players aren’t in com-
bat when they get to the ground floor, they
320
find that the troll has broken into the man- Ending
or and is looking for them. He will go with Hopeful y, the children are rescued and the
the players and agree to help.
players make it out alive. They 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 find Lord
Nowak. Lord Nowak has 2 guards with him
who will fight to the death. If the troll ac-
companies the players, Lord Nowak will try
to escape.
321
“Crucible” Kowal
INT
7
STUN 8
Skills
Awareness +10
Dodge/Escape +7 Swordsmanship +7
Courage +9
REF 10
RUN 21
Intimidation +8
Resist Magic +7
Crossbow +6
Small Blades +6
DEX 9
LEAP 4
Resist Coercion +8
Athletics +6
Wild. Survival +9
Deduction +9
BODY 7
STA 40
SPD 7
ENC 70
EMP 4
REC 8
Loot
Armor
Vulnerabilities
CRA 9
HP
40
1d6 Mundane Items
12
Hanged Man’s Venom
WILL 9
VIGOR 0
54 Crowns
20 Bolts
LUCK 5
Weapons
Abilities
Name
DMG
Effect
ROF
Esboda
5d6
WA +1
2
Trustworthy
+1 to his Charisma, Seduction, and Persuasion
Stiletto
1d6
WA +1
2
checks against other humans.
Concealment
Blindly Stubborn
Hand Crossbow
2d6+2
WA +1
Reroll a failed Resist Coercion or Courage roll 3
RNG: 50m
times per game session.
Slow Reload
Lord Nowak
INT
9
STUN 6
Skills
Awareness +5
Resist Magic +8
Dodge/Escape +6
Athletics+7
REF
6
RUN 15
Swordsmanship +6
Persuasion +7
Resist Coercion +7
Deduction +3
DEX 7
LEAP 3
BODY 6
STA 30
SPD 5
ENC 60
Loot
Armor
Vulnerabilities
EMP 8
REC 6
1d6 Mundane Items
8
Hanged Man’s Venom
CRA 3
HP
30
343 Crowns
WILL 6
VIGOR 0
Abilities
LUCK 7
Trustworthy
Weapons
+1 to his Charisma, Seduction, and Persuasion checks
Name
DMG
Effect
ROF
against other humans.
Elven Messer
2d6+4
WA +2
2
Blindly Stubborn
Reroll a failed Resist Coercion or Courage roll 3
Dagger
1d6
2
times per game session.
322
Woolabag’s Club
Name
Type WA Avail. DMG ROF Rel. RNG Effect
Conc. EN Weight
Branch Club
B
-1
E
6d6
1
15
N/A
Reaches out 2m
N/A
0
10
+1 Stun
Maps
323
324
325
326
327
328
329
330
Zerrikania, 200
R
Inde
un, 47
x
A
Actions, 151
Bomb & Trap Resolution, 165
Stamina, 48
Actively Dodge, 151
Stun, 47-48
Aim, 151
C
Vigor, 37, 47, 100,166
Alliances, 201
Crafting Components,128-129
Difficult Skil s, 49, 59
Crescent Moon, 206
Crafting Diagrams, 130-139
Difficulties, 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
Effect Tables, 161
Witchers, 201-203
Weapons, 131-133
Elderfolk Items, 83-84, 90
Bear,
203
Crafting System, 126-127
Ammunition, 84
Cat,
203
Creating Art, 53
Armor Enhancements, 90
Gryphon,
203
Critical Wounds, 158-160
Armor Sets, 84
Viper,
203
Complex, 159
Axes, 83
Wo
lf,
203
Deadly, 160
Bludgeons, 83
Alchemical Items, 87-88
Difficult, 159-160
Bows, 83
Alchemical Items Descriptions, 89
Simple, 158
Crossbows, 83
Alchemy System, 141-142
Cost, 72
Polearms, 83
Ammunition, 74, 84, 255
Concealment, 72
Shields, 84
Ambush, 153
Cover, 80, 155
Small Blades, 83
Armor, 78-80
Full Cover, 80
Staves, 83
Head Armor, 79
Human Shields, 155
Swords, 83
Leg Armor, 80
Currency, 71
Elderfolk Item Descriptions, 85-86
Shields, 80
Conversion Rates, 71
Elderlands, 189-191
Torso Armor, 79
Getting Coin, 71
Dol Blathanna, 191
Armor Descriptions, 81-82
Mahakam, 190
Armor Enhancements, 90
Encumbrance Value, 78
Attacks, 151, 153, 163-165, 166-168, 171,
D
Enhancements, 72
176-177
Damage, 72, 153
Environmentals Effects, 165
Charge, 163
Death Saves, 162
Example Combat, 172
Choke, 163
Defenses, 164
Experimental Technology, 254-255
Disarm, 163
Block, 164
Ammunition, 255
Fast Strike, 153
Dodge, 164
Bombs, 254
Feint, 163
Parry, 164
Crafting Experimental Tech, 255
Grapple, 163
Reposition, 164-165
Traps, 254