Adventures For The Witcher v1.1

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Adventures For The Witcher

Translated By: David Huebert


1

All Art Within is From:


Preface Original Works
Dear Readers, Witcher TRPG Core Rulebook
This work is made up of Witcher 2 EE Artbook
Translations done via Google Translate. It
Witcher 3 Artbook
is comprised of Free stories from the
Copernicus Corporation which is the
Polish distributor of the Witcher TRPG.
All information herein can be found on
their website. Some of these stories are
also polish homebrew stories. The Authors
of each story are placed on the cover-page
before each story. I do not speak, read or
write Polish and as such I have done my
best to reproduce these stories in English.
As such note that errors may have occurred
and not all stories may be properly
optimized. I am certain that as this is a fan
made translation that errors in translation
have slipped through. Please let me know
for correction
https://copcorp.pl/page/1/?s=witcher&fbclid
=IwAR0UmS_6eJrzsAkkKSlknB0csUv5aM
z4wfcU1KrFIDPYiiEKGlvpOW-ZyqY

Special Thanks To:


Tomasz Kozłowski

Cover Art From Free Wallpaper Site:


Aenami
2

Core Rulebook Credits__ Witcher 2 EE Artbook Dominik Milecki


Tomasz Stryjewski
Adam Kozłowski
Credits ____ Marcin Klicki
Adrian Madej Wojciech Michalski
Bart łomiej Gaweł Ovidiu Voica
Adrian Smith
Sławomir Maniak Grzegorz Magiera
Alejandro Mirabal
Jan Marek Dave Yablonsky
Alicja Kapustka
Jakub Rebelka Lucjan Więcek
Andrzej Dybowski
Monika Zawistowska Adam Wrotek
Anna Podedworna
grzegorz krysiński
Bartłomiej Gaweł Daniel Cordell
Damian Bajowski
Bartosz Gaweł Daniel Olejnik
Marcin Błaszczak Elena de Gracia
Bogna Gawronska
Grzegorz Chojnacki Fabian Kubicki
Bruno Biazotto
Arkadiusz Mat yszewski Javier Pintor
Bryan Sola
Paweł Mielniczuk Joanna Królak
Chris Rallis
Dominik Milecki Jonas Mattsson
Damian Bajowski
Darek Zabrocki Michał Buczkowski Jose Teixeira
Diego de Almeida Marian Chomiak Kacper Niepokólczycki
Dominik Redmer Arkadiusz Duch Kamil Grzelak
Gra_ t Studio Jacek Kroguls ki Krzysztof Kornatka
Grzegorz Krysinski Krzysztof Krzyścin Łukasz Maj
Grzegorz Przybys Jonas Mattson Łukasz Łakomski
Grzegorz Rutkowski Marcin Michals ki Marcin Michalski
Ilker Serdar Yildiz Daniel Olejnik Marian Chomiak
Jan Marek Adrian Sobiera j Mark Foreman
Jaye Kovach Lucjan Więcek Michał Buczkowski
Jakub Rebelka Igor Zieliński Michał Janiszewski
Jim Daly Marek Ziemak Michał Stelmachowicz
Jonathan Guzi Łu kasz Ziobrowski Miles Tost
Kamil Kozłowski Studio Bitter Lix Norbert Narożnik
Katarzyna Niemczyk Adam Badowski Paweł Kwiatek
Katarzyna Redesiuk Peter Gelencser
Lasahido Lius Sebastian Nowak
Lea Leonowicz Witcher 3 Artbook Sebastian Spłuszka
Lorenzo Mastroianni Simon Besombes
Credits ____
Marcin Przybys Dominika Gonsierowska
Marek Madej Bartłomiej Gaweł Michał Krzemiński
Marian Chomiak Monika Zawistowska Michał Stec
Marta Dettla_ Jan Marek Stan Just
Michał Buczkowski Marek Madej Paweł Brudniak
Monika Zawistowska Lea Leonowicz Grzegorz Rutkowski
Nemanja Stankovic Marta Dettlaff Sławomir Maniak
Paweł Dobosz Andrzej Dybowski Victor Titov
Paweł Mielniczuk Paweł Mielniczuk Adam Badowski
Paweł Swiezak Antonio Jose Gonzalez Jean–Francois Mignault
Piotr Zyła Arkadiusz Matyszewski Bartłomiej Gaweł
Przemek Truscinski Bill Daly
Sławomir Maniak Marcin Błaszczak
Tokkun Studio Sebastian Bąkała
Victor Titov Grzegorz Chojnacki
3

Table of Contents
The Glass Mountain 6
Introduction 7
Prologue 11
ACT I: The Climb 12
ACT II: The Castle 16
ACT III: The Beast 21
Epilogue 23
Friends and Enemies 24
The Wretch's Gift 29
Introduction 30
ACT I: Meeting with the Band 30
Act II: Conversations at Moonlight 30
Act III: Monster Attack 32
The End 32
Immunity; The Plague of Vizima 33
Mission 34
Complications 35
Monstrous Mission Page 36
Encounters on the Road (Mini-Scenario Series) 38
The Witcher bingo 39
Knight with the Retinue 39
A Merchant Cart Across the Road 41
Lovely Glades on the Stream 42
Freshly Dug Up Soil at the Crossroads 43
Abandoned Village 44
The Glade Covered with Blood 45
It Happened at Belleteyn 47
4

The Beast of Urialli 50


Introduction 51
Chapter I: Not a Nice Welcome 56
Chapter II: First Attack 59
Chapter III: Investigation 61
Chapter IV: Despair 64
Chapter V: Monster from Urialli 68
Epilogue 71
Black-Gold 72
Introduction 73
Chapter I: Journey 78
Chapter II: At the Gates 82
Chapter III: Hole in the Ground 87
Chapter IV: Mine 92
Epilogue 102
No Help is Denied on the Trail 105
Introduction 106
Act I: Help is Not Refused on the Trail 106
Act II: Give Her Back to Us 107
Finale? 107
The Truth 108
Happy Village, Dead Village 109
Introduction 110
Description 110
What is this Really About? 111
Clues 112
Solutions 112
Additional Suggestions 112
5

The Virgin var Attre 113


Introduction 114
Plot in a Nutshell 115
Cast 116
At the Very Beginning ... 116
Leading 117
The finale, or the Tryst 120
Epilogue 123
Stats of Independent Heroes 124
The Glass
Mountain

Text: Jakub Zapała


Correction: Maciej Sznurkowski
Additional notes: Adrian Gojdź
Special thanks to people testing this adventure during sessions, especially the
group "Stories from the basement”
7

INTRODUCTION PLOT IN A
NUTSHELL
We have prepared an adventure for you, which can be a good team formation and The players' heroes take
the beginning of the campaign in Witcher RPG. It is written for a group of 3-6 part in the expedition to
Gwydberg Castle,
beginner characters and should take you 8-15 hours of game (2-3 standard abandoned the fortress for
sessions). After its completion, the characters have a chance to come into almost two decades, both
for payment and
possession of their own headquarters, or at least a starting point for further supposedly riches hidden
stories taking place in the region. there, as well as for
personal reasons. They will
This adventure will guide you through a large part of the Witcher RPG rules. You find out that they are
racing with the second
will find here comments and advice, but you need a manual or at least a starter group. The castle itself has
for this game. many secrets. First of all,
they will have to decide the
A few technical notes to get you started: • Roman Boike: Nilfgaard commander. He fate of the two heirs of the
castle, face the curse and
is no different from his subordinates, but he perhaps harness the power
• From now on, we address you, Game has REACTIONS, MIND and WILL at level of the cursed sycamore. If
Master, directly. Hey! 6, 30 VPs and Determination, and he will they succeed, they will
fight with a two-handed sword (damage: gain much more than
• Read the entire adventure carefully before money. They will be able
starting to lead it. There's a lot going on in 4k6), and at a distance. to start building a new
it, so it's better not to get lost. house. If everything goes
• Kala from Gwydberg: a cousin of former wrong, they will gain
• You can read or paraphrase the text in castle rulers came with the Nilfgaardians. powerful and perhaps
She will try to negotiate rather than fight. Its supernatural enemies. If
italics. they survive at all.
coefficients can be found at the end of this
• You will find most of the information you adventure.
need in this scenario, but be prepared that in
the event of a fight, you will need to read the • Troll Par: one of two monsters that lived NO NEED TO
rules and help. in a cave halfway up the mountain. His FIGHT
brother has recently died, which Par does
• If at any time you come to the conclusion not yet know. If things go wrong, PC can Don't worry about the
number of potential
that your players are not having fun playing run into him when he finds out. Use the rock opponents. You can go
this scenario, you can change it as you like. troll statistics from the basic textbook here. through this whole
Don't be afraid to improvise and always give adventure without taking a
PC a chance to shine. • Ravena (Iola from Gwydberg): a weapon, or at least killing
powerful lady cursed in Gwydberg. PC will nobody. In the tests of one
Well, to the point. have to appease her, free her or curse her. of the teams it succeeded.
On the other hand, if you
The coefficients of Ravena and her ravens like strength solutions, you
OPPONENTS_____________ are at the end of the adventure. have at least several
options.
Prepare yourself in advance for clashes with • The Spirit of Jawor: a powerful ancient
the enemies listed here. Read their statistics. creature living at the root of the cursed tree.
You can also prepare their figurines or use It would be better if PC did not release her.
the help available in the publisher's store. However, if they do, you'll find its
coefficients at the end of the adventure.
• Nilfgaardian soldiers: there will be more
than one opportunity for heroes to face • Torwald of Babenburg: a ruthless knight
them, so we'll start with them. There will be who recently tried to forcibly conquer
twice as many as PC. Use here the bandit Gwydberg may return as a dangerous ghost.
statistics from the basic textbook or the You will find his description at the end of
description of the soldiers from the starter. the adventure.
8
LEGEND OF THE GWYDBERG REAL STORY
CASTLE_____________________ The last counts at the castle definitely did not
Many things are said about what happened in the match their ancestors. They were vain and vile
people, and in addition they played complicated TIME AND PLACE
castle on Mount Gwyd. Before you start the
game, you can allow testing the appropriate PC games and stalkings among themselves. Innocent
We left in some understatement
abilities to determine if they already have any people often suffered from this. In the courtyard,
the details of the location and
knowledge of these events. You, however, read saint sycamore dedicated to the Angrenian historical background of the
the full story. It will explain the role of many goddess Morrigan, the lady of the crows, has adventure so that you can use it
NPCs and events described below, and will allow grown since time immemorial. So at least one freely in your campaign. In our
you to better find yourself in the descriptions and priestess lived in the castle, looking after the holy assumption, adventure takes place
tree and performing rituals in honor of the deity. in the default era of the textbook
not to forget about important details.
These holy virgins were also traditionally harbors (the very beginning of the third
war between Nilfgaard and the
GENERAL KNOWLEDGE of the count's children, and thanks to their
North), and takes place in the
teachings and blessings, most of the counts from
mountains on the border between
(Education at DC 14) Gwydberg grew up to be decent people. Vela, the Zarzecze and proper Angren. The
last of Morrigan's brides, inherited this function region is called the Roen Valley
People say this castle is enchanted. Apparently his from her teacher when she was only sixteen. The (it is a tributary of the Newi
masters did something very bad and the curse fell on body of the previous priestess had not yet cooled River), and is located south of
them and their servants. In one terrible night they were Jaruga and southeast of
down when Count Konstans ordered to capture
all transformed into wild animals and scattered around Riedbrune.
the girl, and then dragged her to the bed by the
the world. They abandoned their riches and treasures
to never return to them. Only sometimes under the hair. Frightened and weeping, the priestess
sycamore growing in the courtyard appears a beautiful immediately ran to the castle lady. Countess
girl with black hair. She is an enchanted princess, Ailen, after hearing this story, slapped the girl,
daughter of the castle lords. Whoever conjures her up spat in her face, called a whore and ordered to
will be able to count not only on her gratitude, but also drive her out of the castle. As the guards half-led,
on gold and jewels hidden in the castle treasury. half-carried a semi-conscious priestess across the
courtyard, Vela's gaze stopped at the sycamore.
SPECIALIST KNOWLEDGE She felt the power of her goddess and, speaking
in a terrible voice, cursed the castle, the count's
(Curses, Magic Education or The Witcher
family and all her servants. A terrible storm
training on DC 16 or Living or From Many began. Lightning overthrew one of the towers,
Furnaces on DC 18) killing the evil Count Konstans. His wife and the
servants were banished from the castle by
This castle, called Gwydberg, was built centuries ago
around the holy tree. His masters, who achieved the enraged birds. Their daughter, a three-year-old
title of count, enjoyed great respect because of looking child, turned into a crow.
after the place blessed by the gods. Some even say that When everything was quiet, Vela was
it was magical power that brought them success. In the heartbroken and desperate. She felt no relief and
end, however, she became the cause of their did not enjoy revenge. She was terrified of what
destruction. The vain lady of this castle, Ailen from she led to. She decided to devote her life to
Gwydberg, passing under a tree with a squeaking baby, finding, conjuring and raising a child she had
exclaimed: "I wish you wild birds would take you away
accidentally cursed. Long to tell about the places
from me, my affliction!" At that time, crows and crows
allegedly fell and took her daughter away. The countess she visited and the deeds that the priestess did to
tried to reverse the charm by shouting at the tree, accomplish hers. Thanks to the visions sent by
beating it and demanding that she give her the child. the goddess, she recovered the enchanted girl, but
Then dark clouds gathered above the castle and she could not fully remove the curse. Raven,
thunder began to strike the stone walls. Residents fled because that's what the lady's name is now,
him in a panic, and several people died in a magical during the new moon and in moments of great
storm. Since then, the fortress stands deserted. stress she is still turning into a crow. He can also
Apparently strange things are happening in her. If the
communicate with birds and give them orders.
curse was reversed, the castle could become a symbol
of prosperity and good fortune again.
9
In addition, she is a fairly normal, though the castle himself. He will gain fame, wealth and
withdrawn, girl. Until recently, they lived land, all in a knightly fashion. With this thought,
together with Vela in a hut on a vast rock shelf, he erected his ax and hit it with full force on the GAMES WITH
one could say: a hall, about half the height of the sycamore trunk. A whirlwind howled, a NILFGAARDS!
mountain on which the castle is located. thunderbolt struck from the clear sky, and
About a week ago, shortly after Ravena's Raven's scream was carried around the castle for If your team consists mostly or
seventeenth birthday, a young knight, Torwald many years. Lightning struck and fried Torwald. largely of people from the South,
from Babenburg, wandered around. In a time of His corpse fell into the courtyard. The magical you can, dear Game Master,
change the expedition from the
relative peace like many others, he set out on the discharge also affected the unfortunate girl. Her
Empire, which will be discussed
trail, looking for challenges that would kill curse is now even less stable than before, and the soon, to the people sent here by
boredom. One night he camped near the transformation between her two characters is now Prince Stennis of Aedirn. Such a
mountain and spotted a light from Veli's hut. The almost unconscious. In recent days, Raven has change will be mainly cosmetic,
next day he went there and, showing considerable not yet managed to shake off these terrible because the general assumptions
efficiency, climbed the shelf. The priestess and events. She hid in the castle, seeking protection of the expedition, BN's
her ward treated the newcomer in accordance from the crows living here. personalities and their coefficients
with the principles of hospitality. In Vela the Meanwhile, interest in the castle is not may remain unchanged. You just
have to remember to change the
thought arose that maybe to break the curse could weakening. A wealthy merchant decided to
details of the descriptions and
be useful help of a young and strong warrior. So organize an expedition to him, the departure of dialogs accordingly. Characters
she told Torwald the whole story, without hiding which was accelerated by stories of a strange from the Empire may also have
the truth about the origin of Ravena, or about the storm and a woman's voice carried by the wind. slightly more difficulty justifying
extraordinary power of sycamore. The man ate, At the same time, the Nilfgaard Empire became going to the castle. You can then
drank and listened to the story, after which he did interested in this fortress, which can serve the make Bruno Messmer the
what every knight would do in his place: he Black rule over this region. The mysterious Nilfgaardian governor of the
pierced the witch with a sword and tried to rape events of recent days have also attracted the region. Greed, of course, remains
his main motivation, but it can be
the young. attention of astrologers from the South.
seasoned with a desire to please
Terrified, Raven turned into a crow and fled to Therefore, both trips will be at the foot of the the superiors and rise in the
her parents' castle. However, this did not mountain around the same time. At this point, official hierarchy of the Empire.
discourage Torwald. After a short search, he players enter the story.
discovered a cave inhabited by two trolls nearby:
Prima and Para. They lived well with a priestess HOW TO ENTER PC IN
who, thanks to her knowledge of herbs, healed HISTORY?___________________
them from wounds inflicted by bandits. The It's best if the heroes have some private reason to
brothers settled here at her request, protecting the visit Gwydberg, and not just a group of
former secret entrance to the fortress. The knight mercenaries taking part in the expedition
recognized the signs cut out at the entrance to the (although money is always good motivation). Try
cave and used the troll's stupidity in his favor. He to use for this purpose the events resulting from
claimed to be Vela's friend and convinced Prima the throws in the tables telling the story of PC's
to lead him to the castle. He said that he knew the life. We have also prepared for you two groups of
secret that would make the troll never experience sample "hooks" that can be entangled in the
hunger or thirst. They just have to get to history of the character. The first of them results
Gwydberg. The warrior and one of the trolls from the social origin of the character, and the
headed deep into the cave. Soon the knight found second depends on the profession.
a hatch leading up to the castle underground. He
squeezed through it efficiently, then called out
Prima. As soon as the troll's mouth emerged from
STATUS
the passage, Torwald heroically chopped off the
monster's head with his ax. In this way he Highborne: the character is related to the counts
blocked the exit from the fortress. Satisfied with of Gwydberg and if he regains the castle, he can
the work done, he headed for the courtyard. become his new master or new master.
Along the way, he called for Ravena, who was Scholars: the castle, left in a hurry, is full of
terrified and hid high in the ruins of the tower. secrets. His library contained numerous historical
Torwald was sure that the curse had its source in and religious texts and rare recipes. After all, the
a cursed sycamore. He made a plan in his head: fall of Gwydberg is at least mysterious. Whoever
he will cut down a tree, thus conjure a young explains it can gain considerable fame.
lady, force her to marry and become the master of
10

Merchants, craftsmen and artists: Gwydberg Castle was the middle of which a large tree grows, or maybe he is a
once a center of arts and crafts. There are certainly many druid whose Circle and the forest surrounding him were
valuable items left, made by great masters of a bygone era. once covered protection of rulers. There can be many
Peasants: in your childhood you heard the story of the fall reasons, but it all comes down to the desire to remove the
of Gwydberg and you know that in all its versions there is curse.
reference to the enchanted heiress of this castle. Merchant: business people know the trail well, which once
Disappointing such a princess is a sure path to social led this way to Mahakam, and after leaving the castle
promotion. became too dangerous. Opening it can bring huge profits.
Other elves: Morrigan, the legendary protector of saint Riches that are supposedly accumulated in the castle, rare
sycamore growing on Mount Gwyd, is the human name items and instructions will only be a nice addition to this. In
given to the goddess Mori Rigain, queen of magic, war and this case, the character can become the organizer of the
ghosts. Gaining her help could give the elven race the expedition, replacing Bruno Messmer in this role.
strength it has lacked in recent centuries. Doctor: when news spread that the plague had killed the
Other dwarves: in Mahakama it is said that Spytko castle's inhabitants, the famous medic Jan of Hirrschwalde
Melstein once took to Gwydberg many secrets of the went there to investigate. As for the disease, he did not
dwarven forges. It would be worth to recover them, since make much difference, but he noted in his famous
this son of gamratka got damned. herbarium that numerous healing plants grow around the
fortress.
PROFESSIONS Criminal: among criminals there is a story about a robber,
Simon, whose hideout was supposedly upstairs, right under
Bard: a wandering poet can be attracted to the expedition the very nose of the lords hunting him. Both the shelter and
by an ancient legend or the opportunity to write a the treasures accumulated in it are quite a treat. If it is
wonderful ballad about those who will get to the castle. nonsense, the riches of the castle treasury remain.
Bard has a good chance of knowing the tale of the Craftsman: there was a famous workshop in the castle, in
Gwydberg family. The expedition to the abandoned and which human and inhuman craft masters cooperated.
supposedly damned castle is the perfect material for a song, Apparently, in the archives you can still find patterns that
even if you need to color the events a bit. allow you to make excellent elven and dwarven objects.
Mage: in his work on elemental spirits, master Hubertus Witcher: the story of the cursed Gwydberg heir came to
von Plochen wrote that sycamore is an extremely strong the witchers. Her mother wrote in her will a round one
intersection (place of power). The clues found in magical thousand orens to those who would conjure her daughter.
books and legends suggest that some type of genius is This is a tempting contract for the witcher, because both
imprisoned in him, most likely fulfilling the wishes of good money and a rich family have a chance to live up to
d'jinni. This is an unusual treat for a master of magic who their promise.
will manage to subdue his spirit. Man at Arms: the family ruling the castle gave many great
Priest: God's anger fell on the Gwydberg family. They knights. Their armory was famous all over the North,
were the great patrons of religion. Maybe the character is a where you can find excellent quality weapons and armor. In
young priest, whose study was funded by a scholarship addition, the merchant organizing the expedition is
established by aristocrats, maybe he is haunted by visions certainly willing to pay good protection for real
of a beautiful young woman circling a ruined courtyard in professionals.
11

TO BEGINNING
PROLOGUE Day is getting up. Sunlight
hardly breaks through the
Game Master, start this adventure by discussing hauler for a transport take part in the morning mists. In its glare, the
with each Player why his character has accepted expedition. white slopes of Mount
Gwydberg seem to glow as if
the offer to participate in the expedition to • The carts are generally empty (ready for loot
they were made of crystal.
Gwydberg. For some, it is enough here to from the castle), but they will contain ropes
Gwydberg! A mountain of
combine the above-mentioned example reasons and hooks, food for a week and a place for legends! You are here finally.
with the payment offer presented by Bruno PC items. The journey was long and
Messmer, the organizer of the expedition • Nilfgaardian soldiers are twice as many as tiring, but finally the
(although you can opt out of this NPC for PC PC, and they have with them a commander destination is in sight. The
with the appropriate resources). Give everyone a (Roman Boike) and Kala from Gwydberg, a shape of the castle looms on
chance to speak - maybe players will find their potential heiress of the castle. They have the top. In its ruins you will be
own interesting reasons. Let them also know able to find wealth, fame and
two wayward donkeys with them. Pieter
maybe something more. One of
what they know about Gwydberg from the tests spotted a woman (though he has no idea the carts, a young boy who has
(you can give away copies of relevant who she is) and animals. little more than twelve springs,
information). When this is done, read or got panting at the waking
paraphrase the text from the margin. Player characters have four options in this camp. You remember that last
situation, only one of which gives you a better night he swore that he would
Now there will probably be a lot of questions chance of success. First, they can try to talk to the go looking at dawn at dawn.
about the current situation. Here are our general Nilfgaardians, but they will not want to talk to Looks like he found something.
tips. However, you can supplement and change The longer track ran to let you
them at all, let alone share the castle's treasures
know.
them, taking into account the composition and (they have no reason to do so, as long as they are The boy, panting heavily, stood
needs of your group. So we are dealing with the closer to the top themselves). Secondly, PC can in front of Bruno Messmer.
following situation: simply attack black people. However, they cannot This merchant with a neatly
• The breathless boy is called Pieter. He has count on surprise (they will be visible), and the trimmed beard, dressed in a
good eyes and is quite accurate in his enemy is outnumbered. It's a bad idea and signal rich outfit that does not suit the
description, but he can only count on the it to the Players. However, if they decide to do trip to the mountains, finances
fingers of one hand and did not look at the so, fight honestly. What if they are lucky. the entire trip. He gestured you
with a gloved hand. The boy
Nilfgaardian camp carefully. Thirdly, the trip can collapse and go back home.
finally caught his breath and
• The original plan was to go to the gentle The buyer will oppose this option, and PC spoke:
approach to the castle and slowly drive the probably will not necessarily be willing to give - Blacks! Nilfgaardians, sir!
carts to the top. It is a long road, winding up their ambitions. And finally there is the fourth Everyone under arms. They
through a narrow streamer along the option: climbing. camped at the bottom of the
mountain. An alternative option is a less safe We assume that in most cases, players will gentle approach. Many of
but faster approach on a steep slope from the choose this option first. However, we do not them, more than us. Messmer
side where PC arrived. This will protect the underestimate the ingenuity of your players stroked his chin and looked at
you.
castle from the Nilfgaardians, but excludes (especially if you decide to play this adventure
- I see that we will have to look
the use of carts. with more advanced characters). If they choose or for another way. Any
• The player character caravan consists of two find a different solution, accept them and use the suggestions?
cars plus one extra for every three PCs. In other information from this adventure in any
addition to PC, Bruno Messmer and one order so that everyone has a good time.
12

ACT I: THE CLIMB


In this part we will focus on simple and opposing A character that fails will fall by 1 meter for
SIMPLE TESTS:
tests. If PC decide to climb, read or paraphrase every point that it loses. In this situation, he
the following: receives normal fall damage (1d6 wounds in a SUMMARY
You use simple tests to
Although Gwydberg is a high and steep random location for every two meters). After
determine the success of your
mountain, up close its northern wall looks much drawing them, the character can perform an open character's actions. This is the
less threatening than from afar. When you looked Agility test and subtract its result from damage. default form of the test - if
at her from the camp, she seemed to have shiny Another character may also try to catch the you're wondering what to use,
and smooth, almost glass, slopes. When you falling one by performing a REACTION test that choose a simple test.
approached them with ropes and hooks, they will give the same effect. Sliding down a steep
Feature + ability + bonuses +
turned out to be cracked and much less wall can cause bruises, cuts and a sprained ankle,
1k10 versus DC + modifiers
dangerous. The illusion of the glass surface is and only the unlucky ones will end up like a The player loses draws.
due to the fact that the gray rocks are full of fine skeleton below.
quartz crystals. There are so many of them that Game Master, use this scene to build the feeling LUCK AND
when you look at them from a distance, they that PC is a group. Introduce the rules of HAPPINESS
merge into a shiny surface. Climbing will not be climbing. Encourage players to talk about the Bad luck and Happiness talk
as scary as it seemed. It will certainly take some strengths and weaknesses of their characters. Let about additional
time for you. Also, do not take it too lightly. On a them think about the division of tasks. If they circumstances. However, they
small rocky ledge on the left, about two meters have good or interesting ideas on how to make do not automatically mean
above ground level, some bones whiten, at first climbing easier, reward them with a smaller or failure or success.
glance a remnant of a careless climber. Probably larger test bonus (from +1 to +3). Describe the Bad luck: it happens when you
roll "1" on the dice. You roll
a souvenir of some old battle. If you are careful, progress and give a chance for mutual help. Help
the dice again and subtract the
you will avoid this fate. Time to move up. create bonds between the characters, but don't die result from your Trait +
Only PC will take part in the climbing. Carriages focus on this first challenge for too long. ability sum. If it falls from 1 to
are needed not only to care for horses and guard When everyone is on the shelf, order an open 5, there are usually no
vehicles, but also to defend in case there are more Vigilance test. You will find information about additional story effects, but
Nilfgaardians. Bruno Messmer is out of shape its various results in the margins. At least some of from 6 up, describe the failure
(means too old and a little on the carcass) for the characters should notice the hut and an (unless the rules already do).
such effort. PC may try to convince the farm alternative to further climbing. Let Player Happiness: it happens when
"10" falls on the dice
workers to get one of them off the road with characters discuss the situation and decide what
(sometimes written as "0").
them, but this requires a successful Persuasion or to do next. Getting to the hut does not require an You roll the dice again and add
Leadership Test (GM may also allow Charm, if additional test if they use the rope. Further up the result with the ten you
circumstances justify it) on DC 14 - one success climbing is described below. have already obtained. This
will convince one of the carts. The buyer will will give you great, almost
stay with the carts anyway. TO THE PEAK________________ impossible results and deserves
If PC wants to examine the bones, except that If PC decide to climb further (regardless of a good description.
they look human and very old, nothing more can whether after going to the cottage or not), the OPEN TEST
be said about them. The clothes have long been next stage will be a bit more difficult, or at least This is a simple test without
damaged by the weather. If you want to give DC. Checks the quality of the
more dangerous. DC of Athletics and Clot tests
task. The effect of the action or
character to these remains, choose the two little increases to 18. Bad luck in this test means
the amount of information
fancies that survived next to them. falling to the first shelf according to the rules obtained results from the
Climbing will take place in two stages. The first described for the previous stage (injuries can be highest DC passed by the
will lead to a narrow ledge, from which PC will much more serious here). Failure will have other character.
be able to see Vela's abandoned hut. The second consequences. A character who simply failed the
will lead them to the castle walls (unless they test will fall 8 meters (which means 4d6 wounds)
choose a different route). and fall through the gap in the ceiling into the
Getting to the first shelf requires a successful corridor leading from the troll cave to the
Athletics test on DC 16. The rope gives the entrance to the castle. Those who reach the top
characters a +1 bonus as always. Better will have to go around some of the castle walls,
characters can also help those less skilled by but eventually they will find a shelf probably
using their Clot. A successful test with the same used once by Gwydberg scouts. The Vigilance
difficulty will pull another person up. If they are Test on DC 14 will reveal a not very carefully
climbing too, they have to do this test and their hidden entrance to the castle. Through a short
potential in athletics is only 8. corridor covered with PC cobwebs, they get
inside the fortress. Then go straight to Act II.
13

ON GAME____________________ SENSITIVITY TEST


A character who obtains a
If PC decides to get around the cottage, you can Survival - will determine who came to the hut given result in an open
give them more information from the Vigilance when. It will reveal that many edible and healing Vigilance test receives the
test. They will certainly notice that the house is herbs grow in the area. It will indicate that the information assigned to him
well maintained and the surrounding garden well knight responsible for the woman's death went to and all previous ones.
maintained. The Alchemy or Dressing Test on the cave. He will also reveal that large predators
DC 14 will allow you to see many medicinal must be prowling in the area. There are also a
plants and alchemical ingredients in it. The door surprising number of crows here. High success
to the cottage is not closed. Inside, on the floor, will reveal that in addition to human clues you
lies the body of a woman in her thirties. She was can also find traces of two trolls here.
pushed with the sword with great force. The DC Magical education - will reveal that both What the
Result
14 Dressing Test will determine that she died no women living in the hut used magic and at least character sees
more than a week ago. The body is in quite good one of them was quite adept at it. He will also
condition, because the interior itself is quite dry, reveal that most plants in the area have protective
full of herbs and ointments. On the table are the properties. It will also become clear that the
remains of a meal that took place when the younger woman escaped from the hut using "You see, that a little
further the shelf
woman died (this can be indicated by the magic. It will also turn out that along the stream widens enough for
Deduction test). The path from the cottage leads someone had laid stones years ago with engraved 10 grass and probably
to the footbridge over the stream with crystal runes stripping back the ogoid. The highest score even trees to start
clear water falling here from the higher parts of will allow you to find an old book in the cache growing on it."
the mountain. Then you can reach the cave. under the bed with notes that allow you to learn
If your players want to play detectives, let them the Ritual of the Mirror Effect (more about it in "The slight decline
run open tests and use the information provided Act III). If your team has more than one magic makes it clear that
in the introduction. Of course, they will be character and PC are cursed, you can also reveal 12 there is enough
limited to what is associated with the given these notes with lower scores or as part of a space to fit a small
hut."
ability. Getting a score of 16 or more will reveal Vigilance test.
the basic outline of the events. A result of 20 or PC can go further up (as described above) or be
"The building seems
more will give a pretty good picture of the interested in the cave. In the latter case, a lot well maintained. It
situation, roughly revealing the number of those depends on whether they realized that there might has certainly not
involved and their fate, including the strange be danger lurking there. If they decide to been abandoned for
14 a long time, and
disappearance of one of the residents of the approach the cavern carefully, let everyone
maybe even
cottage. A score of 24 or more will reveal perform a Secret test on DC 12 (using the someone lives in it
additional helpful details. The following abilities principles of Bad luck and Luck). If this fails or now. "
will prove useful here: PC does not care, read or paraphrase the text
Vigilance - will allow you to see information below. "The cottage is
surrounded by a
related to everyday life in the cottage. Two
garden and next to it
women have lived here for years. The younger of 16 is a path that
them took less part in homework. They both dealt disappears further
with herbal medicine. A high score will allow behind the bend."
you to find a small silver ring on the chain that
Raven lost. It is a very important souvenir for her
"You also hear the
parents. Whoever gives her back will get a +2
sound of water:
bonus on all Persuasion and Charm tests with her, 18 probably some
and her Determination will drop to 15. stream and a small
Deduction - this is information about the course waterfall."
of accidents related to the crime. The higher the
score, the more details, starting from the script
"Your nostrils are
(from the outside came a guest who attacked two
irritated by the smell
people living in a hut at a meal), to a fairly of herbs, associated
accurate reconstruction of events, including such 20 with some pharmacy
information as that the attacker was a knight and or the Melitele
the younger the flats of the cottage escaped, temple."
terrified of his aggression and probably unwanted "Between the rocks,
courtship. the wind moved a
rope. Someone was
climbing the cottage
22 not so long ago.
There are even some
traces leading to it
on the grass. "
14
The cave is dark and seems silent. You are as much information as possible with the patience
approaching her, walking over small stones, of the Players.
forming a path leading to her entrance. You smell Persuasion: will convince the troll to tell PC
more like a stable than a damp cave. about the castle and the secret entrance ("People
Suddenly one of the boulders lying in the shade used to go there, but now they don't"). He will
HERB PARADISE
moved, turned towards you and lifted. A troll show them how to get to him, but he will admit
stood before you. that he is barely in the corridor alone and will not If Players decide to spend
The beast is half the height of a man, has mighty want to go by it. some time collecting herbs
paws, a face resembling a bat's mouth and small, Charm: will win the troll's favor. Thanks to this, (warn them that this may give
narrowed eyes. Her back is covered with stones he will not only be more willing to provide the Nilfgaardians an advantage
and moss. The creature looks angry. information, but he can also go along the corridor in the castle race), let them
- They came here again? Why did they come with PC, and even be persuaded to climb the perform tests to collect any
plants useful in alchemy or
here? Did they bring food? Did they come with mountain and support them in the castle.
herbal medicine. Normal DC is
Prim? They didn't come. What they want Intimidation: forcing a troll to help him make him reduced here by 4.
The creature, though dangerous and angry, does do whatever PC wants, but if he gets upset, he'll
not seem aggressive. Your answer is clearly immediately attack the group. OPPOSITE TESTS:
waiting for you. Of course, PC can also fight a troll. Then use the SUMMARY
PC encountered a para troll. He is waiting in the fighting tips given below. However, it will be a
cave in vain for the return of his brother Prima difficult start and it is worth warning players. You use opposition tests when
and knight Torwald. He's losing his patience Witchers in particular should be fully aware of two characters compete or try
slowly. He is hungry and a little lost. However, this. If the characters managed to sneak up to the to achieve opposing goals.
Feature + ability + bonuses +
he is open to talking with characters. cave, give them the description below.
1k10 active character
To calm the troll, you will need a Persuasion or Approaching the cave carefully, you noticed the Versus
Charm test on DC 14. If players have played this movement of some great creature in it. It must be Feature + ability + bonuses +
part of the conversation well with him, you can much larger than a man, both in height and width 1k10 opposing character
reduce the DC by 2. If PC shares his food with in bars. You could hear the clatter of stones, the Active side loses draws.
the troll, subtract another 2. From the DC, a crunch of gravel and the sound of wood sliding Very often the characters will
calmed troll can briefly say what happened. over the rock. The smells of the cavern are quite use other features. Commonly
used defense tests:
- People came here, in armor. The Good Lady unpleasant, matching the stable more than the
Defense: GRACE + Athletics
came from home. He said a friend. He wanted to mountain clearing. Creation is mumbling, you
(with movement),
enter the castle. Here you can enter the castle. are sure of that. You can safely back down, but REACTIONS + Agility
He said, "There will be food." He said: "Come, I also sneak closer and listen. (dodge)
will give so much food that it will last forever." If someone decides to listen or sneak closer Attempts to convince /
The people did not like the people. He smelled. (Vigilance or Secretness tests on DC 16, seduce: WOLA + Ugontność
But Prim liked it. Prim went with him. And they respectively), they will hear the following Fear: WILL + Courage
are not there. disclaimer:
The troll can be convinced to give more detailed - Be angry. He stank of evil. Ludź lied. He said:
answers by an opposition test with his Tenacity. there will be food and drink. There is no. Par
The right abilities will allow you to get different now alone. Prim may have food and drink.
effects. Couples hungry. Where's Prim? Be angry. He
Empathy (remember to punish for another race): stank of evil. Ludź lied.
will make the troll open. He will tell in a broken In this situation, PC can decide whether they
joint about his life here and about women living engage in a discussion with the troll (as above) or
in a hut (he knows their names, but is more eager discreetly withdraw (they can do it without a test,
to describe them as Good Lady and Raven Lady). because they have not yet been noticed). If they
He doesn't know much about the latter, however. leave, all they have to do is continue climbing or
Use the information provided above and provide returning to the carts.
15

TUNNEL____________________ it. Troll is dead, something hit him in the head,


If the characters try to get to the castle through and a broken head is trapped in the entrance to a
the cave, read or paraphrase the following higher level.
description. Removing the troll's body blocking the further
The corridor leading to the secret entrance is path requires that at least two characters pass the
steep and dark. Sometimes it only comes in a Kriva test on DC 16. Players can also come up
little light from above. The stone walls bear signs with a more creative approach to the problem. In
of processing, but the passage was widened just any case, it will be at least a complicated
enough so that you do not have to squeeze challenge. If it succeeds, the road to the castle
through them. It remains narrow and not very stands open.
comfortable. Gravel cracks under your feet. If, along with PC, Par was pushing through the
It wasn't long before you came to the end of the corridor, he would be furious at his brother's
corridor. It expands into a larger cavern. She was death. Calming him will require passing the
clearly widened by a human hand, and her ceiling Empathy test on DC 16 (but good systems with
was made of carefully matched stones. In the the creature can lower DC, as described above).
center of the room is a troll whose head is stuck If the troll was forced by Intimidation to squeeze
in a hole in the vault. The creature does not move here along with PC, you can't calm him down.
and has not reacted to you. When you get a little
closer, it becomes clear why this is so. The troll's Either way, this part of the scenario will probably
neck is stuck in the aisle, but it has dried blood on end with PC arriving at the castle.
16

ACT II: THE CASTLE


Let players know how much time they have WHITE AND BLACK
In this part, we focus on social conflicts and left. Let them think about which tasks to
struggle. direct their characters to. They can divide at At the entrance to the cave, the
When PC finally arrives at the castle, read or this time to achieve specific goals, but each lighting conditions are low
light (+2 modifier for DC of all
paraphrase the following: of them takes some time. Most likely PC tests), and its depth and
Only now, when you finally reached the top, will try to search the castle, explore the corridor is dark (+5 to DC). If
do you understand how great Gwydberg courtyard or prepare for defense. Your PC plans to wander these
Castle is. It is a huge stronghold of gray players can come up with more ventures. tunnels, it would be better if
they at least bring torches with
stone with thick walls, three high towers and Respond to them using the information them.
countless corridors. Although it has been given in the introduction and later in this The corridor leading to the
abandoned for years and some of the adventure. castle is a gap widened by
fortifications have collapsed, it still makes a If the characters arrived at the castle people once eroded by water.
Currently, it is slightly over 2
huge impression. From the secret entrance simultaneously with the Nilfgaardians, they meters high and wide. A troll-
you entered the corridor at the north-eastern can only try to meet them in the courtyard. sized creature squeezes
edge of the castle. You know how to get to Black people are outnumbered and well through it with difficulty, so if
the courtyard from here, but also to start prepared, so if they occupy the castle, PC Par is forced to fight in the
passage, he'll get a -2 penalty
combing the fortress. However, you are will have a choice between escaping and for all physical tests.
aware that you do not have much time left. fighting to death (respect if they decide to do Troll is used to it in the
The Nilfgaardians must already approach so and use the information provided below twilight. If the GM deems it
the main gate. to color this battle with the inhabitants of the right, she can give him a
special ability that will allow
Players have a limited amount of time until castle). you to treat the level of
the Nilfgaardians reach the castle gates. If lighting as if it was one higher.
they were just climbing, it would be an hour. LOCK SEARCHING However, this means that the
From this time, characters could lose after a troll can be easily dazzled by
It is impossible to comb the entire castle in a using concentrated light (e.g.
quarter of an hour if: few quarters. PC, however, have a chance to lantern or magic). If the troll
- searched the ridge house and its locate the most important chambers. After has this ability, the penalty for
surroundings very carefully; every fifteen minutes of wandering in the harsh light increases to 5
- collected herbs; (remember that it also
corridors they can perform the Deduction increases the hit hit of an
- there was a fight with the troll; test on DC 16. Everyone who passes it will opponent who has not decided
- other unforeseen delays have occurred. find one of the rooms listed below. Let them to defend).
PCs may gain a quarter of an hour if: be located in the following order:
+ they chose a secret passage through the
caves;
+ they came up with a creative way to get to
the castle, indescribable here.
17
Armory: this is a large square room located there is a descent to the treasury. Powerful SOCIAL CONFLICT:
near the place where PC should get to the gates lead to it, which must be opened by SUMMARY
castle. The light falls into it through small two people. The castle is complicated and
windows overlooking the courtyard level. enchanted (the Witcher medallion or Magic The social conflict is based on
opposing tests of appropriate
There is still a supply of weapons in it, Education will easily reveal it), so even a abilities. Success reduces
because the fortress was abandoned in skilled burglar will have to spend a lot of Target Determination. You can
peace. You can find any Daily or Universal time opening it. Initial examination indicates perform two types of attacks in
weapon or armor here (however, these that this requires at least three hours of work such a clash:
Agreements - they usually
supplies are not inexhaustible and you have and a DC 24 test (if magic is dispelled: DC reduce Determination more
the right to limit them according to your 18). The contents of the treasury are slowly, but such attacks
will, Game Master). described further in the Gwydberg Treasures harmonize well with each other
Lazarette: the ground floor of the northern section. and allow the interlocutor to be
positively oriented at the end
wing of the castle is occupied by a large After a quarter of an hour of searching, of the Conflict.
rectangular chamber filled with bedding. At when PC will leave a room, Raven will try Forces - they reduce
its end there is a storeroom closed with a to surprise them. She knows the castle Determination a little faster
regular padlock (Intrusion on DC 15). The perfectly, so noticing her requires winning and can be strengthened by
physical violence and leave the
door to it can also be balanced using the the opposite Vigilance test against her target weakened after winning
Clot test on DC 18. Anyone who has the Stealth, for which she gets a +4 bonus. Its the Conflict.
Alchemy or Dressing ability can find two purpose is to scare PC. The description may Successful defense against an
good portions of medicinal products there look like a marginal one. attack in a Social Conflict
means that the attacker loses
(disinfectant liquid, wound sealing powder, All characters who witness this must Determination.
sobering salts, anesthetic herbs). perform a Courage Test on DC 14. If they
Basement: a wide staircase leads to the fail, they will lose 1d10 Determination.
underground pantry. Of course, the food has Those that are tuned to magic sense its RAVENY ATTACK
already broken or has been eaten by pests. strong emanation. Raven is unlikely to
A slim, pale girl stands in the
However, the cellar of the rulers of this repeat such an attack unless provoked. If he corridor, a few meters from
castle survived, in which there are about a feels very threatened, he decides to fight (on you. He has long, straight
hundred bottles of various stronger and her tactics further). black hair and strangely shiny
eyes. She is only dressed in a
weaker alcohols.
simple white nightgown.
Chapel: at the southeastern edge of the EXAMINATION OF THE Suddenly she screamed terribly
castle there is a chapel dedicated to CHILDREN___________________ and threateningly. Ravens are
Morrigan. This is a small round room with coming from all sides. The
The courtyard is a large square on an almost birds are flying in a corridor
an oval skylight in the vault. There is an
rectangular plan (it narrows slightly from the towards you. They are
altar and a figure of the goddess. There are entrance gate). It is 10 m wide and 20 m screeching loudly. You must
also a few crows in it. It looks like the long. However, it is not empty. In addition cover your eyes and faces from
chapel was recently used because another their wings, claws and beaks.
to the ruins of a wooden stable, debris from When the crows flew, there is
candle is burning in it. The Vigilance Test a partially collapsed tower, and watching no sign of the girl anywhere.
on DC 16 will allow you to see rolled The shivers have passed
crow figures, there are several particularly
blankets in a dark corner. Raven's last night interesting objects here. Checking them, of through you.
here, but now she's not here. course, will take a moment, even about a
Treasury: in the underground of the
quarter of an hour.
partially collapsed main tower of the castle
18

Forge: a large building is located on the southern elf, and difficult to ignore even for ordinary
wall of the courtyard, occupying almost half its people and dwarves. The Witcher Medallion just
length and a quarter width. Inside, there are goes crazy near the tree. He seems to be FIGHT: SUMMARY
several hearths and many pieces of various constantly looking at the characters. The Test of
equipment that were abandoned by fleeing Vigilance or the Survival Art on DC 14 will show Initiative: open
blacksmiths. Everyone who researches this that the trunk in one place was hit by an ax, quite REACTION test
building can perform an open Craft test, thanks to recently. The test of Witcher training, Monster
which they will find materials for making Armor Knowledge or Education on DC 20, and Magic In your turn you can:
Reinforcements (one piece on PC). A score of 12 Education on DC 16, will tell you that a powerful make a Move and one
will allow you to find one with at most Daily spirit is trapped inside the tree, maybe even a Action.
availability, 14 are Common, 18 are Rare, and 24 genius or a similar being. Interacting with her,
are even Unique. however, is not so simple, it certainly requires In your opponent's turn,
Well: in the center of the courtyard, next to the time and various preparations (making contact you can: perform
sycamore, there is a large roofed well. The kit is will take about an hour of meditation, but there is Defense.
whole, the chain, though a little rusted, is usable. not so much time now). If the players come up
The water below is crystal clear, refreshing and with a very bad idea of releasing the tree spirit, it One Action and one
cool, as if it was beating straight from the source will require a successful test of the Witcher Defense per round is
(drinking it will act as a Catch of Breath action). training or Spells on DC 24 or Magic Education free. Each subsequent
Behind the cembina can be hidden and treated in on DC 20, and then devoting at least a few
one costs 1STA.
battle as a cover similar to a brick wall. minutes to it (in combat it would take 30 rounds,
Knight's corpse: Torwald's fried body lies so there are no chances for this, although the The second action in the
against the north wall of the courtyard. He looks Ministry of Economy may reduce this time if the round is carried out with
into space with sightless eyes. Most of his hair preparations are already under way). The tangled
a penalty of -3 to the test
burned and his skin turned into a dark coating. trunks will then disconnect, releasing a strange
On the armor there was a trace of lightning greenish apparition, described later. The being or effect.
striking the chest, and the armor itself is glued to can also be released by more brutal methods,
There is no limit to the
the burned body. In both hands, the knight simply destroying a tree. However, this will only
number of extra Defense
clutches a giant ax, which seems intact by the enrage the already dissatisfied spirit.
flames. A strong magical aura beats down from except the number of
the knight, immediately felt by everyone with STA.
DEFENSE PREPARATION_____
supernatural abilities (wizards, druids, priests,
Players don't have much time before the
witchers, and even people otherwise affected by
Nilfgaardians come. Unless they wasted too
magic). Any attempt to rob the corpse will be
much time on the road or exploring the castle,
very time consuming (you would have to take the
they will at least manage to make makeshift
equipment away from the parched body) - be sure
preparations. For now, the castle is not
to inform Players. If someone undertakes it, after
particularly defensive. The gate is wide open
a few moments Torwald will rise as a ghost
because that's how it was left during the
described below. If PC fails the Vigilance test on
evacuation. It is six meters wide, so maybe three
the DC 20, he will be completely surprised. It
people or two horses pass through it at the same
would be best to leave it for later, however.
time. The gates fell off the hinges, and the
Enchanted Sycamore: A huge sycamore grows
lowered grille rusted and cracked in two. The
right in the middle of Gwydberg Castle. The tree
battlements slightly crumbled when a gale threw
is large and spreading, though now almost
wooden hurdles off them. The remains of the
leafless. Ravens are sitting on its branches.
latter, rotten and with protruding nails, are also
Sycamore looks like he has two tangled trunks
scattered up the stairs leading to the fortifications.
twirling around each other. There is a palpable
aura of power, obvious to magicians and every
19
Of course, players can come up with many ways form of a bird, this is not a problem. From this INJURY: SUMMARY
to restore the provisional defense of the fortress, place, it has an excellent view of the courtyard,
but here are just a few examples. gate and a large part of the castle below. 1) hit the target. First you have
Placing the harrow (a quarter of work for two Getting unnoticed into the hiding place requires a to hit it and then hurt someone.
people): the metal grille may be broken and successful Athletics (climbing) or Stealth test 2) damage roll. Sum the results
overturned, but it can be blocked by the gate. (entrance via partially demolished stairs) against on the weapon cubes and add
bonuses. Multiply the result by
About the extremely heavy remains of the gate the girl's Vigilance. Failure means detection, and
2 if you perform a strong blow.
can not be said - it would take half a day to try a bad luck a fall from 6 meters (3d6 wounds). If 3) hit location. The score on
dozen people to bring them back to use. Raven notices those coming, he will immediately the attack die indicates the hit
Removing the harrow will require attackers to escape and will not return to this shelter, hiding location, according to the table
pass three Clot tests on DC 15 (it should inside the castle. on the character card. In the
therefore significantly delay). If you can approach the girl, you can of course case of Luck and Bad luck, the
Stairs cleaning (a quarter of work for one attack her or start a Social Conflict. last result rolled counts. If the
person): careful cleaning of the entrance to the In her hideout, Raven will never be surprised - character aimed, he gets to the
chosen place.
blanks from boards, rot, splinters and nails will the ravens will warn her by croaking at the last
4) apply Evaporations and then
allow you to move around them without minute. He won't escape, so she'll be forced to Armor Reductions from the hit
problems and shoot the opponent from above. defend herself. At this point, however, it has a location.
Building a wall (half an hour of work for three significant advantage: if any of the attackers finds 5) multiply the remaining
people): removing debris and building a fairly themselves on the edge of the floor or behind him damage by the location
high barricade to hide behind it will take some due to forced movement (under the influence of modifier (body x1, head x3,
time. However, it is much more effective than Ravena's power, Bad luck or badly measured rest x1 / 2) and other
putting a harrow (it can also be a good Defense), he must perform the Athletics test on applicable here. Only then add
bonus damage from Critical
complement for it). It is a defenses for DC 16. If he does not thighs, the character falls
Wound.
Evaporation 20. Defending the wall requires the 10 meters and must pass the Consciousness Test.
attacker to test Athletics on DC 15. If he fails, he If the test is successful, the character grabs the
rolls down the stones and lands on the ground. If edge or one of the beams protruding from the
she is unlucky, she must additionally pass a wall and must devote his Movement or one
Consciousness Test with a penalty of -2. Action to pull up. Ravena statistics can be found
Preparation of a simple siege machine at the end of this adventure.
(working hours, requires Craft test on DC 18): if If the girl is killed, it will enrage the Spirit of
PC have too much free time, they can create Jawor, who will get out of the tree to punish the
stationary rocket propelling equipment or javelins killers. This means that too bloodthirsty PC will
brought from the armory. He shoots at him with be waiting for an extremely hard fight or a quick
Crossbow tests and hits deal 5d6 wounds with the escape. Nothing will happen if Raven falls
effect of "Armor piercing". unconscious or is otherwise incapacitated.
Preparing weapons, armor and alchemy If the characters approach Ravena cautiously,
(according to the time of creation from the they can initiate a Social Conflict by starting a
textbook): never too many weapons, buffs, conversation with her. They must convince her of
potions and Fury of Brendan. This is a good time their good intentions, otherwise they will miss it.
to use the recipes and recipes. The girl takes them for robbers and Torwald-like
RAVENA_____________________ killers and accuses them. So he defends himself
If Players focus on this, they can track down the with relentlessness and if he runs out of
cursed girl's hideout and try to communicate with Determination of even one of the players'
her. The more they found out about her, the better characters, he'll use the confusion to escape. The
this conversation would go. Finding Ravena's Game Master can give Players bonuses from +1
shelter requires a successful Survival Art test on to +4 for good argumentation and getting to
DC 14. The path to it is crows. It is located in a know details about the girl and her previous life
half-destroyed tower, in the former master's room (remember the pendant from the previous Act). If
in Gwydberg. Now this chamber is open to the a girl loses all her determination, she will be in
elements, its windows are free of frames and tears. She will admit that this place is her home
shutters, and half the floor is simply gone. The and she is cursed. He doesn't know what she's
room once had a circle shape with a 4 m radius, done and what she deserved. PC can convince her
but now it is a jagged semicircle without a ceiling to help them defend the fortress against the
and part of the walls. For a girl who can take the Nilfgaardians. However, they must have good
arguments at every turn.
20
If PC wants to learn how to remove the curse, The rest of the conversation is strictly dependent
they must carefully ask Ravena (or rather Iola) on how players have played the adventure so far.
about her past. After that you need to pass the Maybe they have Ravena or the Para troll on their
Curse or Magic Education test on DC 16. As you side. They could have been great fortified.
may have guessed, the curse can only be taken Perhaps among the characters is another FIGHT WITH
off by the Spirit of Jawor. And this must first be Gwydberg heir, cousin or cousin Kali, and they MONSTERS: BASICS
communicated. will have to come to some sort of agreement
(maybe through marriage). On the other hand, PC Clashes with monsters are
can be wounded, surrounded by outnumbered much more dangerous than
THE NILFGAARDERS COME fighting people. Beasts have a
When time is up, a black unit will arrive at the enemy and exhausted.
number of abilities that allow
gate. As we have already written, there are twice A simple conversation can lead to finding a
them to change the rules of the
as many soldiers as PC, and they have an satisfactory solution. Kala is sensible and will game. Some fly, others become
efficient commander (Boike), and they are also agree to implement most sensible demands, but immaterial or can attack by
supported by a well-armed noblewoman (Kala). will not let you rob the treasury. If PC offers their surprise.
So we hope your players get ready. help in removing the curse from the castle, she Before each fight, PC should
will be very interested and ready to make up for try to learn something about
Nilfgaardian tactics are simple. They'll try to get
it. Conduct these negotiations with conviction the monster using Monster
through the gate. The soldiers are rushed to the Knowledge tests and Witcher
attack, and Boike and Kala stay behind, shielding and occasionally put some emotional attention
training. They usually have DC
the attack with crossbow fire. If the advancing from Captain Boike to Kala's calm statements.
16-18. Success lets you know
lose 1/3 of their squad (regardless of whether the He would be more likely to "blow out the the monster's weak points and
soldiers are killed, fall unconscious or eliminate northern dogs from here," which the noblewoman his most important abilities.
their Critical Wounds), the squad retreats. Then would not let him. The most important part of the
the commanders will start negotiations. It is possible, however, that you decide on a monster's description are its
Social Conflict to chase the Nilfgaardians Reductions and Resistances.
The Nilfgaardians will not attack if they notice
(Intimidation against their Inflexibility). Finally, If PC cannot deal damage to
that the castle is well prepared for defense. They the beast, it will be torn to
want to avoid unnecessary losses and there may also be a bloody shambles. It is not
shreds by it.
immediately go to talks. excluded that you will end your adventure here.
All supernatural monsters have
Kala will lead them. Regardless of how the The heroes will fall in the fight against the Steel Reduction, which means
conversation goes on, the girl will start like this: Empire, defending until the end of the ruins of that ordinary weapons only
the old castle of the rulers of the North. We hope deal half the damage.
- Whoever you are, I call you to stop fighting. My that this will not be the case, because we still Almost all supernatural
have some history for you and a reward for all monsters are Silver
name is Kala from Gwydberg and I am the heir to
these hardships. Maybe you can even turn your susceptible, which means they
this castle. It was given to me by Queen Cyrilla of deal double damage. Monsters
Cintra, and imperial soldiers came here to help enemies into allies. If in this part of the adventure
are a source of valuable organs
me explore and clean the fortress. You don't want you reach an impasse that you don't know how to
and alchemical ingredients that
to wage war with the Empire alone. Let's talk and get out of, use Bruno Messmer and the carts. are in high demand in the
we will certainly find a solution that is beneficial They remain in reserve so that GM always has continent. Hunting for them
for everyone. such a wild card. After all, if they followed the can bring great profits, both
Nilfgaardians, they should be here right now. material and by opening new
Maybe they'll come with armed help, or maybe opportunities, e.g. creating
they'll help you make a profitable trade deal - decoctions and mutagens.
Never underestimate even the
there are many options.
weakest monster. The Ministry
of Economy should make full
use of its powers and abilities.
This is the witcher's world,
there is no mercy here.
21

ACT III: THE BEAST "THIS IS NO


CHALLENGE"
In this part, we'll focus a bit more on clashes with knight's corpse, which until then lay against the If the team is large and consists
the supernatural. wall, rose. A red glow glows in his eyes. of hard bullets, then the
The third chapter of this story is entirely The warrior looks gruesome. His skin is burned opponents presented here may
prove to be too small a
dependent on how it unfolded so far. Along the and covered with blisters. Tufts of charred hair
challenge for them. You can
way, a mass of variables might appear. Therefore, and blackened armor complete the picture of the then start a clash with the
we will present you with two basic versions of dead man. It moves quite stiffly for now, but it ghosts of the castle inhabitants.
these events depending on whether Raven lived gains strength and agility with every step. The Many people died as a result of
to this moment in the adventure. Adapt them to remains of his lips reveal white teeth. He turned the Vela curse, and the high
how things went with you. to you and spoke. level of magical power in
Of course, if PC have already defeated both - I am Torwald from Babenburg. Conqueror of Gwydberg makes it easier for
Torwald and the Spirit of Jawor, these events will witches and trolls, fitted knight, and soon lord at their furious specters to
survive. When the time is
not be justified. Use the threads that appeared in this castle. I was on the other side of death and I
right, enter as many ghosts as
your sessions and combine them into the final. came back here for my bride. there are players. They will be
This one does not necessarily have to revolve Saying this, he pointed his ax at Ravena. - The led by a phantom of Torwald.
around some challenge. Raven Lady will be mine. We will become the
RAVENA IS ALIVE embodiment of death. We'll be dancing on the
Up to this point, of course, PC could now battlefields, me with my ax, she surrounded by
communicate with Ravena and even make her an birds. I am saturated with blood, her crow
ally. Then move straight away to the courtyard carrion - he turned to the pale girl. - Come with
scene. However, if this is not the case, then it's a me, my beautiful, and we will be together forever.
good time to talk. People will tremble before us and beg for pity
Depending on the circumstances, the girl may that they will never get. We are cursed, so let us
appear in the courtyard or in another place where be cursed. Let us enjoy these gifts because they
PC gathered. She is surrounded by a crowd of make us equal to gods. Come on, don't let me ask
ravens and angry. She is annoyed by what she you again!
heard and what was happening here. Neither He reached out to her and in a parody of a smile
strangers trying to appropriate this castle, nor raised the remains of his burnt lips, showing
bloodshed, suit her. I want to be alone here. He painfully white teeth.
has had enough of murderers, criminals and Raven shuddered. With her arms crossed on her
thieves. It is worth playing this meeting as a chest, she fell to her knees. First, she sobbed,
conversation in which Raven explains her then turned her face to the sky and shouted: - I do
reservations and asks everyone to leave her not want these gifts! I never wanted them! All I
castle. Of course, you can also use the tips want is for the curse to leave me. I want to be ...
described earlier for the fight (here the girl will normal. I don't want to be Ravena! I want to be
not have the advantage as in her hideout) and Iola again!
Social Conflict. It thundered again. Ravens rose to flight. The
If the conversation ends with an agreement, sycamore branches were suddenly covered with
everyone will end up in the courtyard (this is the leaves. The ghostly knight's face became serious.
way to both leave the castle and swear something - If you don't want to be mine, you'll be nobody's.
on St. Jawor). Then read or paraphrase the Now PC has only a moment to make a decision.
following scene. Torwald, as described later, will not speak to
Suddenly it got dark in an instant. Steel clouds anyone who is not a representative of the
covered the sky and a cold wind blew. The crows nobility. Raven is unable to negotiate now. If the
gathered in a tight group around Raven. characters are highly born or the group has
Thundered. received the help of Kali, they can try to stop the
You heard the metal scraping against stone, then knight with words, and maybe even enter into
a groan of bent metal. You looked in the direction Social Conflict. If they don't have the
from which these sounds came to you. The opportunity, they can watch the knight kill the
girl or fight him.
22
If Raven dies, the Spirit of Jawor will attack exchange for help in fleeing the Continent, he is
those who did not defend her. ready to cooperate. However, he will understand
However, if Raven survives this test, the curse everything literally.
will be removed. Jawor will hear her wishes. Her If Raven is dead, the Spirit is furious, but his
hair will brighten, her skin will become healthier. anger can be directed to a specific person or ANTIQUE EFFECT
The girl, now using her former name Iola, will be group. The apparition is not vindictive and will (NOVELTY RITUAL)
a medium power Source with a talent for talking be susceptible to arguments as described above.
to ravens, but her transformations and The worst will be if PC somehow damaged the Mirror Effect Ritual
uncontrolled bursts of power will end. sycamore. The ghost will not want to talk until he STA cost: 5
punishes the one who raised his hand to "his" Difficulty level: the result of
RAVEN DISHED the test when creating magic
This can happen at different moments of the tree. However, you can try to calm him down by
Preparation time: 7 rounds
adventure. However, the effect will always be the telling him that the blow was aimed not at him,
Duration: immediate
same. If Raven dies, the mighty creature living in but at his prison. If such an argument is used, Effect: This ritual dissipates
the tree in the middle of the courtyard will get apply Social Conflict. any sustained or permanent
terribly angry and get out of his prison for Players can come up with some different ways magic effect, such as spells,
centuries. Similarly, if someone decides to for the Spirit of Jawor. Appreciate good concepts, rituals and curses that are
but don't get caught up in games with wishes. within the sorcerer's sight. It
release the Spirit of Jawor and succeeds in it, but
This creature is not a genie and does not need to also automatically destroys any
he will not imprison the being in any way. Use magical constructs, like golems
the description provided here. follow mortal orders.
or living trees. However, it
Thundered. The wood groaned and creaked If negotiations fail, the Spirit of Jawor can prove
requires onerous and long
under enormous pressure. Sycamore trembled, to be a terrible opponent. He flies over the preparations, because it
shifted, and finally two intertwined trunks began battlefield, throws his opponents with the use of consists in exact reversal of the
to straighten. It barely took a blink of an eye, sudden gusts of wind and hits the nearest ones principle on which a given
because as soon as a gap appeared between with lightning. It is very difficult to cause him magic effect was based.
any damage. Even a witcher may not be able to Making careful notes about a
them, a cloud of greenish mist shot into the air. It
do it here. given power (which requires
creaks and buzzes, and thunder comes from knowledge of it), and
within. She is angry, you can say for sure. You ENCHANTED preferably finding the notes of
can guess easily, which made this spirit rage. If there are more magical characters in the team, the sorcerer who released it,
You can communicate with the essence. This PC may simply decide to conjure an enchanted greatly facilitates the use of the
requires a good command of Elder Speech (the Ravena. Without the help of the Spirit of Jawor it Mirror Effect. It should be
sum of MIND and this Language should be at will be very difficult, but not impossible. There noted here that the use of this
least 12). However, the ghost is furious. For are appropriate spells and rituals (like the Mirror ritual on a construct based on a
living being can have truly
centuries he was imprisoned in this sycamore and Effect Ritual you will find in the margins) that
macabre effects.
had to serve subsequent generations of people. allow you to reverse or untangle such magic. Components (cost - 130
When he finally helped clear the castle and In order to conjure up Ravenna, you must know crowns): moon particles (x1),
secured peace, he was disturbed by the actions of her story as well as possible. If PC did not carry luminous dust (x1).
Torwald and PC. out even a cursory investigation, you can simply Equipment: mirror,
If Raven is alive and the characters have not say that they do not know how to go about it. optional: ritual / spell notes (-
damaged the sycamore (watch out for bad luck in However, when the figures realized that they 5 to DC).
battle!), Getting along with the Spirit is fully were in sufficient condition to go to the chapel
possible. However, he is not favorable. He was with Ravena (convinced or forced to do so), they
imprisoned for so long that he did not know how prayed to Morrigan and used the appropriate
to escape this world effectively. He even power. DC curse reversal is 30.
managed to get used to his sycamore. In
23

EPILOGUE Skill
Depending on which topics
We hope you can read or paraphrase this text. you use and how PC guides
SUMMARY your characters through the
From the castle walls on Mount Gwyd there is an Remember to summarize all threads that adventure, it can take up to
amazing view. In the north, you can see the blue appeared during this game. Don't forget about the three sessions. That is why we
ribbon of Jaruga, a powerful river that was once Messmer merchant waiting downstairs or the troll do not provide a specific
a symbol of prosperity, and today only associated Steamer. Remember that "thread summary" does number of points to be
with bloodshed. In the south, the peaks of the not mean the end of the thread. If PC deceives the awarded. However, we suggest
Amell Mountains, the border between North and buyer or chases the Nilfgaardians, they will that it be at least 6 points for
South, shine. To the west is Cintra, and the meeting. Our players
definitely come back later in the campaign. gained from 10 to 20 IP during
somewhere far away on the horizon a greenish Distribute Practice and treasures as per the this story.
haze suggests the shape of the shores of a distant margins. You can of course modify these
sea. guidelines, but they worked well for us. Check
However, it is the east that interests you most. also the motivations behind PC and reward them
Gwydberg towers here over the Roen Valley accordingly. Maybe they deserve additional
hidden between the hills. You don't know much crowns. If Bruno Messmer's ambitions were met,
about her. In recent years it has remained on the the group would certainly receive a payment
sidelines of history. Far below, a narrow river from him.
flows, you can see the smoke from the chimneys This adventure is a great opening for the
of some settlements, a clear dirt road winds campaign in the Roen Valley, all of Angren or
between forests and meadows. The wind brings even on both sides of Jaruga. We will try to
the smell of resin, wild flowers and groats. There provide you with as much playing material as
is something familiar about him, but also possible in this region. If PC captured Gwydberg,
disturbing. From the top you can see the they have their base here, from which they can go
wilderness, caves, probably also in the distance on trips in different directions. If this fails, they
the mine. There live people, elves, dwarves, will have to look elsewhere, and will certainly
beasts and monsters. travel through the area.
If Gwydberg is your new home now, it will be
your new homeland.
TREASURES OF GWYDBERG
If PC became the masters of the castle on Mount Gwyd or at least plundered it, they are surely curious about what they could find
there. Although the fortress was abandoned in a hurry, there will be little cash in it (it was easy to carry out). Most of Gwydberg's
riches are utilitarian items that have survived there. Therefore, instead of creating a list of all available items, we suggest
allocating specific funds to specific types. Collect character cards at the end of the session and see what PC can do. Give them the
appropriate amounts for the categories listed below. If there is any money left after spending it, it will be the cash they found. For
each character in a team with the indicated ability, the group gets the right budget.

Skill Budget Value


Alchemy alchemy recipes 100 crowns
Craft schemes of weapons and armor 200 crowns
Art or Style luxury items (jewelry, sculptures, precious stones, etc.) 500 crowns
Fighting weapon for this category of weapons 200 crowns
Skill
For each breastplates or other armour 200 crowns
character
The library also has books whose reading will give characters one time 4 Practices to buy and develop any skills of FACH and
MIND.
Sycamore is a level 4 intersection as long as his spirit lives there. Every full moon, it tunes in turns to the magic of air or earth. If
the creature escapes, is exiled or scattered, the place of power drops to level 3 and permanently binds to one of these elements
(Player selection).
24

FRIENDS AND ENEMIES


KALA of GWYDBERG______________________________________________
A young noblewoman with fair hair and green eyes. Beautiful, shapely, quick in thought and speech. She is dressed manly in a
black Nilfgaard uniform with a small ruff surrounding her neck. Precaution taught in the family home, she always has a weapon
with her and can use it.

INT 7 HP 30 Skills
REF 5 STA 30 Athletics +4
DEX 5 RESOLVE 35 Short Blades +5
BODY 5 STUN 6 Awareness +5
SPD 5 REC 6 Human Perception
+2
EMP 6 RUN 15
Seduction +4
CRA 5 LEAP 3
Resist Magic +4
WILL 7 ENC 50
Resist Coercion +6
LUCK 3 VIGOR 0
Survival +4
Armour Courage +6
5 Deceit +6
Persuasion +4
Vulnerabilities Stealth +4
Hanged Man’s venom Grooming and Style
+4
Abilities Swordsmanship +5
None (Save normal human) Education +6
Endurance +5
Loot
Belts (10) Weapons
Daily fancies (1k6) Name Damage Effects ROF
Brendan's Fury (2) Short sword 2d6 + 4 N/A 2
Crowns (30 + 3d10 Dagger 1d6 N/A 2
in florins) Hand Crossbow 2d6+2 Range 50 m, Slow 1
Light armor reload
25

RAVENA (IOLA FROM GWYDBERG)________________________________


A young, slim girl in a white simple dress. Very pale, which is additionally emphasized by hair black as a crow's wing. He has
dark green eyes that fall into black. Around her there are always a few crows, and on her arms and head you can sometimes see
individual bird feathers.

Skills INT 5 HP 30 Abilities Loot


Alchemy +4 REF 8 STA 30 Control over the crows (see Belts (10)
Athletics +6 DEX 8 RESOLVE 25 below) Daily fancies (1k6)
Brawling +6 BODY 6/2 STUN 6 Cursed Magic (see below) Brendan's Fury (2)
Awareness +6 SPD 8 REC 6
Crowns (30 + 3d10
Human Perception EMP 3 RUN 24 in florins)
+6 CRA 6/2 LEAP 4 Light armor
Resist Magic +4 WILL 6 ENC 60/20
Resist Coercion +6 LUCK 5 VIGOR 5
Courage +6
First Aid +4 Vulnerabilities Armour
Stealth +6 Cursed Oil 0
Survival +6
Endurance +4
Weapons
Name Damage Effects ROF
Fist 1d6 STUN 2
Kick 1d6+4 STUN 2
Beak & Claws 1d6/2 Range 50 m, Slow 2
(Crows) reload

CURRENT MAGIC_________________________

Raven has access to two spells. Normal magic rules apply to her.
Limited Polymorphism (earth)
STA cost: 5
Range: on yourself
Defense: none
Duration: permanent (until casting again)
Effect: Raven can take the form of a raven (and back human). Its selected coefficients then drop to the value after "/". In this
form, she loses the ability to use speech and abilities based on it. He can fly for that. The transformation requires her to test the
Spells (in her case: WOLA alone) for DC 10.

Zephyr (air)
STA cost: 5
Range: 2 m radius
Defense: none
Duration: immediate
Effect: There is a sudden blast around Ravena that throws everyone back in range. They fly as many meters as the magician cast
in the Spells test (minus any magic defense result). The very blow of the wind deals 1d6 damage, and if the target hits an
obstacle, it receives additional damage calculated as for ramming (1d6 for every 2 m, maximum 5k6).
26

CONTROL OVER RAWS


INT 1 HP 10
There are always a few crows around Ravena (twice as much as there are
PCs). The girl communicates with them freely. He may order them to scout REF 3 STA 10
or even attack. When Raven changes form, the crows gather into the cloud DEX 4 RESOLVE N/A
around her. All attacks against the group have only a 10% chance of hitting BODY 1 STUN 2
the cursed (the remaining blows hit the birds). Ravens have bird SPD 2 REC 2
coefficients from the textbook (cited below).
EMP 3 RUN 10
FLIGHT CRA 1 LEAP 2
WILL 4 ENC 10
A crow can fly according to normal traffic rules. Stunning a creature or LUCK 0 VIGOR 0
inflicting its damage causes the creature to fall and take damage for falling,
unless it passes the Athletics test on DC 16. In flight, the bird has TEMPO 7.
27

SPIRIT of JAWOR__________________________________________________
A cloud of strange shiny fog, usually green, but sometimes taking on the color of the bark. It can be as big as a car, it shrinks to
the size of a halfling again. Is still on the move. It sounds like a forest during a storm.
Skills INT 6 HP 45 Loot Abilities
Brawling +6 REF 8 STA 45 Infused dust (2d6) The essence of pure magic - the
Awareness +4 DEX 10 RESOLVE 40 Glyph (1) Spirit is resistant to bleeding, fire and
Human Perception BODY 8 STUN 9 intoxication. Emotions and mind
Runes (2) spells do not work on him.
+4 SPD 10 REC 9
Hex Weaving +10 Resistance - Cut, Puncture and
EMP 2 RUN 30 Crushed
Strength +6 Height 4 meters
CRA 6 LEAP 6 Magic flight - Spirit can fly according
Resist Magic +10 Weight N/A to normal movement rules. However,
WILL 10 ENC 100
Persuasion +5 Intelligence Like a he does not have to be afraid of
LUCK 0 VIGOR 50 Human falling.
Ritual Crafting
+10
Language Elder Shift - A wraith can use Spell
Speech Casting as a defensive action to
Stealth +10
become incorporeal. If they succeed,
Elder Speech +4 Armour they negate the attack and nothing
Endurance +6 0 physical can damage or affect them
Spell Casting +10 until their next turn.
Vulnerabilities Powerful blast - For 10 STA, a ghost
Intimidation +6
can produce an effect like this Zephyr
Dodge/Escape +6 Elemental Oil
spell, but it affects everyone within a
Dimeritium Bomb 10-meter radius.
After hitting such a firecracker, the Night Vision - This monster doesn't
ghost weakens and slightly dissipates. get punished for poor lighting.
Under its influence, it loses abilities Teleportation - A ghost can use its
out of this world and receives a move action to teleport 10m
penalty of -2 to all Qualities. immediately. It will usually attack
directly after this.
Weapons Wish - This spirit possesses powerful
magical power, but is limited in its
Name Damage Effects ROF use. Properly begged, he is able to
Magic Claws 3d6 + 4 N/A 2 produce the effect of any Spell, Ritual
Lightning Blast 4d6 Fire (50%), Range 10 1 or Curse and apply and remove curses.
m However, it will do this only once for
a person. Nor will he listen to anyone
who has hurt his sycamore. Under
normal circumstances, begging
requires that you win the Social
Conflict agreement with him (if you
lose, you can never ask for a ghost for
help again), but you can also get it in
the story.
28

TORWALD OF BABENBURG, SPIRIT________________________________


A terrifying undead knight. Killed for his crimes by the Spirit of Jawor, by the power of his lust he was brought back to life as a
macabre burned monster. Once a handsome young man, now speaking in a grave voice, a creature of great strength and tenacity.
Skills INT 4 HP 35 Abilities Loot
Athletics +5 REF 8 STA 35 Fueled By Rage Plate Armour SP 25
Melee +8 DEX 6 RESOLVE 25 Wraiths are technically as Short Sword
Short Blades +6 BODY 8 STUN 7 intelligent as they were in life, but Dagger
Riding +6 SPD 4 REC 7 they are blinded by overwhelming Berserker’s Ax
EMP 2 rage. They cannot be reasoned
Strength +4 RUN 12 Temerian Shield
with or intimidated.
Resist Magic +6 CRA 4 LEAP 2 (SP 8)
Shift
Deceit +4 WILL 6 ENC 80 Specter dust (1d6/2)
A wraith can use Spell Casting as
Leadership +6 LUCK 0 VIGOR 0 a defensive action to become Infused dust (1d6/2)
Stealth +4 incorporeal. If they succeed, they Wraith essence
Swordsmanship +6 negate the attack and nothing (1d6)
Armour
Endurance +4 physical can damage or affect
25 them until their next turn.
Spell Casting +2
Vulnerabilities Teleportation
Dodge/Escape +6 A wraith can use its move action
Specter Oil to teleport 10m immediately. It
Moondust & Yrden will usually attack directly after
If caught in the area of either a this.
moondust bomb or Yrden circle, a Night Vision
wraith cannot become incoporeal Wraiths operate in areas of dim
or teleport. light with no penalties.

Weapons
Name Damage Effects ROF
Bleed (25%),
Torwald’s Ax 6d6 + 2 1
Armor Piercing
Short sword 2d6 +6 N/A 1
Accuracy +1,
Dagger 2d6 + 4 1
Bleeding (25%)
The Wretch's Gift
By: Michał Studniarek
30

The Wretch's Gift


Michał Studniarek
The sun is already approaching west, announcing a warm spring night. You can smell the meadow smell in the
air, so different from the smell of burning, blood and decaying bodies. You might even think that there is no war
here. It would be possible were it not for the abandoned farm, which in the thickening darkness looms before you
next to the road. The roof of the house is sunken, each of the rails in the fence tilts in a different direction, but at
least it will provide you with shelter, because the nights are still cold.

Introduction_________________________ bronze tubes, and small glass flasks. The whole gives the
impression of an alchemist's tools, however, any educated
The script is intended for a team of beginner characters just or experienced adventurer (Alchemy or Education Test on
starting their adventure in the Witcher world. This DC 14) will recognize in it a properly made gnome brewing
adventure can be played as a separate whole, but it can also kit used to brew moonshine, left there to know by whom or
be a side event while wandering the dangerous borderland. for what purpose. For players, this may prove to be a
valuable gain, especially if there is someone in Hanza who
The team is on the trail in one of the border territories that can handle it.
have just experienced successive fights between the
Kingdoms of the North and driveways from Nilfgaard. On When our heroes have enough time to make themselves at
their way they stop at a slightly ruined bypass; it already home, the robbers return. There are as many players as
has new "hosts" with which they may have to fight. One of there are. Seeing unwanted guests, the captain snarls:
them is not who he seems to be. He also has a secret he "What is this? Can't they see they've already taken? "
doesn't even know about.
Tired robbers
There are several ways to connect a team. Characters can
create a simple adventurer, looking for a place and The robbers are overgrown, dirty and dusty. The
activities for themselves on a dangerous border. They can boss wears a leather blindfold covering the eye,
also be the witcher's companions, looking for monsters to the second is clearly stuck, the third is
defeat, or a squad of the local prince, who is supposed to distinguished by a fancifully tied neck, a red
protect the local population against Nilfgaardian armies or headscarf, there is still a young man who stays
marauders. If they want, they can even become a troupe of behind. With the exception of the boss, they are
actors and comedians going from one city to another. They not very brilliant people.
can also be a group of inhabitants of these lands, wandering
further north from their destroyed neighborhood once more, Ratios:
in search of a calmer place to live.
Use the statistics of bandits from the basic
ACT I: Meeting with the Band_________ textbook (p. 271), or resistance fighters from the
starter (p. 43).
After a long day of travel, players stop for the night in an
abandoned, crumbling peasant farm. It consists of a hut Act II: Conversations at Moonlight______
with a sunken barn, a well and a wooden barn with a small
cell added, and a small "hill", which is covered with earth Further developments depend on the players' behavior. If
and a vaulted cellar. There is no one inside. Traces of fire the robbers find them weaker than themselves, they will
in the stove, unburnt pieces of wood, and old camping attack. They will not kill, they will rather be taken prisoner.
remnants show that they are not the first people to stay here Then they intend to use the prisoners to work for treasure
overnight. However, it is not known if anyone will come hunting, or at the first opportunity to sell them to some
here yet. Most of the items suitable for anything have either other group. However, if the players show that they are
been taken away a long time or are damaged (bed, ripped tough and dangerous, the robbers will let go and suggest
mattresses). The greatest curiosity is the door to the that there is enough space and everyone will fit. They will
basement, which cannot be opened. They do not have a attempt to talk to the Heroes of the Players (where they are
zipper but seem tightly closed; a more thorough going from, where, how, etc.). They can also share the
examination will reveal that they have just jammed and can antałał of a burnout somewhere. Players can gain a lot in
be opened after a successful Demand Clot test (PT 18). their eyes if they try to run a moonshine (Average Alchemy
There is nothing to eat in the small, dark interior, but there test), which they had no idea about. This installation is a
is a strange apparatus consisting of an iron boiler, glass and real treasure, because you can buy and arrange almost
31

anything for alcohol. However, you have to reckon with the on the Continent, and every wizard, druid or
fact that the bandits will also want to put their dirty hands herbalist aware of its value will fall into this
on it. For now, however, promises to be a richly soaked ecstasy. The importance of this one apple tree for
evening. biology is enormous, and thanks to it it will be
possible to revive this rare variety of fruit.
During the whole meeting, the atmosphere is tense and full
of uncertainty, it can explode at any time with violence. During the conversation, players may notice that
Both sides talk to each other, but you can see that they don't one of the robbers behaves differently than the
trust each other very much, even if they drink with each others (this will reveal the Average Empathy
other. It is not known what will be the reaction to the test). He is also different from the rest of the
inevitable joke or tale. Conversation can suddenly turn into gang: he has a smooth face, his hands are not
an argument when someone falsely and falsely are accused damaged by work, he is celebrated differently,
of someone. If players feel confident in this, play the except for a patched gambeson (use Evaporation
voltage discharge scene, and if not, take advantage of the and the "halfling doublet" rules), he does not
Social Conflict. Helping them with some help (healing by a wear weapons or armor. The headmaster treats
medic, repairing damaged equipment by a craftsman, him indulgently, like a child or a poor hand with
profitable transaction with a buyer, etc.) can also help "holes in hands". The young boy, called by his
improve relationships with robbers. Time passes by companions Nieborak, seems to discreetly signal
conversations around the campfire, the spirit of the antałka the players that the leader is telling untruth
decreases slowly. You can carry out tests for Strength, if (confusion, lowering his eyes, muttering
the band does not drink first, and then they can be relatively something under his breath - to see this, players
safely overpowered. Unfortunately, it is also possible that must take the Average Empathy Test; after the
drunken fighting and fighting will be easier. Then it is next test they will also see that even if in there is
difficult to say who will win. no leader nearby, Nieborak is watched by a lame
robber). When the thugs drink sufficiently, the
If both groups have entered into a meeting with each other, boy will wait for a convenient moment and try to
the leader relaxed with conversation and alcohol can talk talk in private with the selected PC (probably the
about the treasure hidden nearby. A few days away they one that gives the impression of being the most
learned from refugees living in this area that there was a abundant and gentle). Unfortunately, the leader is
ruin of the mage tower somewhere. People also made a problematic. If he notices what Nieborak is going
very general sketchy map of them and told them exactly to do (Bandit Vigilance test with the -3 modifier
where to look. The GM may perform the Average for intoxication), he will react in time and send
Persuasion or Charm test (with a +3 modifier for alcohol him somewhere else. If the thug leader is busy,
effects): if successful, the leader will offer the team a joint then a lame robber will try to prevent such a
search and an equal distribution of their gains. Of course, as meeting and conversation.
you might expect, the thugs are really looking for someone
who will do the hardest work for them, and then somehow Nieborak asks the players for help, because he is
get rid of him. How they will implement this plan depends watching them well (especially if they are some
on the development of the situation and preferences of the organized group that can ensure his safety, e.g.
Ministry of Economy. Bandits have access to poison (Black soldiers or knight's mail, at which the robbers
Poison), which they can give PC in food. Perhaps more will try to look harmless). He tells the players
appropriate for the circumstances will be an old-fashioned who he is and asks for help in escaping.
blow with a knife in the back or with a baton in the head.

Nieborak and his story


Elven treasure

In fact, he is a boy from a city whose family died


The treasure does exist, but it is not what the during an attack by a Nilfgaardian unit. For a few
robbers expect. Everything is to blame for the days he was wandering the roads, and when he
ambiguity of the language of the elves, because came across a band that was still quite disciplined
this treasure is a very old tree growing in the remnants of some wrecked unit, he joined them,
destroyed garden by the elven tower. This apple claiming to be the son of a knight. He does minor
tree gives fruit with golden skin, shiny from cleaning and service works for them and leads the
vegetable waxes. From a distance, they look like gang to their relatives who are to pay a generous
precious objects made of glass and gold. At reward for him (this is false, but of course he
present, this variety is virtually no longer present does not tell the players). He counts on being able
32

to escape along the way; for now, however, he is Act III: Monster Attack _______________
pretending to be a victim.

The boy does not realize that he is a magnet


attracting various monsters (a treasure for a The monster will appear quietly and unexpectedly, when
witcher, a tragic trouble for other characters). players and robbers will happily sip, talk about Nieborak or
Since the thugs took him in, they came across fall behind already tired of alcohol and sleep. He will try to
several packs of hungry stray dogs, some sneak up to people (remember about modifiers for darkness
wanderers infected with illnesses, they saw eyes and punish -3 for drunk bandits). His presence nearby can
glowing in the dark, heard strange noises etc. The pick up the Witcher medallion or the appropriate spell.
robbers have not yet associated these events with Although such creatures usually hide in the woods, he will
his presence, but observant characters can already draw Nieborak from the wilderness. However, if the
to deduce something from their stories that they development of the action dictates a different solution, the
did not meet on the road (Awareness test). monster can attack the group only the next day or at night,
Nieborak's illness is not a curse, but a mere when they set off into the wilderness in search of treasure.
weave of Destiny, so it cannot normally be It can also surprise anyone who walks away for a moment
detected by the means available to a mage, druid, and walks between the trees. Once the creature attacks or is
priest or witcher. discovered, a witcher or other person with the Ability to
Know about monsters after passing an average difficult test
No one knows that they are now near a place may notice that as a representative of his species he was far
where a much more dangerous monster is from the usual place of his existence (which is caused by
prowling, and tonight Nieborak will bring him to "attracting" by the boy) . The monster's primary goal is to
the players and robbers on his head ... hunt down and kill Nieborak. He simply attacks everyone
who tries to interrupt him. If PC cares about the boy's life,
they should protect him at all costs until the other armed
If players believe Nieborak, they can try to bounce him by men take care of the monster. Escaping monster will not
force or trick him; they can also win dice or cards. They rather chase, especially when he is wounded.
can form an escape plan with him using some distraction
and confusion trick (e.g. cast a "Blinding Dust" or "Net of
Lies" spell, use the Igni Sign, release all horses from the
barn, etc.).
Monster
When asked directly about Nieborak, the leader seems to
confirm his words: he is an orphan taken in by good will, By default, the beast used in this scenario is
but he seems to be weakening his mind because he is a little Krabopajak (basic textbook, p. 298). Take
slow and gaping; they want to give it to relatives for a advantage of all his abilities: let him entangle the
reward. He will not get rid of him voluntarily, he will be robbers with a net, jump between characters and
suspicious. He will want to know why PC cares about this use quick blows. First of all, make use of the
misery. Maybe it's some kind of disguised prince who can principles of lighting, field of view and
win a much bigger prize? If any of the Heroes recalls the movement. Krabopajaj, thanks to Sus's ability,
words of Nieborak (which is not a very smart move), the moves very dynamically. Characters around the
leader finds that "young" always talks like it sticks to a skin campfire are illuminated for him (+2 to attack). If
bottle, because it is a failure and there is no drinking head. you have the impression that a crab spider is not a
challenge for your group, send them katakana (p.
296).

The End
The robbers don't know about Nieborak's unusual ailment
and they will find it painfully tonight. Players can explain it
to them if one of them survives the encounter with the
monster and both groups manage to defeat him. Whether
they still want to have anything to do with him depends on
the GM's decision; they are even happy to get rid of it. If
Nieborak wants to travel further with the players, the
robbers will be relieved. But will PC accept him?
Immunity; The Plague of Vizima

By: Jakub Zapała


34

Immunity; The Plague of Vizima


By: Jakub Zapała

The time of plague has arrived. The capital of Temeria, Vyzima, is decimated by the plague. Everyone thought
that the disease was extinguished with the arrival of spring, but in the autumn it hit with doubled power. The
streets are deserted, the sick are treated within the walls of the temples, and no one is watching order. The army
went to war with King Foltest and due to the confusion in the country after his death, they never returned. Few
local branches surround the city with a sanitary cordon. The city guard is in disarray. The palace guard
barricaded itself in the New Castle. Only death, bandits and monsters circulate the streets.

Many officials and royal seals, necessary for approving important documents, remained at the castle. Nobody,
however, dares to cross the plague-stricken city. Unless someone with immunity, supernatural disease resistance
...
The following text is a set of possible scenarios that allow constable Jan Natalis, who entrusted you with this
you to play a simple adventure in Witcher RPG without a responsible mission. The promise of the heavy orenns purse
Game Master or help GM create a story for one Player. The tempted you as much as the sincere request of the winner
character will undertake a desperate mission of transferring from Brenna. You are correcting the strap of a bag in
an urgent message to the castle. Thanks to a mutation or a which you have a letter from him to the breeder of
magic ritual, she will be immune to the plague, but not to Velerada. Time to push the boat onto the water, get to the
other threats associated with the expedition to the walls of other side and sneak through the sleeping city to the New
the hapless capital Temeria. At the end of this material we Castle. You move. To encourage yourself, you repeat the
put two such heroes: the witcher Veskor and the warrior mission details ...
druid Rivella. You can also create such characters yourself.
Mission
So let's get started!
Roll 1d6 to determine what task you have been entrusted
To play the game you need the basic Witcher RPG, d10 and with.
d6 cubes, eraser and pencil and a character card (filled in
manually or selected from the two given). During the game 1)Royal seals: Temeria is paralyzed because royal seals
you will perform tests for the indicated DC and you have have been left in the castle and no one can declare
the chance to fight (how to play it, you will read further). universally binding law. Natalis needs them, but he also
So it's good to have rules at hand. knows that Velerad will not necessarily want to release
them. To complete the mission after reaching the castle you
Now in turn: will need the Charm or Education test on DC 15 (breaking
1) Create a character; WOLA of the stronghold).

2) Read the following story text; 2)Traitor: Constable discovered that the breeder had
betrayed. He intentionally did not prevent the development
3) When the text indicates it to you, roll the cubes (k6) in of the plague, because he wants to surrender the city to the
the following tables and experience the adventure during upcoming Nilfgaardian forces and save, if not a stool, at
the plague! least his head. A never. To complete the mission, after
reaching the castle, you will have to fight a breeder, who
has coefficients such as Bandit (p. 276), but WILL 5, and
therefore 25 VP. In order to get to it without risking the
In front of you is the calm surface of the lake, on the other
clash with the guards (four Bandits), you must pass the
side of which are the walls of the pestilenced capital
Secretness test on DC 10.
Temeria. It is evening and the wind blows happily towards
the city, carrying the smell of a pine forest. You know that 3)Bard: John Natalis asks to lead a young artist named
in Wyzim you can not count on such pleasant aromas. Dalia from Wyza. As he says, it's a favor for a friend. The
There is a plague in the city, nobody cleans the streets and teenage girl is officially an orphan, but she is probably a
apparently where the piles of corpses do not burn, decaying bastard from a good home, because someone contributed to
corpses lie on the street. It is not a pleasant place, but you her education. Her singing talent secured her a place
have to go there. You remember the serious face of
35

outside. He has white gold hair and intense blue eyes. the Temerian flags flutter above her: silver lilies on a black
Velerad will agree to this request, but in order to convince background. Lights are on in the windows. If you want to
the wayward girl you will have to either pass the or not, you bang on the gate. A voice is heard from above:
Persuasion or Cupids test on DC 14. The Witchers have for "What are you looking for there after the night? No
unknown reasons a +4 bonus on the latter ... trespassing, I mean one hundred orens! " If you have that
amount, you can bribe the guards. You can also try Interest
4)Ring: Letters to Velerada are just a fool. In fact, John or Intimidation (PT 16) to cut the price in half. If this fails,
Natalis is sending you to Princess Adda's signet ring. She you can fight three guards (Bandits, p. 276) or challenge.
left it in her chamber. If she regains it (and Velerad favors
this option), she will be able to sign documents on behalf of 3)Mill Gate: The sharp arch of this gate is collapsed with
the Temeria kingdom and de facto hand them over to her stones, mostly large boulders from the spans of the
husband King Radovid. In order to complete the mission demolished bridge. It is difficult to move them, but you can
after reaching the castle, you will need a Covert or do it with the Clots or Spells test on DC 18. It is still
Intrusion test on DC 14. If he fails, you will have to fight possible to climb here on the wall, but this one is slippery,
four guards (Bandit coefficients, p. 276). so it requires passing the Athletics test on DC 16. If this
fails, this path is unfortunately closed.
5)Escort: Natalis asks you to bring his nephew, Kosma,
from the castle. Letters to Velerada will do the trick. The 4)Powroźna Gate: The small and narrow northern gate of
problem is that the young boy attracts the attention of Vizima seems to be open. It is dark and strangely quiet
monsters, and he can at most stay alive in battle. On your around her. Just in case you are preparing a weapon. And
way back from the castle, you must draw an additional rightly so, the person entering from this gate must be a
fight with monsters. What makes young Natalis suffer from monster slayer. Draw the beast from the next page. Do not
this ailment is a topic for another story. throw at the place of the fight, we know it.

6)Medicine: The alchemist Adalbert Kalkstein sits in the 5)Maribor Gate: Entering the city from the lake is
dungeons of the New Castle. According to Natalis' unfortunately not safe. Natalis' people warned you that a
advisers, the mixture he developed is the only known cure few days ago the tower was taken by Squirrels, inhuman
for this plague. You have to get the scholar out of the rebels who came by boat and blew up the gate. You can try
dungeon and convince him to cooperate. Natalis for his part to sneak out, but it's a vigilant team (Secretness on DC 16).
offers him an iron letter allowing the alchemist to leave the You have the chance to impersonate one of them, which
country and go to safe Novigrad. However, Kalkstein is requires fluent communication of Elder Speech (PT
insulted and stubborn, so for the mission's success you will Language Test is 14). Finally, you can fight the three
need to pass the Persuasion or Intimidation test on DC 15. Scoia'tael (p. 278).

Complications 6)Walls: Vizima is a fortified city. It has survived more


than a siege, in both wars with invaders and domestic. King
The road to the New Castle is dotted with dangers. Two Foltest ordered the walls to be renovated after Geralt of
obstacles are waiting for you. First you need to get to a Rivia conjured up his daughter, so they are in good
closed city, which is a challenge in itself. Then you need to condition. Climbing does not require the Krzepa test on DC
get through Vizima, plagued with plague and unrest, to the 14. Then you have to jump off onto the roofs of the
castle. If you fight, go to the monsters page, you'll find its sleeping city. This is an athletics test on DC 12. Failure to
rules. complete it does not end this challenge with failure, but it
ends with 4d6 damage to the body.
First obstacle
Failure in the first obstacle
Roll 1d6 and face the first threat!
If you fail to enter the city, you must try again. You throw
1)Sewers: Sewage and dirt from all over Vizima flow in a again in the table of First obstacle. If, do not give Melitele,
rapid stream through these disgusting canals. It's an you fail again, the road to Vizima is closed to you. The
unpleasant road to the city, but it's also quite sure. Perform mission ends in failure.
DC 10 Endurance Test. If you don't pass it, you feel
nauseous and get a -2 penalty for all tests until you leave
the sewers. This terrible place is also full of drowners. You
must fight four such monsters (p. 308). Passing through the
channels gives you a bonus of +4 to the second obstacle
bypass test.

2)Merchant's Gate: It's an angular and squat construction


at the end of a collapsed stone bridge. Despite the plague,
36

Second obstacle Failure in the second obstacle


Perform a Secret test on DC 18. Success means you reach If you fail when you are in town, you must take the less
the castle without problems. If it fails, roll it into the table safe road. One where you'll encounter dangerous beasts.
(1k6). You must draw a meeting with the Monster (see next page).
You add +1 to rolls to the Place of encounter and Monster
1)Stink, hunger and poverty: You hit a street full of type.
corpses, decay and dying people. You are sick. The noble
abandoned the poor who were dying in this gloomy place. Monstrous Mission Page
The unfortunates reach out for you and beg for help and
water. If you want to continue your mission, you must pass You will find simple rules that allow you to play a fight
the Tenacity Test on DC 14 to cross this street. If you without GM. If you stumble with members of intelligent
decide to stay here and help the sick, you are the winner for races, immediately go to the Tactics of opponents section.
us. If you encounter a monster and the description does not say
what this creature is, first drop what it is and where you
2)Procession: The street is blocked by a long procession of will meet him.
the faithful. They sing (with breaks in coughing), religious
hymns. The priests go ahead, raising banners and some Enemies will run away and chase you if you decide to
golden statue. Nobody listens to you here, but the Clot or retreat. You can also find help here.
Agility test on DC 16 will allow you to push through the
crowd. Monster
3)Vizima Gangs: A group of teenagers with sticks and Roll 1d6 to determine the monster
stones goes down the street, breaking windows and
smashing anyone who doesn't throw a purse at them. You 1)Drowners: Two skinny bald and extremely stupid
can give them your money or fight them (four Bandits p. monsters follow you. They subtract 1 from the result of the
276 who only have daggers that deal the same amount of tactics roll ("1" and "2 count as" 1 "). Page 308.
damage with short clubs).
2)Feral dogs: Three mongrels skinny and accustomed to
4)Guards on guard: Two city guards with truncheons human flesh. Page 316.
walk down the street and beat anyone who does not throw a
3)Grave Hag: Apparently she thought that all of Vizima
purse towards them. You can give them money, try to
was already a cemetery. There is no skull circle. Page 282.
explain to them that you are an official (Persuasion or
Intimidation on DC 16) or fight them (they have Bandit 4)Ghouls: Corpses here are everyday life. It's good that
stats, p. 276). there are only two in front of you. Page 290
5)Problems with Squirrels: In the camp outside the city, it 5)Wraiths: The three phantoms are not a death procession
was said that Scoia'tael appeared in the city, and you are yet, but soon there may be more. Page 306.
unlucky to find them. Half an dozen Squirrels are looting
an alchemist's shop. Two elves with cleavers move towards 6)Nekkers: Four midgets organize their fights here. Page
you. You can try to escape them (Athletics on DC 16), get 300.
along with them in Elder Speech (PT Language on DC 12)
or fight with this pair (coefficients on p. 278, without 7)Ravenous vampire: This pale creature stumbles towards
ranged weapons). You have three rounds for that, then the you. You better run away immediately. The monster has
rest of the looters will join the fight. only 20 VPs and PW, but other katakana coefficients from
page 297.
6)If it's not charm, it's crumb: You go out to the square
covered with colorful smoke. A wizard stands here leaning Place of fight
on the fountain timbered. He is skinny and pale, his eyes
are darkened. When he sees you, he raises a trembling hand Roll 1d6 to determine where you are unlucky to fight.
and says "Run!" With the last of his strength, then
1)Waterfront: The shores of lakes are never safe. It's easy
immediately sneezes. This has the effect of activating the
to slip or fall into the water here. It is happily illuminated
Magic Seal Ritual (roll '6' once more). At the same time,
by moonlight.
cast an unlucky magic on the table and apply the result to
the wizard. Another sneeze comes every third round, and 2)Channels: Dark everywhere, deaf everywhere and in
right after the first one you can safely escape. When bad addition smells. Characters and monsters that can see in the
luck inflicts 10 Wounds on the wizard, he will die. If you dark gain a +1 bonus here on all tests.
can make him unconscious or heal before, you are a real
hero.
37

3)Cemetery: You turn wrong and get to the most peaceful 6)Escapes Changes: sentence and starts to run. The fight
place in Wyzim. Long time no one has burying the dead may end there, but the character may choose Monster
here. The Grave Hag has its own pile of skulls here. Chase.

4)Temple: There are moaning patients in the aisles, and Chase after the monster
you are the only one standing between them and the
monster. Roll 1d6 to see how it ends.

5)Dead end: It could have been a trap. You enter a street 1)To the burrow: The monster disappears hiding in itself
ending with a wall and you hear the monster panting behind only known place.
you.
2)Trapped in: The monster begins to fight normally again.
6)Roofs: Moving above the streets of Vizima makes sense
in this situation, but it is dangerous. Every participant on 3)A blow to grace: The creature dies from a blow to the
the roof fight has to perform the Athletics test on DC 12 back.
every round. In case of failure, he falls and is excluded
4)Lying down: The monster escapes to the location (from
from the fight (the fight ends).
the table next to it), where he gains some bonuses and
7) Abandoned inn: Once "Kudłacz bear" was a bustling begins to fight there again.
and happy shrine. Today, it threatens with broken windows
5)Unlucky: The monster can also be wrong. He bumps into
and you have to navigate between broken benches. You
something or makes a mess and dies on the spot.
can't use the Descent from Defense line here.
6)Ambush: Chasing the monster, you get to a place where
Opponent tactics there are twice as many. Good luck.
Regardless of the number of enemies, they operate on the Escape from the monster
same Initiative and everyone chooses the same approach,
described in the table below. 5 cubes always fall on d10 You can always try to escape from the fight. To determine
cubes and always hit the body, so you don't have to roll for what your opponent will do, roll 1k6.
them (except damage), and you only add current
coefficients. They use the best potential in Attack and 1)And what am I doing here? The enemy is so surprised
Defense by default. If the enemy reaches his Threshold of that he lets you escape.
Heavy Wounds, he immediately begins to flee. You can
then chase after the monster. You can start running at any 2)Race: If you have RUN bigger than a monster, you run
time. Roll on the escape from the monster. away from it. If not, you must fight.

In this round, the enemy is (roll 1k6): 3)Unexpected turn of events: You fall through a window
or roof into the house of the sorceress (p. 280, she has
1)Careful: He tries to keep his distance and attack from a Amory on +6). It destroys the monster, but you must either
distance, or uses the ability to hide or leave the fight. If it win the Hardness test against her Cupids or you will stay
can't, it launches a normal attack. here.

2)Aggressive: Attacks the strongest of blows. 4)Roll of tape: You are reaching the gates of the New
Castle. The guards chop the enemy down and you can
3)Defensive: Selects Active Defense and, if he lost complete your mission.
Stamina, also Breathing.
5)And that's bad luck: You have the choice: to jump from
4)Enraged: Attacks the strongest of blows and spends a high altitude and receive 3d6 damage to the body, or
Perseverance to strike again the second time. continue the fight.
5)Supernatural: If he can, he uses one of his supernatural 6)What are you doing here? The opponent loses interest
abilities (use the one best suited to the situation or draw). If in you and gives up the pursuit.
there is none, he attacks the strongest of the blows.
Encounters on the Road
(Mini-Scenario Series)

By: Jakub Zapała


39

Encounters on the Road


(mini-scenario series)
By: Jakub Zapała
We give you a set of ideas for short adventures when traveling on the roads and wilderness of the Continent.
Most of them will be enough for part of the session, but after a slight expansion they can be used for a longer
game. So let's get started. When the team sets off, roll 1d6 (or choose one of the categories below) and then go to
the adventure tables.

Roll Events
1 Knight with the retinue
2 A merchant cart across the road
3 Lovely glades on the stream
4 Freshly dug up soil at the crossroads
5 Abandoned village
6 The glade covered with blood

The Witcher bingo___________________ Knight with the Retinue


Countless games of chance are popular on the continent, Roll 1d6 and read the result from this table, or choose one
from dice poker to thread. So if you fancy a bit of of the ideas. If you draw, uncheck the used Witcher bingo
gambling, let's play Witcher Bingo. To have fun, you have idea!
to draw both the adventure category and the idea itself.
Every time you use one of them in the session, uncheck it 1 The company of the mustached red-haired
on the list. When you pass all six ideas, you have bingo! knight Robin from Mut is a cheerful jumble. They return
Describe briefly on our fan page or group how they came from the north, from the wild outskirts of Kaedwen, from
out in practice and which you liked the most. As a reward, where they came upon the news of the threat from
we will prepare another set of six ideas for Meetings on the Nilfgaard. The whole world, however, is in a good mood.
trail and tell whom the community owes another material to At the front, a minstrel marches, singing his master's
Witcher RPG. achievements in the fight against villains, monsters and a
three-headed giant. The knight will welcome the team
kindly, ask about their titles and achievements. If they
prove to be worthy (if there is a Witcher or a Nobleman in
the group, there is no doubt about this), he will invite them
to the nearest tavern. Will welcome them there, paying for
rooms and the best food. In the morning I will suggest that
they travel together at least to the nearest city. Minstrel will
begin to compose a ballad about PC achievements, and if
there is already a Bard in the group, they can start flirting
(the sex of the minstrel to be determined according to
preferences). If the heroes agree to the offer to travel
together, the beginning will be as nice as the previous day.
Around noon a wyvern will fly over the heads of the group,
which will attack the nearby village in front of the entire
company. Seeing this, Sir Robin of Mut sighs, lowers his
visor, clutches the horse, and rushes in the opposite
direction. PC can try to stop him and jointly chase away the
wyvern, or follow the example of this experienced knight.

2 At the sight of the armed team, a herald will


appear before the procession and announce that his
master, Nathan of Torheit, is challenging anyone who
40

considers himself quite brave. The knight will accept her some help (e.g. medical), he will accept it gratefully. It
horse or foot combat, with swords, battle weapons or bows will take her quite a long time to recover (she received a
- a challenged one can choose. If none of the team accepts Serious Critical Wound: Punctured lung). The knight's
the challenge, the knight's retinue will pass them by, and name is Agatta from Rotterdorf and she is a young tough
Natan himself will look at them with superiority and woman with short-cut blonde hair and intensely green eyes.
contempt, then throw a careless handful of coins (2d10 He will admit to PC that he comes from afar (we suggest
crowns). However, if they fight with it, it all depends on that he come from Cidaris), and since she came to this land,
how they do it (use Nathan's Nilfgaardian officers' she must defend her knightly status in battles with local
coefficients from page 326 of the manual, replacing noblemen offended by the fact that a woman wears armor.
Archery with Archery and adding Battle Weapons and He's had enough of this, and this evening he has to fight
Riding to +6). If the knight wins (he does not intend to kill, another fight. For PC it should be clear that in this state the
he has enough that someone will recognize his defeat - and girl will lose and maybe even die. Will they try to help her
say it), he will give the loser a pouch with the amount somehow? If so, how do they convince Agatta the same?
sufficient to pay the medic (according to the rates in the
handbook). If PC kills him, the herald will give him a gold 5 The ghost knight leads a retinue of similarly
figurine (worth 200 crowns) without a word, and the damned apparitions! The eyes of the dark-steeled rider
service will charge his master's body on the cart. They glowing red, and the companions following him fail with
seem genuinely worried and will defend him against unearthly voices. If any of the Heroes randomly selected a
robbers (they have Bandit coefficients from the base). If PC friend from the nobility, comes from it or is a witcher, the
wins but does not kill the knight (he will give up if he falls undead will call him by name - if not, choose another
below the Heavy Wounds threshold), Natan will appreciate character for whom it will be appropriate (e.g. Wizard or
the winner. He would give him a purse and a golden Priest). A ghostly rider will ask for help. The evil witch
figurine depicting a knight supported by a sword stole his beloved's soul, which made her fall into a magical
(mentioned earlier), and would propose to present him to dream. The knight set off to look for her, caught the witch,
the baron he is now heading to. The winner will gain the but before he dealt her a lethal blow, she managed to curse
level of Fame, and the team can hit the face of a powerful him and all the entourage. It is true that he regained the
employer. soul of his beloved in a crystal bottle, but with the adjutants
he fell into a terrible fever and rose from it as a ghost.
3 The heroes quickly realize that they see not a Across the continent, he is looking for someone who will
knight approaching them with the entourage, but be able to deliver a shiny bottle for the castle, because the
fighting a group of people in livery. There are ten guards will not allow the undead to be followed by ghosts.
enemies and the defense of the nobleman is becoming more The knight quietly hopes that this will remove the curse
and more desperate. PC can ignore the whole scene - the from him. The Test of Appropriate Abilities on DC 16 will
knight will fall after a while under the attacks of the reveal that it will not be so easy. You will need both the
attackers. They will take their wounded, steal the destruction of the witch's heart and a passionate kiss of her
nobleman's bag and horse, but they will leave the corpse in beloved, who will not like the prospect of going aloof with
armor and with a sword (blade from Vicovaro), so there the corpse. PC can help the knight or shorten his suffering
will be something to loot. If PC comes to the knight's help, (but he will defend himself - use Torwald's coefficients for
they should easily defeat the would-be killers (they have him from Szklana Góra).
Bandit coefficients, and the knight on the PC side has the
characteristics of the Master - but he has heavy armor and 6 The knight, Robert of Bonn, will invite PC to
the good sword mentioned). When it succeeds, the young his entourage (already numbering two dozen people,
knight, Gowein of Brett, will thank them for their rescue. mainly cavalry), because they are on their way, and "in
He is wounded and shaky. The servants traveled with him the company is brighter." However, when they reach the
from his family castle and attacked him suddenly for no nearest village before dusk, the entire procession will take
reason. The truth is that they were paid by the knight's up arms and will quickly enter the main square, peeping
stepmother who would prefer her son to take over the along the way of the peasants. There, Robert will demand
property. tribute appropriate to his condition: money, food, beer and
maids for his entire company (he will also point to PC). He
4 In the distance you can see a retinue in the would threaten that he would "let go of all this smoke with
middle of which two knights in full armor are riding. smoke and take his own". In short: it is a raubritter, and the
Before PC approaches, they will turn to a nearby pasture Heroes got into bad company. If they join Robert, they will
with compacted soil, get off the horses and start a duel. The receive their plot of captured prizes and, upon division, the
fight will be quite interesting, brutal, but not too long. One miller's daughter for the night (luckily no one will check if
of the fighters will fall, and the other will emerge they did something to her). They can also stand up for the
victoriously, though with a serious wound to the left side. villagers. Crossing with a large group of robbers can be
The winner will take off his helmet with a hard breath. It difficult (they have Bandit coefficients, and Robert is their
will turn out that the knight is a woman. If PC tries to give Leader, but they have higher-class weapons - at least
41

cleavers - and the knight is in heavy armor). PC have a nearly two hundred of them. PC can use this opportunity to
chance to convince peasants to help them (however, it will achieve their own goals, help refugees and maybe even try
be more difficult if they pretended to accept the gang's to punish a nobleman.
actions at first). Certainly, Heroes cannot remain neutral or
leave. As Robert says, "he who is not with us is against us." 4 The cart is trying to drive a family of nekkers.
You can hear from afar that they are shouting to each other
in the broken Wspólna. The horse won't listen to them. The
carriage looks old, shows signs of royal service. Someone
(nekkers), recently replaced a wheel with new, but too big
one. Nekkers belong to the smarter ones and they thought
they would be a traveling clan and maybe even become
merchants. After all, they are not very smart and rather
comical than menacing.

5 The decoupled car is unloaded with rubbish,


between which there are about 20 occult fantas (this will
be revealed in the Education test on DC 14). You can
draw them. If players start collecting or moving objects, the
sky will suddenly darken. Wraiths will rise from the graves
along the way (statistics as in the textbook). By default
there are as many prizes as you can, but if there is no
witcher or wizard in the team, it is only half of this number.
A Merchant Cart Across the Road PC have one round to plan. Let them open tests on
Roll 1d6 and read the result from this table, or choose one Vigilance, Monster Knowledge and Education. In addition
to information about the wraiths themselves, at DC 14 PC
of the ideas. If you draw, uncheck the used Witcher bingo
they will realize that ghosts are attracted to the car (i.e. you
idea!
can escape), and DC 18 will reveal that the monsters have
1 The merchant and his wife are calling for their been awakened deliberately, due to the proximity of occult
daughters, who suddenly jumped off the cart and ran matter. If you burn the car (it will take at least 3 rounds to
into the forest. They offer a prize if players help them find ignite a sufficiently large fire - longer if PC has no access
a child. The Survival Art Test on DC 16 will allow her to to magic or a burning lamp or torch), the wraiths will be
find her trail leading to the sorcerer's hut (cannibal or crazy sent away. Questions remain, who wanted to raise them
experimenter) who wants to use the girl for evil purposes. from the grave, for what purpose and why did he
He used magic to lure her and deprive her of her senses. PC disappear? If the players leave the car in a holy peace,
may surprise him - use the wizard's statistics from the basic someone will anonymously buy beer in the next inn.
textbook to confront him. However, if someone threw bad
6 A young woman in a blue dress sits and cries
luck, the sorcerer is aware of the upcoming team and has
on the wagon. She looks human, although her skin is very
called the lip leading as many wolves as PC is - the clash
pale. He speaks only in songful Elder Speech. The horse
will be more difficult, but the ingredients and fans should
has lame and refuse to pull the cart, and she apparently
reward it.
can't do anything about it. If PC put her away to the nearest
2 Scoia'tael Attack. The merchant is dead, full settlement, she would first protest in her language, but she
of arrows. There are as many squirrels as PC, and they would immediately give up her arguments (Intimidation
are also led by a commander with the bandit leader has DC 10). In the settlement a man waits for her, at least
coefficients (p. 277 of the base). If the team consists of twice her age, who will host PC and give them 50 crowns
non-humans (or they hide a man among themselves), a for trouble. He will say that this is his wife, a bit stupid by
Social Conflict will be possible, as a result of which the the accident that got lost you can see on the way home. If
fighters can share the loot (they only need food and PC knows Elder Speech, they must test this Language on
weapons, the rest for nothing). If not, in the third round DC 10 to understand the girl. When it succeeds, they will
since PC starts exploring the place, the Squirrels will hear a completely different story from her: she is a
attack. There is goods on the cart for around 1000 crowns. mermaid, which the magic of the sea witch turned into a
human woman. This was done at the request of the
3 The horse is unattached, there is no trace of fisherman who fell in love with her. He kidnapped the
the buyer, and only food is on the cart. If PC waits a mermaid inland so that she could never go back to the sea.
moment, refugees fleeing the front will start coming out of She tried to escape, but she doesn't speak the local language
the forest. Ragged, emaciated, weakened people and or move human vehicles. The fisherman has a medallion
inhuman people. A local nobleman told them to close the that protects him from the people of the sea, so the
gates of cities and castles, but someone took pity on them. mermaid cannot call for help or hurt him. If PC tries to hurt
Refugees have a temporary camp in the forest. There are
42

a girl, so many nix (coefficients as in the textbook) will fall completely immune to spells (Breaking Magic 10). Either
on them from the stormy sky, as there are characters in the way, PC has a chance to end his suffering.
team. If they take the medallion from the fisherman, the
same beasts will tear it to shreds. In the middle of the 2 A beautiful young elf sits cross-legged in the
settlement it can cause quite a stir. middle of the clearing. He plays the flute. On his knees he
has a drawn sword (elf msser). When he sees the team, he
will stand up with a gun in his hand, bend slightly and say:
"White-haired asked me to help you. Let's go, there is no
time to waste. " The girl will avoid answering any
questions. At most, she would say that they would call her
"Rose" and that "White-haired had the right to ask her for
it." The elf will help PC in the next task (for the purposes
of testing, use the Scoia'tael description, but increase all of
her Features by 2, increasing the auxiliary coefficients
accordingly). Her knowledge about the political situation of
the Continent and people's society is, however, negligible -
she will explain it by saying "I grew up in the forest". After
this adventure, he will leave the team to never return. If
during this time she has a strong relationship with one of
the characters, she will apologize for having to leave and
say goodbye "maybe we'll see each other in Shaerawedd
someday".

3 It really is a calm meadow. Nothing is wrong


here, there are no supernatural phenomena. The only effect
of the moment spent on it is to recover, apart from the
normal pace of recovery and rest, all FARTA points spent
so far. PC finally have some luck. They could hit on
chobołdy!

4 Every step taken by the clearing produces a


Lovely Glades on the Stream sound reminiscent of cracking brushwood. The truth,
however, is much more grim: under the fresh green grass
Roll 1d6 and read the result from this table, or choose one
there are bones of a dozen people, mainly children.
of the ideas. If you draw, uncheck the used Witcher bingo
Wizards, thanks to Magic Education and witchers, by
idea!
sensing the medallion's twitching, will find a strong
1 A thin, almost wiry man sits under the tree on magical aura from this place. A beast hunts nearby: a
the edge of the clearing. He rises immediately when he fanatic who murders everyone who reveals a talent for
sees PC and begins to chase them away with a hand magic. Lures the victims to the forest and kills them by
gesture. He says nothing, because he can't - he has been surprise, attacking with an ax or a scythe on the edge. Now
deprived of his language, which the characters have no he is watching closely the people who have discovered the
chance to notice yet. Communication with him is possible place where he abandons the corpse and assesses whether
only through magic or through specific puns. However, his to strike now or as soon as they arrive at the village where
intention is clear: go away. If, despite this, PC enters the he lives.
clearing, he will draw his sword and attack them without
5 Polanka is calm and the stream is charming,
hesitation. He was cursed for the crime and attached to this
but a middle-aged man hangs from a branch of a
place (the stream quenches his thirst, and hunger nearby
mighty oak. He was tethered and suspended, but not killed.
pear, berries and occasionally stray rabbit). For seven
At the sight of the team, he will start thrashing and calling
years, he is forced to kill anyone who approaches the holy
for help through the gag. If PC liberates him, he'll be a
oak, under which he once murdered his brother. He doesn't
wizard. His name is Gargos of Gemelli, and he came into
know that he creates ghosts under the control of the hateful
conflict with a tribe of extremely malicious and crafty
druid who cursed him - his sister-in-law. The man's name is
gobliks (small humanoids wearing red hats). They
Atrun. He is a good swordsman (REFLEX 6, Fencing 8 PZ
imprisoned him using magic tricks. He offers PC 100
and PW 35, PP 70, fights with a krigsverdem), and a very
crowns as a reward for liberation and three times as much if
agile warrior (he usually defends himself with the descent
they help him take revenge on "ugly cones". He does not
from the line, efficiently moving on the glade, thanks to
know, however, that the tribe can call for help from a local
GRACE 8, TEMPU 6 and Athletics 8 ). Although the
devil.
WILL is not very high (6), the curse makes him almost
43

6 Stones seem to be scattered across the lord will come after her with the guards. If instead the PC
clearing. A successful Test of Awareness or Monster decided to return the box to the local wealthy, at the castle
Knowledge / Witcher training on DC 18 will show that it turns out that the family father is seriously ill (in fact
these are very small structures covered with carvings, poisoned), and everyone is getting ready for the wedding of
reminiscent of Druid sanctuaries (for us: miniature his only daughter and Nilfgaardian aristocrat. The girl
Stonehenge or Göbekli Tepe), most likely created by small looks scared. Golden Sun soldiers are everywhere. The
creatures. It is actually a sacred place of Chobołd (small heroes have a choice: accept a prize from the Black (2000
humanoids wearing karst hats). If PC decides to test crowns and iron letter), or get involved in the plot. On the
buildings or draw water from the stream, they must perform one hand, they can die from a blade or poison, but on the
the Athletics or Agility test on DC 16, so as not to violate other they gain the gratitude of the knight and his daughter,
the micro megaliths. If this fails, the Curse of the Beast and maybe even their own castle.
falls on the unwary (you can additionally take it off by
finding a goblin village and propitiating its leader, Papa 2 A deformed child was laid in a fresh grave.
Chobołda). If PC leaves a sacrifice in the sanctuary (e.g. Heroes can provide him with a more dignified burial.
milk, honey or a spoonful of groats), the obicer will receive Reward them with an additional FARTA Point. If they
3 Fart points, and the rest of the team will receive 1 point, don't, they'll be haunted by dreams of the story behind his
as if they were under the influence of the invocation. birth the next night. Depending on the preferences and
endurance of your group, you can choose either a curse cast
by the betrayed wife-witch from the village they are going
to, or the cruelty of an old miller to his stepdaughter. The
heroes do not have to do anything with this information and
treat it as a typical event for the Witcher world, but they
also have the opportunity to get involved and punish the
guilty.

3 Fresh soil will begin to move and dig out of it


choking and gasping young man. He will call for help.
Without her, he can't get out of his grave. If PC pulls him
out of the ground, he tells him that he is the son of a
merchant. A competitor got him in the hand of the daughter
of a local nobleman with a band of thugs, he severely
wounded and threw him into a shallow grave. The boy,
however, survived (he actually has a healing wound on his
chest, below his heart), and as soon as he regained
consciousness, he began to dig up. A light magical aura
emanates from him, perhaps explaining this extraordinary
regeneration. In any case, PC will receive an offer to escort
Freshly Dug Up Soil at the Crossroads the weakened digger to his father's house, where they will
Roll 1d6 and read the result from this table, or choose one be rewarded. However, when they reach their destination,
of the ideas. If you draw, uncheck the used Witcher bingo they will discover the truth: the boy disappeared twenty
idea! years ago, his father's estate fell into ruin, and his beloved
married the killer. The magic of their daughter, who is
1 Under the layer of fresh earth there is a box awaiting an unwanted marriage, brought him back to life.
filled with valuables. There is little money in it (about 200
crowns), but it contains unique necklaces, earrings and 4 In the ground there is an open box with a
rings, clearly made to order. They are worth around 5000 broken ancient seal. In the box, a broken corner of some
crowns. The Witcher Medallion or Magic Education will precious figurine. Suddenly PC will hear a heartbeat. No
detect the delicate aura of protective magic around one of more than a hundred meters from them, a galloping gallop
them. Among the valuables is the signet ring of the local sits on the back of which sits a naked young woman
knightly family (Education Test on DC 10), needed to seal holding the rest of the figurine in her hand and screaming
documents. There is no doubt that selling these items in the for revenge on the Black (her name is Godgif and she is the
area is out of the question (the characters will then be daughter of the murdered Lord Etelrad). They will head
arrested, and if they run away, they will be hunted by the towards the nearest town occupied by Nilfgaard. After the
armed). The heroes can try to remove items from the Monster Knowledge Test, Witcher training or Magic
region, but until they do, at the beginning of each session Education at DC 10 for PC it will become clear that the girl
the person taking care of the box must perform the FARTA will not be able to control the monster unless parts of the
Test on DC 14. If he fails, someone will see the box or figure are connected. It won't be easy as long as it is on the
armed persons appear. If bad luck comes, a Nilfgaardian back of a raging monster.
44

5 In a shallow grave lies a buried young vampire 1 The settlement was just devastated. You can
who hid from the light of day. He is ready to reward those see fresh blood on the walls and walls of buildings. Fresh
who will carry him in the shade to a safer shelter. The corpses of peasants dangle on the branches of trees, several
attacker will of course defend himself. Use the katakana bodies are also piled behind one of the larger cottages.
coefficients for it from page 296 of the basic manual. Everything valuable has been looted. There are no women
or children among those killed. The Survival Art Test on
6 Someone buried a family here: a man in his DC 14 will reveal the tracks of five mounted and about a
forties embracing affectionately a woman of a similar dozen prisoners. Interestingly, the group quickly left the
age and two children in their early teens. Everyone has trail and set off along a narrower path towards the nearby
sword marks, but their clothing has been mended, their hair mountain. Who knows, maybe it would be possible to catch
combed, and their bodies arranged with great tenderness. bandits or bandits, save the kidnapped, or at least take over
The Survival Art Test on DC 10 will show the trail that will the spoils.
lead PC to the shore of a nearby stream. A 16-year-old girl
sits there embracing her knees. If they come quietly they 2 The village looks freshly abandoned. Some
will see that she is very sad. When he hears them, however, chimneys still smoke. However, the huts are empty. The
he jumps up with a sword in his hand. She buried the dead: peasants, by the old custom, fled to the forest at the sight of
her father, mother and siblings. They traveled together on the approaching armed men. There are reasons for this, as
business. The death of her family is guilty of the team's PC will soon find out. A quarter of an hour after them a
nemesis (or the enemy of one of the heroes), so she can band of bandits will enter, demanding a "tribute" due to
become a valuable ally. For now, the girl is young and them. This gang badly refuses denial and doesn't like
inexperienced, but she learns quickly and she is not lacking change. Of course, PC can give back goods belonging to
in determination. peasants, but they owe them something. Fighting soldiers
or helping local people prepare defense against future
attacks is of course also an option.

3 The village looks abandoned for a long time.


Has only one resident who occupies the best kept, but not
the largest, cottage. He doesn't want to leave PC and
responds from the inside - he doesn't seem to feel safe. He
claims that other residents of the settlement were killed by
the Nilfgaardians, and he "was lucky." If PC is interested in
him, they'll find an imperial soldier's helmet in his garden,
and in the attic a whole collection of children's toys.
Monster Knowledge, Witcher Training and Magic
Education (PT 14) reveal some small details in the hut
suggesting that the owner is a mystic or even supernatural
being. In fact, he is a higher vampire, but he is not
responsible for the deaths of the inhabitants. On the
contrary, she angered him enough to hunt Nilfgaardian
soldiers now to avenge the dead, especially the children. He
can go to work with the team to destroy the nearby black
wooden fort. If PC decided to fight against him, use the
katakana coefficients (basic textbook, p. 296), increasing
his EMOTIONS by 2, allowing him to communicate with
speech and change to a fully human character
(transformation requires Action).

4 The settlement is filled with a sinister aura. In


its center, in the center of the square, is a pile of skulls. In
Abandoned Village___________________ huts (one on PC) there are only a few fantas (we suggest:
two everyday and one bizarre), and agricultural tools (ax,
Roll 1d6 and read the result from this table, or choose one scythe, flail ...). If PC decide to spend the night here, they
of the ideas. If you draw, uncheck the used Witcher bingo will find that the village is haunted (according to the curse
idea! description from p. 237 - there are 1d6 spectra on every two
PCs). The team can fight them, but also remove the curse.
It is enough to bury the skulls in a mass grave near the
forest, where the bodies went. If this succeeds, and PC
showed proper respect for the deceased, there may appear a
45

ghost of a young girl who will lead the team to a cache, in The Glade Covered with Blood
which several silver dishes and jewelry are hidden.
Roll 1d6 and read the result from this table, or choose one
5 In the middle of the village sits a griffin. He of the ideas. If you draw, uncheck the used Witcher bingo
behaves strangely: he doesn't attack (unless the heroes start idea!
first), he looks at the team curiously and greets them with
screams. If PC looks at him, they will notice a collar
around his neck (anyone who has knowledge of monsters
will know that griffins are unlikely to tame). Magic 1 There are clear signs of combat in the
education and The Witcher training (PT 14) will determine clearing. Two burial mounds were built at its opposite end.
that the village has recently fought with magic. The A young slim girl in a bloodied brigantine kneels in front of
Vigilance Test or the Survival Art Test on DC 12 will one of them. After a moment of contemplation or if he
reveal that the inhabitants of the settlement were driven the hears PC, he will rise and slightly staggering, he will move
day before the trail in the direction where PC is headed. towards the road. He's leaning on his sword in his scabbard
Gryf will try to lead the team in this direction, behaving (a trained eye will notice that it's an elven messer). The girl
like a dog who tracked down something. The Education is hurt but determined. She is ready to fight PC, but if they
Test on DC 14 will also allow you to find the charred offer her help, he will gladly accept her. Her name is Ada.
symbol of Nilfgaardian Mage Hunters. The griffin belongs Suffers from a Critical Wound Broken Ribs. When asked
to the sorceress Monique of Episco, who was captured by about the appearance of the clearing, she would explain that
the imperial services and bound in dimerite shackles. The there was a clash between the local Scoia'tael commando
villagers were detained as witnesses, but Blacks intend to and the mercenary unit she belonged to. Nobody gave
sell them into slavery. If PC helps the sorceress, they can pardon and only she survived. She buried the fallen and
gain a powerful ally. was about to head toward a nearby town for payment.
However, there are several gaps in her story. You can't see
6 The village only seemingly seems abandoned. horses or a mercenary cart anywhere. An attentive observer
All because the huts are neglected and there is no smoke (Vigilance or Empathy test on DC 18) will also notice that
coming out of the chimneys. However, someone works in the girl has some elven qualities - she is at least a quarters.
the fields and he chooses water from the well. From a Was she lying and trying to start a new life claiming to be a
distance, it looks like they are children in too large robes mercenary, or was her unit one of the more tolerant of non-
after their older siblings (you can also use the war orphan humans? In the event of a fight, use the bandit leader
village as a germ of adventure). As PC approaches, it is statistics for Ada, but remember about her equipment and
clear that they are a settlement of people dressed as wounds.
nekkers. The ogre tribe took the abandoned village and tries
to take over the roles of former residents. Their leader says 2 Something is moving on the other side of the
broken common, he is called "Sultis" and claims that the clearing. A man in a tattered coat is crawling toward the
local knight agreed to their settlement, as long as they tree line. The wizard or witcher (thanks to the medallion)
fulfill their peasant obligations. Monster Settlement, will quickly sense the magic beating from him. On closer
however, is at least a controversial idea. examination, it will turn out that he has an open fracture of
the leg. He uses strong healing magic, which, however,
cannot stop the bleeding. All the snow covering the
clearing belongs to him alone. If PC approaches, the man
turns a scratched bloody face toward them and says in a
hoarse voice, "Run!" And he will lose consciousness. Of
course, you can choose various threats that the unlucky
magician escapes by matching them to your team. We
suggest, however, that it was a golem who was given an
incorrectly formulated order.

3 In the clearing lies a dead horse with many


stab wounds. Blood must have spurted from it in all
directions. A bit further, under a large oak, sits a thoughtful
bearded gray-haired man in a linen robe tied with string. He
smears something with a bloody hand on the barked part of
the trunk. He won't pay attention to PC unless they talk to
him. Then he will say his name is Abacus and he is a
soothsayer. This sacrifice was needed to predict the future.
I want to know the result of the coming war. He also offers
to return heroes, for a small fee, from the horse's gut as
soon as he finishes his work. You can use this to give
46

players clues about an upcoming adventure or puzzle that the mutant they have Accuracy -3, but for him they are
they can't solve. If they decide to attack Abacus treated as krigsverdy). PC can, of course, give him peace
preventively, he has the coefficient of the wizard from and withdraw, get a commission for him (for a monster that
Bestiary, but change his spells to the druid's invocations kills people in the forest, there are 500 crowns at the head
(we suggest all novices' invocations). of the nearest settlement), but also take the opportunity and
attack. The Beetle has the same coefficients as the
4 Each PC enters the clearing must either werewolf from the basic textbook, but without any of its
perform the Magic Breaking test on DC 16, or have a Sensitivity or Force or special abilities. Killing him will not
bleeding effect. However, it is not normal and blood flows be easy, and he may also get PC involved in a conflict with
through the eyes, nostrils and ears and flies towards the the wizard who created him.
center of the clearing. The same goes for animals, and if
you look at them, most of the blood comes from them.
Maybe even a bird flying just over the clearing bled in
flight. If PC lose at least 10 VPs, the spill here will gather
in the middle of the clearing and form into something like a
cocoon or egg from a gore (the bleeding effect will cease if
it has not been stopped before). It breaks with an
unpleasant click. A young girl, twenty years old, with
milky white skin and blood-red hair will emerge from its
interior. She is naked, lost and dazed. Talked, she will
speak in Elder Speech and ask for help. However, she
doesn't look like an elf. He says he doesn't remember much
and doesn't know how she got here. PC can escape, but also
try to uncover the secret behind its appearance. One thing is
certain: due to the circumstances of her arrival, attacking a
girl requires passing the Courage test on DC 20.

5 There is slaughter of oxen in the clearing (so


far two). You can see that this is not going very well,
because only three people do it: a stout balding middle-
aged man and two young farm workers (one is currently
guarding the slaughtered animal, the other is holding the
rest of the herd). It looks like the task has outgrown this
group. When men notice PC, they will start to panic, and
this mood will spread to the animals. If the heroes don't
react quickly, they'll have to run away from ten terrified
animals. However, if they calm everyone down and help
them control their oxen, they can count on work. In a
nearby town, the butchers' guild has imposed prohibitive
prices on the slaughter of cattle, explains Bertrand, leader
of the group. This forced the buyer to not legally binding
animals in a forest glade if he wanted to sell them during
the fair tomorrow. He will offer PC 100 crowns from the
head for a day's work at knocking out his flock and twice as
much if they decide to go with him to the town and protect
him from butchers. He won't just mention that a dozen oxen
are being stolen.

6 In the middle of the clearing lies a pile of


untrained heads, on which a group of ravens feeds. The
remains of half a dozen woodcutters are also scattered
around. Further from the forest you can hear some noises.
If PC follow this rather fresh trail, they will find above the
stream of the washing up grotesque mutant: a muscular
humpback skin with gray skin and a contorted face (due to
the situation he has a penalty of -5 for Vigilance Tests, so
you can come and surprise him). On the edge are two
strange and very heavy curved blades (for everyone except
It Happened At Belleteyn
By: Jakub Zapała
48

It Happened at Belleteyn
By: Jakub Zapała

The night of April 30 to May 1 is of special importance in the Witcher world. This is a feast of flourishing, in Elder Speech by
Belleteyn. A night of joy, frolic, oblivion and magic. Everywhere on the continent there are great fires and people enjoy the
first night of the summer season. In this material we will provide you with a few, slightly lighter than usual, ideas for short
adventures during Belleteyn, which you can incorporate into an ongoing campaign or extend to a full adventure. Roll 1d6 and
see what the holiday will bring you!

1 Birthday of the sorceress. The town visited by recognized us first - who the enemies, who the friends ...".
the team is filled with a strange fever at dusk. Residents Meanwhile, more people join the procession.
hang out on the streets, start dancing, singing and picking 4 Magic Night. Belleteyn's full moon rose into it.
clothes. At first, this applies to simple people, usually Usually the Blooming Night is full of magic, but this time
oppressed and withdrawn: you can see shy servants, a poor the power flowing through the world has become even
writer, poor workers, a widower kept under the shoe by his more intense. The air vibrates from her. Vicious sparkles
late wife and a young cleric. After several minutes, more and spectral moths fill the night with glare. That night, all
people fall into the streets and join the increasingly cheerful magic effects, regardless of spells, invocations, signs,
crowd. The next minutes pass and PC also have to test rituals or curses, have doubled power, but regardless of the
WOLA on DC 8 because they themselves feel the growing result, they also force a throw on the unlucky effects table
desire to join in the fun. Each time the city clock strikes on page 171 of the basic manual. Magic is wild and
another quarter of an hour, the DC test increases by 2, unpredictable, but even the greatest miracles can be done.
which causes more and more people to feel the mood. The If you do not have such ideas or an urgent need, it is said
fun gets more and more promiscuous when the clothes fall that on such rare nights on the island of Yaruga appears the
and the couples start to sway in the corners. On the clock tower of the mad wizard Albus Gray-tooth. He usually lets
tower, protruding legs behind the balustrade, sits a two groups into his doorstep and punishes them to compete
sorceress and sips wine from a decorative cup. It's her for his grace. It has enough power to fulfill every wish on
birthday after all, so everyone should have fun - whether magic night.
they like it or not. 5 White Flame. At midnight during Belleteyn,
2 Baptism of fire. The head of the village, in when everyone is playing the best, some dancing around
which the team was in the vicinity of Belleteyn, asks the the fire, others drinking at the benches, and others in pairs
visitors to be witnesses at baptism and guests at the festive (or in larger groups) in the bushes, suddenly a powerful
feast. He asks, urges and refers to an ancient custom. It is wind rises. It seems to be blowing towards the largest of the
hard to refuse him. The day before the ceremony, however, fires. Suddenly all the flames, natural or magical, and all
you can see some disturbing things. It seems that three the heat from the area begins to run towards him. Each PC
teenagers will be baptized: two girls and a boy. One of the must pass a Break of Magic test on DC 12 or receive a
youngsters is confident, but the other two look scared. The frozen effect. The bonfire slowly changes color until it
bonfire prepared by the locals resembles a disturbing pile: burns with a completely white flame. Suddenly, after 3
it has stairs on both sides and a platform in the middle. Rounds from the break of the unnatural wind, a beam of
Maybe a fisherman who lives outside the settlement and fire shoots into the sky and the glow fills the area. Who in
whose face and hands mark burns will be able to tell the this situation does not pass the test of breaking magic or
group about how fanatical followers of Holy Fire are the Stamina on DC 12 receives a blinded effect. For the locals,
locals and why they value the virtue of chastity so highly ... this is too much and they spread to all sides. In the weak
3 Pageant. At dusk, a dancing group approaches glow of the incandescent woods, a straightened figure can
where the team joined Belleteyn's celebration. You can be seen in the center of the fire. He is a young man with
hear the singing, laughter and sounds of pipes from afar. It slightly shiny white hair like the brightest flame and
is a procession of elves of both sexes, mostly naked or half- reddish, sunburned skin. He will speak in Elder Speech and
naked, dancing and joyful. They carry yellow flowers and ask for help. In fact, she only repeats "I have to find her".
who they give them, joins the dance himself. However, the He doesn't look like an elf, and his accent is strange. He
Test of Education (or similar ability) on DC 14 will show claims that he doesn't remember much except that he has to
that these elves are slimmer and paler than ordinary Aen find someone, apparently a woman. PC can escape, but also
Sidhe. Their songs were also arranged in the archaic dialect try to uncover the secret behind its appearance. One thing is
of Elder Speech. Experts recognize disturbing repetitive certain: due to the circumstances of arrival, attacking a
words: "Who first went ahead, who set the first goal, who young man requires passing the Courage test on DC 20.
49

6 A friend of my friend. One of the teammates of matched to PC preferences). The other person will wake up
one of the team members invites them to the festival at about the same time and come to a moment of intense
Belleteyn to his family settlement. The fun is great. You consternation - the enemy is as surprised / surprised as PC!
can talk, exchange gossip, eat, drink and laugh. On this Him or her was also invited by the same Ally with whom
holiday, the horror of war and the dangers of the Continent they have long been friends. What's worse, his or her
seem to be only distant memories. The ally will also entourage is also here. Worst of all, it is a house completely
provide the team with important information that will help unknown to PC and Enemy, and their clothes, equipment
them deal with the forces hostile to their primary mission. and weapons have disappeared somewhere (specifically,
On this occasion, I will offer everyone very strong and they abandoned them under the fence two buildings
sweet mead of my own production. Everyone is partying earlier). The enemy proposes a temporary truce for the time
until late at night until they finally fall into blissful of escaping from this embarrassing situation - what needs
ignorance. In the morning, one of PC (preferably the one to be done before the rest of the team encounters the enemy
with the lowest WOLA or the highest licentiousness) wakes retinue and there is an unnecessary and total embarrassing
up in bed naked alongside an equally undressed to the broth bloodshed. If everything goes well, the enemy's heart may
of an enemy character (not necessarily the same) or soften ...
someone from the opponents of the team (of course, gender
The Beast of Urialli

Text: Adrian Gojdź


Correction: Jakub Zapała
Composition: Jakub Zapała
Illustrations: Adrian Gojdź
Cover illustration: Anita Nowicka
With a dedication to Quorn, whose adventures inspired him to write this script.
51

Introduction
The Witcher world is full of touching stories, full of heroism, with a happy ending. Stories told by the bards and
poets of all the countries of the Continent. This story, which we offer to the Game Master to tell, however, will not
be. This scenario is serious, the climate is difficult and even the best choices made by players may not be
associated with complete satisfaction. But that's how it is in this universe ...

Warning: The scenario is for adults only. Described History summary____________________


scenes and events contain particularly gruesome
elements or have a very harsh climate. We advise The adventure begins even on a rough sea, on a ship that
against inexperienced or sensitive players. was supposed to lead the heroes to a new home, and turned
out to be another trap during a raging storm. The ship
crashes against the rocks of the Skellige Islands. Player
characters, as the only survivors, wake up on the beach of
Preparation for the game______________ one of the islands - An Skellig.
The scenario is designed for several players, it works in Soaked and exhausted, they head to the only place in the
small teams (3-4 people) and larger teams (6-7 people). area that seems to save them from inevitable death from
You do not need anything more than the knowledge of the cold and hunger - the village of Urialla. However, the
rules of the basic manual, a few cubes and character cards. inhabitants do not welcome them warmly. Although they
Of course, nothing prevents you from diversifying your do not keep them outside like animals and allow them to
sessions with a few small things. We recommend the Game warm themselves by the fire, everyone deliberates on what
Master to prepare a climatic music that suits him and the to do with unwanted newcomers. Depending on their
players, which will add emotion during the game itself. persuasion and arguments, PC can convince the residents
The Beast of Urialli is a script for both new characters and enough to let them stay in the village. There are never too
those who already have several adventures behind them. As many hands to work in the harsh conditions of Skellige. In
we mentioned earlier, it is important for players to be a bit the worst case, they will allow the heroes to spend the night
knocked together. We do not recommend starting the RPG and regain their strength so that they can then look
adventure with this scenario. The players' characters elsewhere for happiness.
themselves may already know each other or may be alien to
each other, knowing each other only by sight from the last However, before the characters of the players could
days of travel. Both accounts will open up many breathe, fate prepared them for more trouble. When the
opportunities to develop the story. heroes are escorted to one of the huts, which was supposed
At the beginning we will describe where the whole to be their place of accommodation, they are the worlds of
adventure begins. the macabre murder scene that took place in one of the
farms in the village. A monster brutally murdered an entire
island family. The inhabitants of Uriallia will immediately
From here, a person who has taken on the role of Game shout that the heroes brought bad luck to their settlement.
Master can read on. Players, however, should not read They will not be able to get away from it and the
the following pages so as not to spoil their fun. From inhabitants will force them to turn the curse, find and kill
now on, we only turn to the Game Master. the monster.

When the investigation starts, the heroes will discover that


Origin from Skellige they are not dealing with a regular monster at all. The
In this type of frame we will present additional footsteps are very strange, at first they do not give a clear
story features or minor story changes, if it turns out message of what motives guided the beast. On the walls of
that one or more of the Player characters will come the hut there are strange paintings painted with the blood of
from Skellige. Some of the information may also victims. Signs of indoor fighting also raise doubts among
have characters from other places, but for some the more perceptive. The case drags on and the trail breaks
reason they know the culture of the island people off.
well.
When the second night falls since the arrival of heroes, the
attack resumes. This time the murder is even more
gruesome, but less than one family living in one of the huts
is killed. He experiences a husband and father of a
52

murdered family, who falls into despair and devotes his life few of them are now in the sea, there is enough
to ghosts to carry out revenge. space in the marina to moor several ships.

This time there are more traces. The clues point to a long- 2. The Long House - a meeting place for the
neglected tale of a creature from the fjords. The tale that the whole village to celebrate holidays or important
children were frightened turns out to be true. In the caves events. This is where jarl convenes his people,
on the steep bank of the island lives a creature who this is where the residents celebrate, settle
committed killings. The heroes can deal with the mascara disputes and make the most important decisions.
in a difficult battle or ... discover the truth and the one who There is always a fire here, watched by priestess
has manipulated a half-feral beast into a man to help in his Freyji or one of the inhabitants.
own terrible motives. Will they free Urialla's village from a
real monster? What choice will they make? 3. Jarl's house - looks like the richest building in
the settlement. It is made of stone, stands on a
Fugitives from the South______________ cliff above the main square and is an ideal place
to admire the sea, ships in the marina and the
We decided to offer the Game Master and Players another Freyja monument being built.
alternative version of the beginning of this story. In the
previous Black Gold scenario, the heroes are Nilfgaardians 4. House of the Sven family - located right on
or somehow connected with the Empire. This adventure the beach and marina. Next to the house are two
can be a continuation of that story, especially in cases fishing boats stretched ashore and stretched nets.
where the heroes failed to fulfill the mission entrusted to 5. Hunter's cottage - located on the outskirts of
them by the Emperor. They will probably become outlaws the village, next to the forest surrounding it. The
and there is a good reason to flee by boat all the way to bypass is guarded by a large dog, especially bitter
Skellige. The second option is also a short scenario in the absence of its owner. Inside you can find a
between the first and second adventure. When the heroes really large collection of fur, antlers and animal
returned after successful negotiations with Mahakam, skulls.
something could happen along the way that caused them to
have to flee as far as possible from the Empire. Areas under 6. House of priestess Freyji - also located on a
war and close to them give many opportunities for bad luck cliff above the rest of the village. There is a large
to work. There is also a third version that can be garden with herbs and vegetables next to it, and
introduced. Perhaps the characters of the players after right next to it a small Freyji shrine.
successful negotiations with the dwarves have gained in the
eyes of Nilfbergers so much that they were assigned the 7. House of boatbuilder Amundi - the cabin of
next mission, much more important than the previous one. the best boatbuilder in Urialli, immediately
Maybe they were supposed to negotiate with islanders, or connected to his workshop. Locals laugh that this
maybe kill an important leader who especially hunted for place is even noisier than the Long House during
Black ships. Maybe they were also spying or interrupting feasts. Even late in the evening, this craftsman's
intelligence from the North. The fact is that the storm and work sounds. Residents have already got used to
throwing them by the sea waves to the beach significantly it.
thwarted these plans.
8. The home of the Runolf family - the cottage
of the most respected family, which is known in
Village of Urialla_____________________
the village for piracy and obtaining loot on
Urialla, a settlement on the island of An Skellig, is neither foreign ships.
an ordinary fishing village nor the seat of one of the more
9. House of the Gorma family - the home of
powerful jarls. She is famous for one of the best
another family known for piracy attacks. Slightly
boatbuilders on the heaps, and her excellent ships and
smaller, because the head of the family took the
successful plundering trips have allowed her to prosper. It
rake of Nilfborg vessels only, leaving the rest
is not the main settlement on An Skellig, but it is not far
alone.
behind.
10. Main square - a central place in the village,
Below we have described important places in the village
where residents gather during the day to relax,
and its most important inhabitants.
organize themselves before sailing out, or praise
1. Harbor - already visible from far away from the loot they have gained. In the very middle
the land through the masts of ships moored in it. there is the unfinished Freyji monument and
These are typical island boats, ideal for scaffolding around it.
plundering trips, but also smaller fishing boats. A
53

11. Old Oswald's household - The home of the taking care of those who are less lucky so that they can
oldest resident of the village of Urialla. The host return to their families on the island. She is also a herbalist
lives alone and is no longer at full strength, thus and midwife here. He loves cats.
the cottage does not look good anymore. The
planks of the walls are old and in several places Amundi Hallasson - The best boatbuilder in the village
the holes are clogged with rags. The bypass is not and who knows if the best on the islands. Workaholic. Day
cleaned and the garden is overgrown with weeds. and night working on new boats. Although it rarely affects
them, it is treated with respect almost equal to jarl. It has
12. Road to Ostry Brzeg - main road coming out the largest house and workshop in the village, right on the
of the village. A little further, it crosses the road water next to the marina.
that leads to the other side of the island to the
main settlement of An Skellig. Along the way, Runolf Styrsson - The strongest man in the settlement and
however, it has a branch that leads to high rocky also the captain of the currently most outstanding crew. It
cliffs (other than those on the beach, where the invades everyone and robs as much as possible, considering
adventure begins), which residents prefer not to it an island tradition. He doesn't like people from the
venture. Continent, seeing them as mollusks who are not fit to live
in harsh Skellige conditions. Jarl's best friend.
Jarl Diarf Ottarsson - A formidable islander and the most
efficient warrior in the whole village. However, it owes its Gorm the Elder - Gorm, his three sons and two daughters
position to numerous successful trips against Nilfgaardian do not give in to their plundering efforts of Runolf's crew,
ships. He is not reluctant to foreign visitors, but he counts but they profoundly hate only Nilfgaard. Although they are
on the opinion of his people who no longer share such known as skilled warriors, they do have a lot more cold
enthusiasm. blood in their veins and do not act as hastily as most of the
village's inhabitants.
Artur Martias - A tall and thin artist from the Continent
who came to the islands from Toussaint. Asked how he got Old Oswald - The oldest resident of Urialli. He knows
this far from home, he would answer that he travels the everyone since he was a child and knows about them as
world in search of inspiration and wants to share his art much as their own parents. However, he is already very old
with as many people and Elderly Races as possible. and mainly rests by the fire in a long House, where he is
Somehow, the islanders liked him and treat him as their looked after by the youngest of the kids who are not yet
own. He creates the Freyja statue for them in the square. sailing on boats.

Sven Thordsson and his wife Dalla - Marriage engaged in Of course, as a Game Master, you can add even more
fishing on a daily basis, in which their three children inhabitants, including significant characters, as well as
mainly support. As the only ones, apart from Old Oswald, those that will be related to the personal threads of the
they do not participate in expeditions of village warriors. players' heroes, if it makes sense in the story.
Of all of them, the inhabitants will be most friendly to
We give further two sets of statistics: for "civilian"
Heroes.
villagers and warriors. For more important Urialli
Tobald Hunter - The local hunter and hunter. A loner who characters, they would have to be slightly modified. For
prefers the company of animals. He spends most of his time each person named above, select one of the sets of
in the woods around the settlement. Of course, he knows coefficients, then choose two or three abilities that you
the area best of all. think suit them best, and raise them by +2 more. In case
you want to add an ability that is not in the table, simply
Anja, priestess of Freya - A young and beautiful woman replace any of this list.
with a strong character. He is not afraid of sailing on boats,
54

VILLAGER
Skills INT 3 HP 20 Abilities Loot
Athletics +4 REF 3 STA 20 Normal Human Abilities Mundane Items
Brawling +2 DEX 3 RESOLVE 15 (1d6/2)
Awareness +6 BODY 5 STUN 4 Crowns (1d10)
Strength +2 SPD 4 REC 4
EMP 3 RUN 12 Armour
Resist Coercion
+5 CRA 5 LEAP 2 0
Courage +3 WILL 4 ENC 50
LUCK 0 Vulnerabilities
Crafting +1 VIGOR 0
Swordsmanship Hanged Man’s Venom
+3
Survival +4 Weapons
Endurance +4 Name Damage Effects ROF
Dodge/Escape +4 Fist 1d6 N/A 1
Sailing +6 Kick 1d6 + 4 N/A 1
Kord 5d6 N/A 1

Warriors of Skellige
Skills INT 3 HP 30 Abilities Loot
Athletics +4 REF 5 STA 30 Normal Human Abilities Hindarsfjall
Brawling +5 DEX 5 RESOLVE 20 Armour (SP 25, EV
Melee +5 BODY 6 STUN 6 3)
SPD 5 REC 6 Berserker’s Ax
Awareness +3
EMP 3 RUN 15 Armour Mundane Items
Strength +2 (1d6/2)
Resist Coercion CRA 2 LEAP 3 25
Crowns (1d10)
+5 WILL 6 ENC 60
Human LUCK 0 VIGOR 0
Perception +2 Vulnerabilities
Courage +5 Hanged Man’s Venom
Survival +2
Endurance +4
Weapons
Dodge/Escape +5
Name Damage Effects ROF
Sailing +6
Fist 1d6 N/A 1
Kick 1d6 + 4 N/A 1
Berserker's Ax 6d6 N/A 1
55
56

Chapter I: Not a Nice Welcome

You can start this scenario on the beach, but it would be


good to present some PC travel context. The whole When you went out to sea, the weather was beautiful, as if
adventure can begin when they get on a ship to take them to deny the terrible news from the front of the war.
out of a war-torn continent. On it they will have a However, it changed quickly. Every day a different wind
moment to read and establish relationships. Only then blew through the ship, the sailors walked nervously, and
will the time for storm scenes come. You can also start the captain stared skyward all day. And finally the storm
with a really hard blow: fight the elements for survival at felt by everyone. It was a terrible storm ... Your ship was
sea. In any case, the night storm is really powerful and good, but each ship has its limits. A powerful wind broke
the ship, though good, had no chance with it. Crashes his masts, furious waves damaged the helm. With the last
against rocks in Skellige waters. Few crew members and breath, the ship brought you near the Skellige Islands, but
passengers manage to catch something drifting and hope there it surrendered to the power of nature. The currents
that the currents will throw them closer to the mainland. carried him to the rocks, and the waves turned him upside
This also happens. The wind and waves push all the down. The ship sank and only a few survived. With the last
ship's remains towards An Skellig. of your strength, with great luck, you managed to catch
something on the surface: boards, barrels or a fragment of
Below we have written the text that you can quote at the a boat. It saved your life, but you had to fight nature until
beginning of the adventure. This is just a suggestion. Of the very end. The currents carried you further towards the
course, you can also use your own words. nearest of the islands. They washed ashore and left there.
You are soaked, cold and exhausted. With the last of your
This journey was to be the beginning of a new life for you. strength, you crawl out of the place away from the water
Everything went wrong ... and then fall unconscious.
57

The next morning, the players' heroes wake up on the do so, so they sent a few men to check what was useful to
beach. Soaked, sore and cold are the only survivors of the recover from a crashed ship. They will not be surprised by
ship. The beach is pebbly and located between high rock the sight of living people, nor will they be disgusted by the
cliffs, which are constantly hit by sea waves. Familiar with sight of corpses. The group will stop at the top of the cliff,
sailing, they will easily know that the currents are strong next to the path upstairs.
here. Because of this, they came to this place before they
drowned or died of hypothermia drifting on water. Others There will be three villagers plus one warrior for each
will thank fate for luck in misfortune. Player Hero. They won't be hostile, but they won't be too
friendly either. They treat survivors as the next victims of
When the heroes shake off the first shock (they can also fate, the more so when they know that they are people from
wake up and help each other in order), describe them more the Continent. These islanders consider other nations to be
precisely where they found themselves. As already mollusks who would not survive in difficult Skellige
mentioned above, it is a rocky beach surrounded by cliffs, conditions. Regardless of the situation, they will take the
with only one possible way out - along a fairly steep path, castaways to the village, because that's what good morals
or rather a gutter carved by rainwater in a rocky break. are. There they will decide what to do with them. Two of
Apart from them, the sea also threw out many fragments of the residents will stay on the beach to search her
the ship and numerous objects. They are mainly rubbish thoroughly. The others will help the Heroes climb the path
that can no longer be used, but there is a chance to find to the cliff without scoffing.
something useful among them. There are also several
corpses of people who were less fortunate than the Players may want to improve their relationship with
characters of the players. islanders. Let them try differently. The tests will depend on
the ways players choose. For example, if they want to
At this point you have a choice: you can take all the items influence them with Persuasion, DC for this ability will be
from your equipment except the clothes. However, we 14, just like for Empathy, Obience or Charm. The more
suggest that each player choose one or two items from his peaceful the players are, the better they will do in the
inventory, which he managed to keep with him somehow. future. Aggressive behavior will not help them. All
It can be a weapon, gold or some other important item. demonstrations of strength or fitness (if one of them tries in
When players become interested in what the sea has such a state) will have DC 18, but they will bring a much
washed ashore, let them openly test the Vigilance or the better effect.
Survival Arts. Depending on the result, among the garbage
lying on the beach and fragments of the ship they will find Family pages
something else:
If one of the characters is from Skellige or
• Result of 10 and above - the characters manage to knows these pages well for some reason, you
find one of their other items in the inventory in can describe its more details from the very
good, undamaged condition; beginning. Perhaps he learns about the island
• Result 14 and above - the character finds all his and the place where they are. He can also
equipment - in different places and in a different assess much better which way to go and how
state, according to your will, but generally to deal with the island. If the hero was born
functional and usable; on the islands, during the first meeting with
• Result 18 and above - the hero manages to find the inhabitants of Urialli it will matter which
not only his equipment, but also money, an item Skelligian clan he belongs to. If this is a
or two belonging to another crew member and Tuirseach friendly clan, players will find it
passengers of the ship. This could be part of the much easier to convince islanders, and the
player's inventory of the less successful roll or island hero will be received almost like his
one of the other characters on the ship. own. And if it comes from a clan they dislike
... well, players will have a hill climb from the
beginning. Depending on the situation, you
Once the heroes have brought about as such order and start can increase or decrease the difficulty of the
looking for a way out of this place, let them carry out the respective rolls by +2 or -2.
Vigilance test. The figure with the highest score first hears
the steps of several people approaching somewhere from
above, from the top of the high bank. They are the
inhabitants of the village of Urialla, located quite close to
this place, who found the remains of a crashed ship in their
harbor. They know the currents around the island and that
this is where they can expect survivors or more things
washed ashore. The night storm created the opportunity to
58

After several minutes of walking, the heroes are led to the The inhabitants will immediately begin to argue about it in
village of Urialla. It's quite a big settlement for Skellige. At the usual way among islanders: stormy, with a lot of
the border, the shipwrecked people will be greeted by the threats, alcohol and possible fights. Part of the settlement
curious gazes of the locals and will be pointed at the will want to allow player characters to settle here. They
children running around. Life in the village goes on with a will be primarily calmer residents, such as boatbuilder
calm, everyday rhythm. Some repair damage after a storm, Amundi and Sven Thordsson with his wife. In turn, those
others are already preparing boats or nets before sailing. primarily engaged in piracy (including the families of
The heroes were brought along a cliff, looking down they Gorm Elder and Runolf Styrsson) will strongly oppose
will see the marina and the main square with the monument leaving stray here. Jarl will remain neutral, listening to the
being built on it. However, they will pass these places and, arguments of both parties. However, players will find
without going down, will be directed to the largest building another ally for themselves if they want to stay in the
in the settlement - the Long House. There they will be settlement. Artur Martias - sculptor, who creates the Freyja
greeted by the warmth of constantly burning fire and Old monument in the square, will put in a good word for them.
Oswald with the priestess Freyji. A young girl helping them He is a man from the Continent, which somehow the whole
is just collecting bowls after breakfast. The characters will village likes. His favor will be significant in the eyes of
be offered a place by the fire and something warm to drink Jarl. The artist will also be happy to talk to the characters.
or eat. If they want, they will also have a moment to ask
Oswald and Anje about the village and its inhabitants. They Here is the moment for any attempts by players to join the
will not be allowed to go out (they will be accompanied by discussion. Let them have various arguments and actions
a guard who will stay at the door of the Long House). One depending on their ideas. It is up to you to decide how
of the other residents at this time will go to notify Jarl and successful or not tests will affect the whole matter and how
he will come to greet the characters of the players, you will conduct them. There are really many possibilities
informing them that they can stay in the village until here and we do not want to limit the ingenuity of the
tomorrow and regain strength. In the evening, the entire players. Here, previous trials and situations from the beach
settlement will gather here and decide what to do with the on which the sea has thrown out the Heroes will also be
survivors. By this time they may also be looking for other relevant.
survivors. Jarl will not be negative about people from the
The whole deliberation will probably end in one of two
Continent, but he has to reckon with the opinions of his
options: either PC will be accepted by the village and will
people, so he will not promise anything until the whole
be given accommodation until they get back on their feet,
settlement is consulted. Players may want to leave the
or they will be able to leave (or be forced to do it) the next
village immediately and not cause trouble for the residents.
morning in any direction they choose. On this night they
Diarf Ottarsson will not stop them by force, but he will
will also get accommodation in a village at one of the
suggest that they wait. The island is not safe for travelers
residents.
unfamiliar with it, and other settlements do not have to be
so hospitable. It may also turn out that they will benefit
from staying here. If any of the players reveals that they
were looking for a new home when fleeing the war, Jarl
would particularly emphasize it.

If PC decide to wait and accept such hospitality, give them


a moment to talk with each other and with Oswald and
Anja. Then you can move on to the evening when the locals
begin to gather in the cottage for the meeting. Shipwrecked
(except for the Heroes no one found alive) will be seated in
one place on the bench. Jarl will get straight to the point
and put forward his two suggestions: if the inhabitants
agree, then those of the survivors who will want can stay in
the village and show if they are able to survive on the
islands. If they do not want or his people disagree, they can
look elsewhere for happiness. The guide can lead them to
another settlement, but nothing more. However, if they stay
in Urialli, they will be given a place to sleep until each of
them builds their own cottage or does not manage
otherwise.
59

Chapter II: First Attack


Regardless of how the villagers' deliberations ended, the the one who just cursed at you a few hours ago and waved
heroes will get a night's rest at one of the hosts - Sven his arms in fury, now lies dead on the floorboards of his
Thordsson. He, his wife and his three children are home. An abundant stream of blood is seeping from under
fishermen. They do not participate in other people's it, which is already beginning to freeze. His bowels were
plundering expeditions and are peaceful. Also, players gutted, his intestines were wrapped around his back, which
will be friendly and regardless of the situation, they will had been plowed with three wounds. A little further, at the
propose accommodation at home. For one night if the entrance to the second chamber, lies his wife. Her head is
heroes want to leave the village or for longer if they stay, almost torn off her body, she only stays on a few scraps of
but then for help on the farm and fishing. If survivors skin.
were allowed to stay in the settlement, they would also be
able to attend the feast until the morning. If not, the The whole room is demolished. The traces of the fight are
residents will let them sit with them until Sven and his visible to the naked eye: a broken table, broken clay dishes
family want to go back together. Thordsson will take and a chest turned upside down with considerable force.
responsibility for their actions. The walls are red with blood everywhere.

When the banquet ends or when the fisherman's family As soon as Thordsson shakes off the shock, he will send the
wants to return, they will take the heroes to their home with eldest son to Jarl. He will tell him to sound the alarm and
them to stay overnight (point 4 on the village map). There bring people with him. His wife and other children will
will be silence all around, because the rest of the residents take refuge in their home. The fisherman will not defend
are either sleeping at home or already feasting. Along the the Heroes from entering Styrsson's house. If they want,
way, the entire group will pass the house of Runolf they will be able to take a better look at the massacre scene.
Styrsson. He is Jarl's most trusted man and also his friend,
The main room is demolished, full of blood. The furniture
and the whole village enjoys his plundering expeditions.
is damaged - broken, scattered, some bowls even broken
However, he also shows the greatest reluctance not to say
into small pieces. The body of the host and his wife lie in
hostility to the Heroes. He doesn't like people from the
the room, each with terrible wounds. Runolf was gutted and
Continent and only the artist at Urialle is an exception. It
clawed on his back. His wife almost took her head away
was Runolf who shouted and threatened to chase PC out of
from the body and threw him against the wall. Their two
the settlement. He is also an aggressive, strong and
children are in the other room, also dead. They, in turn,
unpredictable man.
died of rapid bleeding from deep wounds in the neck and
When the Heroes and Thordsson's family are near chest.
Styrsson's home, read them or paraphrase the text below.
All this looks like an attack by a beast or a monster, but
You are still wandering through the village in the dark. The when one of the characters looks into the other room,
only source of light is the lantern carried by your host. where the children's bodies lie, he finds something that
This, however, stops suddenly on the path in half a step. He does not fit the whole picture of the massacre. On the walls
looks anxiously at Styrsson's house and raises the lamp of the whole room, somebody painted the blood of simple
above. Now you can see what caught his attention. The murders resembling rocks with a coastal shore and waves.
front door is open and someone threw the stool outside. Children's bodies lie in a strange position - the boy and girl
There are no sounds here either. Thread. Neither human are holding hands.
nor animal, as if they were buried in fear in their huts.
Players may want to search the crime scene in more detail.
- Dalla, stay here with the kids - Your guide whispers to his Let them be open to Vigilance, Deduction or the Survival
wife and walks over to the cottage. Arts. What they find depends on the result of the roll.

However, as soon as he reaches the threshold of entry, he • Score 10 and above: - In addition to the
becomes stuck. Even in the dim light of the lantern you can description above, the player finds claw marks
see how this islander hardened in the difficult and that have damaged floor boards and door frames.
dangerous life. When you come closer to see what The monster was large and probably moved on
happened, you understand why. two legs. Children's bodies were specially
arranged in this position after their death. After
The first of your senses to react is smell. The smell of the Knowledge of Monsters about DC 18 test or
blood, guts and fear is so intense here that even for a the Witcher Training on DC 14, the character
human smell it is a shock. It turns over in your stomach. may determine that they do not belong to any of
Then your eyes get used to the dim light. Runolf Styrsson, the common beasts. A successful test will show
60

that it is a rather specific and rather intelligent monster, because their arrival drew him to the village. No
species of the monster; rational or emotional argument will change their mind. The
• Result 14 and higher - The player finds traces of inhabitants of Urialli are superstitious in this matter. Even
large feet with long claws in a muddy puddle priestess Freyji will nod at them. Also those who
behind the house. One more trail is a little previously agreed to remain Heroes in the settlement
further, towards the cliff surrounding the village. (except for the fishermen's family) will now join the
With all the corpses, there is a lack of weapons, common accusations. For everyone, the matter is clear: PC
they must have been surprised. On closer is guilty of the problem and they are to solve it. If players
inspection, however, the mess and destruction do do not want to agree with this, the inhabitants threaten to
not seem to be signs of a struggle. Someone drive them out of the village and ensure that no one on the
destroyed the house intentionally or the monster island accepts "damned survivors." Nobody around An
was large enough to have difficulty moving Skellig will want to help them, and some islanders from
around; other settlements will even try to kill them right away. Jarl
• Result 18 and above - The character senses a very accepted these arguments, considering it a fate. Locals
weak smell, which was suppressed by the stench panic, but their approach makes sense. The heroes should
of blood. It is not a natural fragrance and does not undertake the task of finding the monster and finding a way
resemble anything that can be known to to get rid of him.
characters. A successful Alchemy test on DC 14
will show that it comes from a mixture of herbs. During this scene, you can allow player characters to social
Animals in the immediate vicinity seem stunned tests as they try to defend themselves or deal with local
and lost. This effect subsides until the morning; interests. They will not be able to prove that they did not
bring bad luck. but they can appease the islanders to get all
• Result above 20 - When looking at the macabre
sorts of help in this matter. If the team is not focused on
picture in the second room, the character notices
fighting, it will even be necessary. In this case, some of the
a fairly thick hair left on one wall. Testing the
inhabitants may be convinced that when the beast is
appropriate Survival Art (PT 12) will show that it
located, they will partially equip the heroes and move the
is natural, from the fur of a long-haired animal.
monster to kill them.
This can also be confirmed by a local hunter.

When the characters find more or less of the above traces,


Jarl will arrive with several dozen people. They are armed,
each of them grabbed the weapon they had on hand.
Although everyone will be as shocked as the family of
Cradling from the cradle
fishermen, Ottarsson will order all the witnesses to gather If among the PC there is someone from Skellige,
in the Long House at one point, and will also call for the such a character could have heard in childhood
priestess Freya. He won't let the heroes speak for now. He the story of the monster from An Skellig.
states that he will deal with them later. He orders his people Apparently in the olden days one of the island's
to escort the players' characters and take care of the inhabitants was cursed and henceforth wanders
murdered family. among the fjords in the form of a beast. Until
Along with jarl the artist Artur Martias will also come. now, however, she considered it only a fairy tale
Players can ask him about the strange painting from one of to scare children.
the rooms of the cottage. The artist will go see them. He Being from Skellige will also certainly help you
will leave the house as pale as canvas, in a cracking voice defend yourself against accusations, although he
he will confirm that someone painted it deliberately and won't remove the bad luck stigma from the hero.
knew what he was doing, then vomit on his shoes and fall Residents may, however, be more favorable to
to the ground against the wall of the building. help in the investigation and hunting of the
The heroes (and Thordsson's family) will be led back to the monster. This should lower the DC of relevant
Long House. Most of the village will gather there again. tests performed on the residents of Urialli.
Jarl will soon join with those who were outside Styrsson's
house. The settlement leader briefly describes everything
that happened. He will be shocked, but he will keep his
nerves under control. However, the inhabitants are
different. They will be scared, but they will also start
accusing PC that they brought bad luck to the settlement.
Before they came here, the village was calm for many
years. Residents will not claim that the characters are guilty
of murder, but will demand that they find and kill the
61

Chapter III: Investigation


Player characters will be hailed as cursed, and in order to The heroes can meet her in the Long House, at the crime
get rid of this alleged curse, they must help find and scene in the morning or in her house, where the corpses of
destroy the monster that attacked the settlement at night. the dead were temporarily moved. Anja is to prepare them
Residents will not let Heroes out of the village unless they for burial. He devotes all his attention to it and during the
are escorted by warriors who will watch over them. After day you can't get to another place, unless it is something
the settlement, they will allow them to move freely, really important. He will not tell the heroes anything new
accompanied only by Sven Thordsson, who assumed about the attack or crime scene itself. She can only mention
responsibility for them. The task of PC will now be to that this whole painting seems terribly strange to her. When
discover as many traces and details as possible that will asked about the beast, local stories of strange events or
allow them to know the truth. stories, she mentions the legend of the monster from An
Skellig. However, he would immediately point out that she
Crime scene_________________________ had considered her a fairy tale to which Old Oswald
frightens naughty children.
If the heroes did not see the house of the murdered family
last night, they will now have the opportunity to do so. All According to the story of an old islander, more than sixty
descriptions can be used from Chapter II, except that the years ago, one of the inhabitants of another settlement An
bodies of Styrsson and their children were taken and Skellig fell madly in love with a woman from Urialli. She
prepared for burial. Priestess Freyji participated in this did not return his feelings and rejected him. That man did
process and she can also describe to the heroes where the not give up. He approached the girl, tossed her gifts and
corpse lay and what it looked like on the spot. In addition, continued to insist. In the meantime, the girl met another
the animals in the area will no longer be sleepy, but in the boy and began to meet him. An unwanted admirer jealous
hut with a good test result of the appropriate Ability you of him killed her chosen one. Desperate girl in a great
can still feel the remnant of a strange smell. If the heroes sadness cursed the killer to really become the monster he
want to follow the footsteps found nearby the hut, leading turned out to be. On this, Oswald usually ended the story,
towards the cliff, they will reach the forest border. In it, you adding some moral on better days.
can easily find more traces of the big beast (PT 12 Survival
Art). However, they lead to the edge of the cliff. It seems However, when PC asks her about a strange smell (if they
that the beast jumped directly into the water. Here the trail smell it), Anja finds that she also felt something strange. It
breaks. recognizes the smell of one of the herbs that grows in the
forest behind the village and is generally harmless. He
Players may also want to search the remaining places and doesn't know the other smells from the mix. He will also
houses in the village. Residents' reactions will be different. confirm that the animals behaved strangely.
Most often, they won't let them roam around and throw the
Heroes out of the door. However, those more agreeable (or Tobald the Hunter___________________
with good persuasion from PC) will cooperate. Inspection
of the entire settlement, however, will be of no avail. Players may immediately want to talk to him or go to him
Nobody will allow you to thoroughly search your home, when they discover where the leads found at the Styrsson
and a cursory examination will not allow you to discover house lead.
anything significant. Asking the islanders will also be
If they talk to him immediately during the deliberations or
useless. Everyone had fun during feasts in the Long House
outside the house of the murdered, the hunter will go with
or slept at home.
them to see the tracks. Tobald knows his job and the
surrounding areas. It will easily move in the woods and on
Priestess of Freyji____________________ coastal cliffs. However, when he discovers that the trail
At any time during their stay in the village, the characters stops in the water, he will immediately say that he is unable
can talk to Anja, a local priestess and herbalist. She is to help. The rocky shore hides many caves, passages and
worried about the night attack and believes that Urialla has corridors, both above and below the water surface, and the
indeed suffered a misfortune, although she is not yet fully monster can be anywhere.
determined whether the blame is borne by the arrivals from However, if players mention the local legend or ask about
the Continent. For this reason, she will be willing to talk the most remote areas in the area, they will tell them about
because she wants to form an opinion on the whole Ostry Brzeg. These are dangerous areas where monsters
situation. can hide and even he rarely ventures there. However, he
can lead heroes there. He suggests that you do it early in
62

the morning the next day, with an armed team ready and a Asked again about the strange painting, he shudders as if he
good plan in case the heroes' suppositions come true. were shivering. Confirms that someone painted them
deliberately. He thinks it has a message, but he doesn't
However, when players go to talk to Tobald only during the understand what it is. He will compare it to the mind of a
day, they will meet him in his hut. He temporarily gave up madman that an ordinary person cannot imagine. The
hunting. On the one hand, he is not going to risk a lonely image itself, however, resembles a view of a fragment of
encounter with the beast, on the other, Jarl asked him to be the coast. It's too simple to say where it is, but Arthur finds
on hand if it was necessary to lead people through the that it may have a hidden message.
forest. When asked about traces or surrounding areas, he
will give the same answers and will also cooperate with the However, he can say more about where he came from in
characters. the village and about the monument he created. He arrived
at An Skellig less than four months ago. He did not have to
Stary Oswald________________________ go through such storms as Heroes. Luckily, the islander
ship on which he was sailing approached the village of
The oldest inhabitant in the village because of his age will Urialle. Martias, delighted with the unique charm of this
be difficult to talk. The heroes may have their first place, asked him to be dropped ashore here. Residents
opportunity just after arriving, when they are closed in the initially approached him in the same way as to the
Long House before the deliberations of the inhabitants. It is characters of players. He managed to win them over.
in him that the old man spends most of the day, usually Arthur himself believes that he simply awakened a passion
under someone's care. Children like him because he tells for art in their souls. A month ago, Anja and Jarl even
many interesting stories. He can also tell one of the asked him to lend his skills to the locals and carved her
survivors before jarl arrives. monument in honor of Freya. In wood, to express a greater
relationship with nature. Arthur agreed and has been
When the player characters reach him after the night attack,
working on it in the square ever since. He expects to finish
Oswald will ask them what happened in the village. No one
work in two or three weeks. Of course, if the monster case
specifically informed him, and he doesn't believe the kids
is resolved quickly.
that some beast killed someone in the village. However,
when someone tells him what happened at night, the old
man looks ahead and whispers under his breath the words:
Sunset______________________________
"And yet he returned ..." Curious players may try to get Depending on the players' actions, this day may end in
something more from him. After successful tests of different ways. PC will not discover the whole truth that
Abilities such as Persuasion, Urok or Empatia (Intimidation day, or at least they won't be able to organize trips to Ostry
will not work, the old man is close to death and is not afraid Brzeg. If you take care of it, it will allow you to introduce a
of anything anymore) on DC 14, Oswald will tell a story greater dose of drama, but do not forbid them if they are so
that he presents to children as a fairy tale (the same that the clever.
characters can hear from Freyji priestesses). Asked or when
the result immediately falls 18 or higher in the test, but he With the sunset, the inhabitants of Urialli will bury
will tell a little more. Oswald knew this story from his themselves in their homes. The heroes, after a day of
father. It's real. The cursed young man's name was Edgar. investigation that has not yet been resolved, will be directed
Transformed into a monster, he escaped into the forest. to the Long House, where they are to spend the night under
Supposedly, a terrible beast was seen above the cliffs near guard. However, another option is when players get along
Ostry Brzeg. However, this place is dangerous, so no one with the residents and receive help from them. Then they
went there specifically. The old man was convinced that for will also have the opportunity to convince them to patrol
so many years the cursed had already managed to die in the village and surroundings, gather in a larger group to
one of the coastal caves. That's all he will know about it. protect and propose other solutions.
After the conversation, he'll ask the heroes for peace. This
matter aroused a lot of strong emotions in him and he must In any case, it's important for players to be within the
rest. village's borders just after sunset, not outside of it. When
darkness falls, whether on the way to his detention site or
Artur Martias_______________________ patrolling the settlement, at least one of the Heroes must
notice the disturbing silence around Sven Thordsson's
When the artist collects after fainting, the Heroes will be house. His dog is nowhere to be seen and the animals
able to meet him at the jarl's house or at the statue of Freya around the bypass will be sleepy. A disturbing sign that
created by Artur on the main square Uriale. The sculptor, something bad has happened may also be the lack of light
although less pale, will still seem shocked by what in the windows. Then players will discover that a second
happened. monster attack has occurred.
63

There is also the possibility that players will try to escape


from it and get out of the island on their own instead of
taking care of the village. If they choose it - let them. Of
course, the inhabitants of Urialli chase after them. They'll
send a dozen people headed by the hunter Tobald and
they'll want to get rid of the Heroes simply by killing them.
If they run away, give them a chance to steal a boat or find
allies. The other inhabitants of An Skellig will be
unfriendly or even hostile towards them, but there may
always be an exception among them, which will give them
a chance to get out of the Skellige islands.
64

Chapter IV: Despair


On the second night, actually just after sunset, another your presence, it only looks with despair everywhere. He
attack occurred. The monster again murdered the was the husband and father of the victims. At one point, his
islanders' family. The village is large enough that you loud sobbing broke off, although great tears are still
could not hear the noise, it could also bypass the guards. running down his face. There was a moment's silence, after
If somehow the settlement protection was strengthened, which the kneeling islander began to whisper to himself in
the beast entered from the water side, just behind the his speech. He pulled out a knife and swiftly cut the skin on
house, dealing with the guard there. If no one thought his hand. Drops of his blood mixed with the blood of his
about defending against the monster, then it had the children. You felt chills on your back, it got terribly cold
easier way to the chosen house. As soon as the characters around you for a moment, the wind blows out of nowhere.
become interested in the disturbing signs from
Thordsson's house and want to examine them, read the
players below.

As you approached the hut, you immediately felt a sharp,


irritating smell of blood. Fresh blood. Carefully, you
crossed the threshold of the house, being in its main room.
The site of the next massacre. On the threshold, you almost
stumbled over a piece of furniture overturned and crushed
by a strong blow, some dresser or something similar. It was
with her that you saw a trickle of blood that flowed toward
the entrance like a small red stream. It was still quite fresh.
Your eyes followed the red line, reaching the hand
protruding from under the overturned bed. Sven's wife's
body was torn apart by an almost half-powerful claw blow.
In the opposite corner of the room are more beds, two
smaller, probably belonging to children. With them now
lies with the dead eyes the body of the eldest son of
fishermen. In the kitchen doorstep, another monstrous
picture awaits you. Right at the entrance lies a small hairy
mascot. Teddy bear, all in blood. The cuddly fur is glued
together and reeks of death and fear. Traces of blood
stretch from the mascot, as if someone was moving a
wounded person across the floor. That way you looked at
the opposite wall. You find two younger children there. The
boy's hands were nailed to wooden boards so that his
hands hung down. The clothes of the crucified crucifixion
in this way are stuck together with blood that has recently If any of the characters knows Elder Speech, also translate
flowed from the cut throat. Various symbols were painted the words of Sven's curse.
around him. This time, at least at first glance, you don't
associate them with anything. At the boy's feet lies a girl. Death, your husband is back,
She had nicely braided braids with beads, now stuck Fate has returned him to you,
together with her own blood. She is curled up and a pool of Death, your servant hears,
blood spills over her, confused with her brother. She pulled Whisper in his ear.
one of her arms toward her mascot. You can see her eyes,
Forced to take revenge with blood,
frozen with terror and pleading. The child must have died
Torn out of life with anger,
at the end bleeding on the floor and expecting help that
I've already seen death,
never came.
I have become death.
As you stood there, dumbfounded by the terror around you,
you were completely surprised by the man who fell into the
cottage at full speed. You heard a roar in the main room,
then Sven Thordsson pushed to the one you are in now.
When he saw the dead children, he fell to his knees,
shouted again and began to sob. Sven does nothing about
65

After these words, the desperate islander will stand up, grab leads him directly to the monster who killed his family.
his weapon by the belt and run into the night in search of This way, the heroes will also go to a cave in the cliffs of
revenge. When Sven runs away or the Heroes somehow Ostry Brzeg.
manage to stop him, they will have time to look at this
place of the massacre. This time the traces are much However, there is also the possibility that players will start
fresher. Again, it is possible to perform an open test for to suspect that the monster is not working alone or
Vigilance, Deduction or the Art of Survival. something is wrong in the whole matter. Clues that do not
match the attacks are even strange paintings created with
• Score 10 and up - Characters feel a clearer smell the blood of victims, a vial with a sleeping substance or
of strange substance than they have recently hair from the wall. It is also disturbing how easily the beast
been. Its amount in the air allows you to try to could break into the settlement. Thus, before starting the
identify using Alchemy or magic. It is a mixture hunt for a monster or even after letting go, players may
of local herbs, which together gave a strongly want to check the village for the real culprit.
sedative effect (the mixture contains large
amounts of Quebrith and Vermilion). When
tracking the monster's trail, behind the hut you
can find fresh and clear tracks leading from the The Islander's Curse
water and back to the sea. If there were guards
If a character comes from Skellige, he may know the
and patrols organized in the village, right next to
curse words spoken by Sven. This is old folk magic,
the beach is the body of a dead villager who was
in which the Death-calling warrior gives his soul to
supposed to watch the area.
the dark forces in exchange for help and favor in
• Result 14 and higher - Broken furniture and the
revenge. Depending on the version you choose, the
floor of the house bear claw marks. However, a
cursed warrior may die or become a ghost after his
thorough examination of the clues will allow you
vengeance. If someone else takes revenge for a
to find a fragment of the human footprint. If any
desperate warrior, he frees him from the curse.
of the characters knows Elder Speech, they will
recognize that the signs painted in the blood of The second possibility is that the characters may be
children in the kitchen come from that language. interested in the fact that the ordinary fisherman
These are runes that mean prosperity, happiness knows such a magic formula. Perhaps in his youth,
and a turn around bad luck. Together they can Sven Thordsson was doing something completely
announce a good divination. different? Behind his transformation into a gentle
• Result 18 and above - Just outside the threshold family father and a good neighbor, there may be
of the hut, the character finds the remains of a another interesting story. Maybe even some of his
glass vial. Upon closer examination, it is possible ancestors had a curse that touched the boy from the
to identify in it drops of the substance already legend of the Beast of Ostry Brzeg.
known to them to make them sleepy. A thorough
analysis of the footsteps by the children will
Ideas for leading this part of the investigation players can
show that the girl has woken up at the last
have a variety of. Let them take different steps and tests.
moment. She lived for a while before she bled out
You can also toss more tips for them earlier or now. These
completely. She could see the attacker.
can be, for example:
• With a bad luck result, the character inhales too
much of the vapor from the strange substance and • During a visit to Jarl's home, the characters may
faints. A successful Level 16 or Healing test on notice paintings by Martias on the wall that
DC 12 allows her to wake her up. depict various fragments of the shores of An
Skellig;
In addition to the above traces, if players want to check
• Anja, who is also familiar with herbal medicine,
around the village, they will find that a large beast came out
will know more about the plants used in the
of the water back to the land near the village and began
sleeping substance. He also states that Arthur had
heading towards Ostry Brzeg.
recently asked her about them;
Now it's time to decide on the beast. Players may want to • The hunter Tobald may mention that he
immediately follow the monster. They may suspect where sometimes took the artist for a walk around the
his lie is based on previous tips. Residents asked for help village;
will certainly give it and a team of five or six warriors will • If the team has a magically talented character,
leave PC. Hunter Tobald will advise you to stop hunting there are many times when magic can help
until the morning. Players may also want to follow Sven, discover the course of events, such as the last
mad with despair. They can turn him back or let him run to scenes seen by a dead girl or identification of the
meet his revenge. The power of the curse he cast on himself properties of a mysterious substance;
66

• If necessary, you can add a few more foot or shoe intentionally damaged furniture his dark paintings. He
traces at crime scenes; remembered these visions and then painted in his shelter at
• The characters may notice Arthur painting Jarl's house. The creature was running away. Martias
something with a brush similar to that found in wanted the scenes to be like a nightmare.
the first crime scene.
Initially, he planned to slaughter people himself, but with
his weak strength, he saw the cursed beast as a smile of fate
and willingly used it in his plan.
The time has come to reveal the real monster that is really
behind all the murders. This is Jarl's artist Artur Martias. Every day, Arthur pretends to be an innocent dreamer, an
The sculptor is a madman who escaped justice from sensitive who focuses on his works. A successful Empathy
Toussaint. Already there, he gave vent to his sick visions, Test for DC 20 may allow you to review this game of
and his paintings or sculptures were equally bloody and appearances. When the heroes arrive in the village,
gruesome. He was charged with three murders. He everything is ready for the first attack. Despite the
managed to escape, board the ship and reach An Skellig. unexpected guests, Artur does not intend to give up his
Using his charisma, he convinced the Islanders. They let intentions.
him live in Urialli in exchange for building a monument in
honor of Freya. Martias, however, secretly prepared Jarl, who gave him hospitality, does not know the real
himself to realize his dark vision of art. In the surrounding nature of his guest. He trusts him as much as the other
forests he found herbs that allowed him to create a sleeping villagers. In his home, he allocated a small room and a
mix. As he planned his first step, he unexpectedly came cellar in which the artist set up his studio. Martias does not
across the Beast of Sharp Bank. The cursed monster was let anyone into her, explaining that unfinished works must
not be shown. This is where he paints his monstrous
not aggressive at all, and very susceptible to Artur's
paintings. Also in his studio, he prepares a sleeping mixture
influence. He convinced him that he could redeem his guilt,
from the collected herbs. If players start accusing Martias
helping him in an art that would change the fate of the
inhabitants of Urialli. Years of change had an impact on the without good evidence, and only on the basis of guesses,
intelligence of the creature who believed in the artist's jarl will chase them away from their home, and the
words. The more that he was driven by the desire to free residents threaten with weapons and pillory for throwing a
himself from the curse, which was also promised in calumny at "their" artist. Players must be prepared for a
sharp exchange of opinions if they want to show residents
exchange for help.
how wrong they are.
The plan of their operation was simple. On an earlier night
Martias threw the sleeping substance into the home of his If Martias suspects that the heroes came up with his trail
chosen family. Then he brought the creature that was and guess the truth, he will first try to arouse the rage of the
waiting on the outskirts of the village. The beast murdered inhabitants of the settlement directed at the characters of
sleeping people, arranging them in accordance with the the players. If this fails or he has no chance, he will try to
wishes of Arthur, who created from the bodies and escape as last time in Toussaint.
67

ARTUR MARTIAS
Skills INT 7 HP 20 Abilities Loot
Alchemy +6 REF 3 STA 20 Normal Human Abilities
Awareness +4 DEX 4 RESOLVE 30
Human BODY 3 STUN 4
Perception +6 SPD 6 REC 4 Armour
Resist Magic +4 EMP 8 RUN 18 0
Resist Coercion CRA 5 LEAP 3
+9 WILL 6 ENC 30 Vulnerabilities
Social Etiquette LUCK 2 VIGOR 0 Hanged Man’s Venom
+5
Deceit +5
Stealth +7 Weapons
Arts Painting +7 Name Damage Effects ROF
Arts Sculpture Fist 1d6 - 2 N/A 1
+7 Kick 1d6 + 2 N/A 1
Survival +4 Dagger 1d6 N/A 1
Dodge/Escape +6
68

Chapter V: Monster from Urialli

If players are not interested in vague clues that lead to the creature before his death, which will weaken him in the
artist-criminal or simply just want to deal with the next fight with the heroes.
monster first, they will end up in the vicinity of the cliffs
of Ostry Brzeg. A not too wide forest path leads to them. It The Beast of Urialli is a man cursed by bad will. The young
shows traces of rare use, it was trampled mainly by man in the village of Urialle turned into an overgrown
animals. The area around is quite open, except for monster about two and a half meters tall and two people
grasses and dwarf bushes, nothing grows here and wide. His body is deformed, muscles and tendons are
visibility is very good. You can see where the path leads hypertrophied and move in an unnatural way to allow
from afar. Right on the shore, the road descends below, smooth movement. However, he walks hunched over,
eventually disappearing into a dark-breathing cave in a unable to maintain a fully upright posture. His skin is
rock wall just above the water. This is the damn beast. devoid of hair outside the head, which has grown over long
hair and beard. Hands and feet are finished with long, sharp
If players decide to lurk and observe the area for a claws. The power of the curse also stopped the aging
moment, and if they set off to Ostry Brzeg at the latest process so that the transformed suffered forever for his
with sunrise the next day, they will be able to see Sven crimes. The beast itself is not entirely a corrupt and crazy
Thordsson walking towards the cave. At this point, they monster. There is a chance to make contact with her and a
have time to make their choice: they can stop the islander, fairly simple conversation. Years of change, however,
help him attack the beast or let him fight alone. In the last weakened the human mind, reducing it to basic thoughts
case, Sven will die, although he will seriously hurt the and emotions. The beast can speak, but communicates in
single words that are meant to depict what he wants to say.
69

She is suggestible, especially when promised to free her Education on DC 14. This is not the only story about
from the curse. This is what Arthur Martias promised her unhappy love, crime and curse.
and that is why she committed terrible crimes for him. Now
I feel lost. I don't want to hurt people. For years, the If the heroes convince the Beast of Urialli and reveal to
monster stayed away from them and lived guilty for his them the identity of a real criminal, they will also agree to
youthful crime. Now he is fighting a desire to reverse the go to the village with the characters. Convincing the
curse with doubts as to whether he did the right thing. It is inhabitants will not be easy, but seeing a calm monster will
very possible that he does not fully understand what he did give some of them food for thought. With simple words
and who he helped. and nods, the creature will show that Martias told him to
kill. The further fate of the beast in the village will require
If the Urialli Beast is not attacked, it will want to talk. She further talks with the inhabitants. Convincing them to undo
killed at Martias's command. If he doesn't feel threatened, the curse is possible. A good argument would be that the
he won't fight. This condition will persist even if the heroes beast was used like an animal and did not understand its
encounter a monster wounded after the fight with Sven. actions. It became only a tool in the hands of the artist.
Players can convince him to reveal the truth and who he
helped. They have to ask simple questions, and they will It was a diplomatic opportunity that the characters would
receive one or two word answers. On their basis they must have in confrontation with the Beast. However, if they
guess the truth. If they offer help in removing the curse, attack her without hesitation, join Sven's fight, or decide to
they will be able to convince him to return to the village kill her for her crimes after all, they will face a clash.
with them and tell the truth to the inhabitants (convincing
It will not be easy. Although the Beast is one and PC
the Islanders to listen to the monster is a separate matter).
several (plus any village allies), however, each of the
All social tests performed against the Urialli Beast have a
monster's blows can be deadly, or at least threatens severe
level 12 DC.
wounds. Successful fight with her will require thinking of a
The curse on the Beast can, of course, be undone. It will good strategy and a good dose of luck.
not be an epic tale of Beauty and the Beast, but only a fairly
When attacked, the monster will throw itself first at the
ordinary request for forgiveness. The monster must go to
nearest hero player. Despite the overgrown body, it moves
the grave of the girl who cursed him. It is located just
smoothly and quickly. He also attacks without hesitation.
behind the village, where all its inhabitants are buried.
His skin is hard enough to be used as armor. The only
Standing over the grave, the cursed young man must
weapon he will use will be clawed paws and kicks. The
apologize with all his heart and ask for forgiveness. His
biggest threat will be the nails on your hands, capable of
would-be beloved at the end of his life regretted the words
ripping even steel armor.
that turned a man into a monster. After the terrible events
that happened to her, she took up priestly service and If the beast comes out of its cave, the task will be
silence at Freyji Temple. There she learned to forgive. Her simplified, because players will have much more space to
last will was for everyone who suffered harm to find peace surround the opponent. If they try to attack her in the cave,
in her life. Anja, a priestess from Urialli, may know the helping Sven or by going there alone, the terrain will make
girl's story. She also knows where she is buried. She will be their fight much more difficult. The corridor is cramped,
able to give heroes hints on removing the curse. They can and the monster's lair is cluttered with rubbish and not very
also be obtained after passing the Education or Monster large in relation to its size. PC will be able to attack a
Knowledge test on DC 16 or The Witcher training or Magic maximum of two or three people, while the rest will get
stuck behind those who are on the front line.
70

The Beast
Skills INT 2 HP 90 Abilities Loot
Athletics +5 REF 12 STA 45 Massive
Brawling +8 DEX 10 RESOLVE 30 HP of Monster is doubled
Melee +9 BODY 15 STUN 9 Charge
Awareness +8 SPD 7 REC 4 If a target moves more than 10m
EMP 4 RUN 21 away from the golem, it can take a
Strength +9 full round to charge and make a
Resist Magic +8 CRA 2 LEAP 4
powerful attack at -4 which does
WILL 4 ENC 30
Courage +6 10d6 damage and knocks the
LUCK 0 VIGOR 0 target back 8m. If they strike
Stealth +8
anything while _ ying back, the
Survival +6 Armour target takes appropriate ramming
Endurance +6 damage as if from a horse.
Dodge/Escape +6 Feral
Vulnerabilities For the purposes of Awareness
and Wilderness Survival, instinct
Cursed Oil gives them an INT of 7.

Weapons
Name Damage Effects ROF
Claws 7d6 N/A 2
71

Epilogue
importance. Stopping the artist will stop further crimes, for
which the residents will be grateful. However, the option in
Now it remains to play the end of this adventure. By which players will be able to remove the curse from the
learning all the details of this story, players will have a man will additionally bring them allies among the
difficult decision to make - who is the Urialli Beast? Islanders. They will offer players' characters help in
Cursed be the man who repents for his crime from his building houses and settling on the island.
youth and who has been abused when he was reasonless?
Or also an artist who forces his patients to see terrible If the heroes kill the beast but do not discover a real villain,
crimes? Or maybe both? their stay in the village will be short. Either they will
manage to leave themselves, or they will be driven out of
Heroes discover a real criminal and kill Urialli after another murder. The islanders will announce
that the heroes are cursed and should be kept away from
the beast____________________________
them.
This ending will definitely bring peace to the residents of
If you decided to lead this adventure as a continuation of
Urialli. Both monsters - the real one and the one in human
Black Gold, the whole thing with Urialle can bring
skin - are punished, probably killed. Residents thank the
Nilfgaardians allies or enemies. If the heroes were
heroes and give any help in settling or on their journey to
fugitives, they'll find their corner here after discovering the
another island, if they so wish.
crime of Martias. If they were to perform any mission for
the Emperor on Skellige, they would gain the Islanders'
Heroes discover a real criminal, the beast
trust, which would definitely help them. However, when
remains alive________________________ they are cursed, they will only be able to return to the
Continent and this will be the beginning of their troubles.
Capturing Martias and proving his guilt will most likely
The Empire did not reward defeats.
end in death for the artist. If the heroes leave the Beast in
the Sharp Bank cave, she will continue to live there,
without hurting anyone anymore. If they take the curse off
her, the young boy will have a long recovery. Some of the
inhabitants will be doubly grateful for ensuring the peace of
Twice blessed, twice cursed
another soul. If any of the characters comes from Skellige, he will
feel both the success and the failure of the entire team.
A real criminal is not discovered, the In the event of a happy ending, the Islanders will
beast is killed________________________ remember his deeds, maybe one of the skalds will
write a story about his deeds, someone will invite him
Killing the monster will not prevent further crimes. The to drink to the king or one of the jarls, or propose to
crazy artist will want to finish his work by killing more marry or marry. Every sign of courage will be highly
people and creating ghostly art from them. appreciated by Skelligians. However, if the heroes
could not help in the village of Urialle, the name of
What's next_________________________ the cursed would be even more pronounced on the
characters from Skellige. Islanders attach importance
If the heroes discovered Martias' crimes, the inhabitants
to such things, and the consequence of exile from
would offer them the opportunity to stay in the village.
their native islands can be a strong trauma for the
Whether they slaughtered the Beast of Ostry Brzeg,
hero.
removed the curse from it, or left it alone is of secondary
Black-Gold

Text: Adrian Gojdź Anita Nowicka


Correction: Jakub Zapała
Composition: Jakub Zapała
Illustrated by Anita Nowicka, Adrian Gojdź
Cover illustration: Anita Nowicka
73

Introduction
Welcome to one of the fan adventures prepared for the Polish edition of the Witcher RPG system. The Witcher world is rich in
history in all its nooks and crannies, from the sea in the east to the Sine Mountains and the countries behind them in the west.
So nothing prevents you from adding one more story to it. The story, which this time will concern people from the South, the
other side of the conflict on the continent.

Preparation for the game______________ Player heroes live in the time of another great conflict: the
third war with Nilfgaard. However, unlike games and
The scenario is designed for several players, it works well books from the world of The Witcher, they stand on the
in both small teams and larger ones, even with 6 or 7 side of the barricade, which was usually portrayed as the
people. You do not need anything more than the knowledge evil one - they hold the side of the Empire. More precisely,
of the rules of the basic manual, a few cubes and character they even serve in his army, performing functions
cards. Of course, nothing prevents you from diversifying appropriate to their talents. The team is a group of
your sessions with a few small things. outstanding people who, due to the ongoing conflict, have
been ordered to go to Mahakam with a convoy and
Black gold is adapted for both beginners and intermediate negotiate the best contract for the supply of weapons for the
players who have already gained some experience. PC may ever-expanding front. Although the North of the Continent
already know each other or even have several experiences is engulfed in fights, the heroes themselves have a relative
behind them, and these events will simply be another joint calm from the turmoil of the war, although they will be
adventure. Then the task of the Game Master will be to exposed to many other dangers.
adjust the admission to the team's last destiny. However, if
the team is just forming, and the characters of the players The task received from the army, however, does not force
have just been created, it will be an ideal opportunity for players to create military or combat-related characters, or to
their first expedition and strengthening of ties. tie their stories to military matters. They can be both
merchants, bards, and craftsmen who have shown
But what is this story about? themselves in various ways in the eyes of one of the
74

generals or even the emperor himself. So when the need that satisfies the emperor, provide payment in person and
arose, they were sent with the convoy towards the dwarven securely escort the transaction items to the logistics center
mountains. They may belong to the aristocracy or the in Dillingen. You are responsible for the security of the
populace, by origin they may even be Nordlings who now gold entrusted to you and the purchased weapons. I have at
serve on the right side. Their origin is irrelevant in the eyes your disposal a squad of forty foot soldiers and ten
of those who sent them. What counts is talent and devotion horsemen. You won't fail.
to the cause that will be needed in crossing the dangerous
area and in negotiations with dwarves. Long live the emperor!

As for the mission itself ... The growing demand for From here, a person who has taken on the role of Game
equipment, including weapons and armor, for the Master can read on. Players, however, should not read
Nilfgaardian army forced the emperor to trade with the the following pages so as not to spoil their fun. From
dwarves again. Thus, the Alba division commander, now on, we only turn to the Game Master.
Morvran Voorhis, was ordered to buy armament from
Mahakam for the goods plundered in the conquered History summary____________________
Temeria areas. The emperor sends people of his choice to
Players set off to Mahakam as part of a convoy protecting
join the convoy and negotiate. The group, i.e. player
valuables looted from Temeria, which they are to exchange
characters, consists of specialists who, according to the
for Mahakam weapons. Negotiating with dwarves will not
emperor, are to cope with the task. To protect their people
be easy in itself, as entering Mahakam will be a problem.
and, above all, gold on carts, during the road and
Only the head of the clan or Brouver Hoog himself can
negotiations, Morvran Voorhis is to withdraw the division
allow entry, and neither will be at the gate. Forced to wait
from the front of his division. The entire convoy must go to
for one of them, the team will probably camp before
the dwarven gates of the mountains, towards the Dahlberg
entering the old, abandoned mine, not yet knowing its true
clan, whose head is Irnik Dahlberg. It is with him that the
history. Only an accident with a collapse and the need to
Nilfgaardians want to make a deal.
recover gold will force them to descend into the tunnels.
If the team has already played with each other before, the There they will discover the terrible secret of the Dahlberg
Game Master will have to think about how best to direct clan, and more specifically their leader, Irnik. The elder
their fate towards cooperation with Nilfgaard. Maybe they dwarf had locked his own son and his companions in the
were forced to change sides of the conflict, maybe they tunnels many years ago when they discovered
planned it for a long time, or maybe it is from the South contaminated water escaping from inside the mountain and
that they come from? There are many possibilities (they poisoning the springs that the entire clan used. If the truth
can even serve as a canvas for the preceding adventure), so came to light, the Dahlbergs would have to leave their
here we leave you a free hand. However, if you create new lands and mines, thus losing their wealth. Blinded by the
characters, players can tell in advance part of the story desire for profit, Irnik sentenced his son to a slow death in
before the events of this scenario, which will explain how solitude to protect his wealth and power, while condemning
they met together in one ward, which brought them to this the entire clan to long extinction from poisoning water.
place and what made them stand out in the eyes of Players will have to choose whether they value a favorable
influential people. All or at least some of them may have commercial deal or whether dwarves' lives and health, and
known each other before, which will only strengthen the to account for the murderer's deeds.
bonds that bind the team. As a last resort, if players had
difficulty in gathering together, the Game Master could An alternative version of the story
simply tell them that they had received their assignment
and orders due to war demand. When so many people are In this type of frame, we will present an alternative
drafting into the army now, a peaceful mission behind the version of some scenario threads that the Game Master
front is nothing terrible. They'll do what they need quickly may or may not use. He must decide for himself
and come home alone, right? whether to add another challenge to the players. It
makes the adventure more difficult, but it will
Regardless of the version that will take place, at the certainly develop the whole story in an interesting
beginning of the adventure the Game Master should read or way.
otherwise give the order that the characters received. That's
him:

From: Morvran Voorhis, commander of the Alba division.

Soldiers! By the will of the Nilfgaard Emperor Emhyr var


Emreis, Deithwen Addan yn Carn aep Morvudd, you are
sent to Mahakam to buy the necessary weapons from the
head of the Dahlberg clan. Your task is to negotiate a price
75

Convoy_____________________________ hearing than a man from the community, but each of them
will have a lot to do according to their specialization.
The scenario begins when the entire unit is already together
and less than a day away from the gates of Mahakam. It is obvious that players are the most important people in
Player characters have leading roles in it. Each of them was the ward and they have the decisive voice in matters of the
chosen because the expedition needed specialists. The expedition. They will probably choose from among
reasons why a profession is needed depend primarily on the themselves someone who will assume command post. We
ideas of the players and their imagination. However, if they suggest that it was a person associated with the army -
needed some inspiration, here are some suggestions. perhaps some Armed or a Nobleman, ultimately The
Witcher. If the team does not have characters typically
Bard: A bard is a man in the world familiar. He knows the focused on warrior, the highest rank should be the one with
names of influential people and people. He knows which the best origin. It is not news that a high-ranking aristocrat
string to move in conversations to make the right impact on leads such activities, not necessarily knowing the fight
his interlocutors. Is it your own charm or a threat ... itself.

Mage: the great power of magic is widely known. The The convoy itself consists of five wagons:
wizard will provide a lot of reinforcement for the unit and
ensure that gold is safe. • The first - an outdoor wagon with a tarpaulin
attached, on which there are all types of supplies
Priest: with the support of divine forces, he is a valuable and equipment.
asset to the unit. He can not only keep soldiers' morale in
difficult conditions, heal their wounds, but it will also be
useful in battle.
• The second - a cart with crates filled with gold,
Merchant: this is an expedition that aims to bargain the covered with a tarpaulin. There are about 120,000
best terms of the contract with the dwarves. Only a skilled orens in the boxes.
buyer can handle this stubborn race.

Medic: any soldier can apply a rag to his own wound, but
• The third - a cart with crates filled with gold,
only a Medic will fold the wounded and make sure that
covered with a tarpaulin. There are about 120,000
they do not die from infected wounds. It will also help with
orens in the boxes.
diseases that can cause an adverse climate.

Criminal: perhaps he will be a Nilfgaardian spy who has


an additional task in Mahakama? • Fourth - a covered wagon (with a wooden roof),
Craftsman: Transporting heavy off-road carts is not an in which there is a table with a chair and a place
easy task. Repairs will definitely be needed, and maybe for writing utensils protected from water. In
some crossing will have to be built. addition, there are three smaller boxes with
jewels or jewelry containing about 60,000 orens.
Man at Arms: an officer or soldier who recently became Entrance covered with canvas.
famous for something in the fighting on the front and was
promoted. How nothing can take command of the whole
group. • Fifth - outdoor wagon with a tarpaulin attached.
Witcher: wilderness near the mountains and the mountains Like the first, it contains travel supplies.
themselves are not safe roads in the heart of Nilfgaard -
monsters can lurk everywhere. All the more so during the
war, the witcher will be needed.

Noble: A representative of the Nilfgaard political elite is a


natural choice for the main negotiator who talks to the head
of the clan - that is, his dwarven counterpart.

As we mentioned before, the origin and race of the


characters are not important either. In Nilfgaard, the
inhuman are not persecuted as they are in the North, and
what is more, their skills are often used. People were
chosen for the convoy because of their talents, not their
origin. It is true that the aristocrat will always have a better
76

It should be noted that the payment for dwarves is mainly


For another matter in the looted Temerian coin. However, the ores have a poor
From the very beginning you can introduce some variety to course, which may hinder negotiations.
the game, which will greatly complicate the situation of the A total of 50 soldiers protect the convoy in addition to
whole group. You can propose to one player in private that player characters. However, they are recently recruited and
his character become a spy of the Northern Kingdoms. Not trained recruits from the Alba division. Although they have
only Nilfgaard has trained and ruthless intelligence. The already got their first touches, they have so far robbed
Nordlings can also make plans for their enemies. This Temerian villages and should still not be considered
option obviously requires secrecy. It may also happen that experienced. They know, however, which end the weapon
you will have to ask some players until one of them agrees hits. Ten of them are on horseback, the rest go on foot by
to become a spy. In that case, even if the others refuse, carts or on a horse. Their commander is Arnold aep Luyken
they'll suspect you have just talked about it with others. - a young and inexperienced nobleman (statistics like the
This will add additional suspicion between the characters to rest of the squad), who reports directly to the hero of the
the game, which will reflect the well-hesitant mood of war player who took command of the entire expedition.
plotting. Be careful though. Role playing games are
intended to entertain all participants. This option is just an That's the word of introduction, it's time to start the
alternative and you have to be sure that the players will be adventure!
able to play such roles. You can also use another option if
you do not want to disrupt your players - let one of the Below are statistics about the soldier from the convoy.
soldiers be a spy from the North, which the whole team will
have to fight. So if you do not want conflict in the team,
and you plan to use the thread, you can cast corporal
Arnold aep Luyken, who was raised by his mother
Cintryjka, as a traitor.
77

KAPRAL ARNOLD AEP LUYKEN


Skills INT 6 HP 30 Abilities Loot
Athletics +4 REF 6 STA 30 Normal Human Abilities Mundane Items
Awareness +2 DEX 6 RESOLVE 30 (1d6/2)
Riding +2 BODY 6 STUN 6 Crowns (1d10)
SPD 6 REC 6 Armour Medium Armour
Strength +2
EMP 5 RUN 18 14 (SP 14, EV1)
Social Etiquette
CRA 4 LEAP 3 Gleddyf
+2
Courage +2 WILL 6 ENC 60
Deceit +4 LUCK 0 VIGOR 0 Vulnerabilities
Leadership +2 Hanged Man’s Venom
Swordsmanship
+4 Weapons
Tactics +2 Name Damage Effects ROF
Survival +2 Fist 1d6 N/A 1
Education +2 Kick 1d6 + 4 N/A 1
Endurance +2 Gleddyf 3d6+2 N/A 1
Intimidation +2
Dodge/Escape +2

Nilfgaardian Soldiers
Skills INT 5 HP 25 Abilities Loot
Awareness +2 REF 6 STA 25 Normal Human Abilities Mundane Items
Riding +2 DEX 4 RESOLVE 20 (1d6/2)
Strength +2 BODY 6 STUN 5 Crowns (1d10)
SPD 6 REC 5 Armour Medium Armour
Courage +2
EMP 5 RUN 18 14 (SP 14, EV1)
Swordsmanship
+2 CRA 4 LEAP 3
Survival +2 WILL 4 ENC 60
Endurance +2 LUCK 0 VIGOR 0 Vulnerabilities
Intimidation +2 Hanged Man’s Venom
Dodge/Escape +2

Weapons
Name Damage Effects ROF
Fist 1d6 N/A 1
Kick 1d6 + 4 N/A 1
Arming Sword 2d6 + 4 N/A 1
78

Chapter I: Journey
The adventure begins when players have already joined the unit they are to lead and are heading with him
towards the Mahakam Mountains. They are only less than a day away from them and when they leave the road
from among the trees, they are able to see snow-capped peaks looming on the horizon. However, the day is
coming to an end and by the time they reach the gates of the dwarven lands, they will have to set up camp at the
foot, somewhere on the trail. It wasn't until the next day, after another few hours of travel, that they would arrive.
At the beginning, once you start the session after creating Despite the clearly rising terrain, there were many trees.
the character, read the players below description. It will The forests were thick and dark and not very inviting.
allow you to feel the right climate for travel. However, if Therefore, when the day was coming to an end, a small
you prefer to describe everything with your words, nothing meadow opposite the wall of trees on the other side of the
prevents you from replacing the texts quoted in the script road seemed to be the best place. When the setting sun
with your own. brushed the tops of the trees and mountain crowns, the
caravan stopped and began to think until the next night on
After reaching the highlands at the foot of Mahakam, the the trail.
road began to rise and fall alternately. Deciduous forests
gave way to spruces, firs and pines. On the horizon, the Initially, try to bring a loose and calm mood. Let players
Mahakam Massif rose like a huge, drowsy dragon. As they have the impression that their task is to go smoothly and
approached, the mountains grew in view. Snow-capped quickly. The forests at the foot of the mountains, although
peaks, jagged playing and windswept slopes were already dense, seem safe, the weather is favorable for travelers and
visible. Some of the highest crags disappeared high in the even monsters on the way were not seen. Let the last
clouds, like the spiers of the golden towers of Nilfgaard. moment of rest and melancholy. All this is to help players
The road, although hard and rocky in places, was well have a moment to "play" and sense their characters. In the
maintained. The journey went smoothly, the horses did not meantime, let them describe and introduce themselves and
have major problems with walking, as did the infantry unit. familiarize themselves with the branch.
79

Players may want to keep traveling and wandering through In any case, players learn that this man fought in the
the night, but strongly advise them against the mouths of previous Nilfgaard-North war, in which he earned the rank
the NPCs. The weather is good for them, but in the dark the of sergeant. He managed to get out of it without any
steep road uphill is too dangerous for horses laden with wounds, but what he saw during numerous clashes forever
carts and neither of them knows the road and the dangers deterred him from the army. It was a considerable loss for
that may be waiting for them. In addition, it will be useful the Nilfgaardians, because he was a non-commissioned
to rest before a mountain road and a heavy fair with officer talented and enjoying a good reputation among
dwarves. soldiers. However, he abandoned the fight for a peaceful
life with his family in one of the villages in the Empire.
By the trail that the convoy is heading to, there will be no Unfortunately, fate again forced him to return to the front.
problem to break the camp. This can be, for example, a His only son, Bert, enlisted against the will of his father in
clearing sheltered by trees in the woods or a hideout behind the Alba division and started fighting in Temeria.
a larger rock creek. There will also be a small stream or Unfortunately, all hearing from him quickly disappeared,
other source of clean water nearby. The area seems safe. even few colleagues from the unit did not know his fate.
Desperate father decided to rejoin the army to have the
Once the camp is smashed, play some of the typical
opportunity to look for his son on the front. So he is not
camping scenes, while engaging player characters in the
very happy with their current mission to Mahakam and he
life of the whole group. Someone can offer help in one of
would like to finish it quickly. However, he does not
the camp jobs, prepare guards or want to talk to soldiers.
oppose orders. During the conversation, he will ask players
Characters can also sit together by the evening bonfire.
to look around as much as possible for a young man who
Offer players several options, unless they themselves are
resembles his son. He will always be grateful for any
willing to play various interactions. In any case, during
information.
these scenes, it is important that you include three of the
Nilfgaardian soldiers from the convoy. They are: Mert aep His knowledge and military talent can be useful in difficult
Dery, Tibor aep Marai and Ervin aep Margit. Each of them situations and also be the cause of conflict with the
has its own story to tell. They are friendly, kind and commander of the soldiers, Corporal Arnold aep Luyken.
distinctive, they should immediately draw the attention of The latter does not really feel like an ordinary private, no
players and even want to enter into a good relationship with matter who he was before, took over his role. Especially
their characters. Try to make players like these three and be when he is born lower. The pride of the young nobleman
interested in their fate. Let them know their stories and will certainly not allow this to Arnold and in the event of
experiences well. This joint bonfire can be one of the such developments he will openly oppose the situation, and
occasions for this. will even try to get rid of Mert.
Below are the stories of these three NPCs:

Mert aep Dery_______________________ Tibor aep Marai_____________________


This is an aging man. He is still strong and efficient, A young boy who stands out from the rest of the ward's
although you can't hide his slowly graying hair and his tired long brown hair, usually tied in a ponytail. He is also very
face. Mandatory, executing orders efficiently and without a talkative. While in his presence you get the impression that
word of objection. He does many things faster and better his mouth does not close. He carries out the orders assigned
than other members of the ward, even instinctively. to him, but it is to be expected that his distraction will not
let him finish as he should.
Mert aep Dery stands out from the other soldiers in the unit
with his professionalism. It does not seem to suit the rest of In the camp, you will be able to meet him above all around
the rookies who barely knew the war. This should draw the the campfire: he helps to light it, though quite slow. Once
attention of one of the players, in particular the person who people start gathering by the fire, you will immediately
has taken on the role of commander of the entire hear Tibor telling one of his stories. He has many of them
expedition. If any of the characters asks Merta if he served and each presents him as a hero or describes amazing
in the army, he will answer briefly: "Yes, I served." A events. For such a young age, all this seems quite amazing.
laconic statement may suggest to players that the man does His companions, however, do not mind such a behavior of
not want to brag about his achievements. However, if he his companion. The boy talks really well and nobody from
gets an order, he will tell more about himself. Otherwise, the ward is upset that he sometimes hangs out a little. His
while resting by the fire, each player can perform a stories allow war for a moment of forgetfulness and rest,
Strategy test on DC 14 to remind himself of who Mert aep for which everyone likes him. They also know that his tales
Dery is. In addition, he can also perform a Persuasion, are made up of one thing, but that doesn't bother them
Charm or Intimidation test for DC 14 to pull a soldier's either.
tongue. Served with beer (or other stimulant), it is more
willing to answer (+2 to the test result).
80

After finishing one of his stories, Tibor will speak to the character to remember that Baroness de Margit from
heroes sitting by the fire. He will ask about adventures and Maecht has no son after all. If they want to pull Ervin's
interesting events from their lives. At some point he will tongue, a successful opposition test of Conviction, Charm
reveal that after the war he would like to become famous as or Intimidation will allow him to reveal his true identity.
a bard and a storyteller. Even during this stop, it turns out The girl will then tell her story and ask one of the
that this boy also has a talent for playing instruments (he interlocutors for help. Players will have to decide what to
has only a well-tuned flute with him). If the heroes are nice do with Evina de Wyngalt.
to him and accept such a soldier, he at some point promises
them that after completing the task in Mahakama, he will All these stories are designed to make players strongly
create his first ballad or invent a story in which he will involved in their task and to feel responsible for their
glorify the deeds of the characters of the players. people. Later events will put them ahead of some choices
and may have to decide who to save. It is important that
Ervin aep Margit ____________________ Nilfgaardian soldiers are not mere cannon fodder for them,
but flesh and blood characters whose lives matter. You can
A young, short-trimmed blond who joined the army just also expand these stories freely, coloring them even more
before the outbreak of war. It's from Maecht. He is shy and or even combining them partly with the stories of player
stays on the sidelines, but unlike most of his company, he is characters.
distinguished by impeccable cleanliness of equipment and
duty. After this nice and calm, not to say idyllic, introduction, the
action begins to unfold. A little after midnight the weather
The biggest secret, however, lies in the fact that she is in begins to change for the worse. If any of the player
fact Evina de Wyngalt - a girl from a family with strong characters are still awake, they can see leaping gusts of
military traditions. She always dreamed of war fame, but wind, swaying with treetops and successive layers of
her parents predicted a different fate for Evina: marriage clouds covering the starry sky.
and political fight in the salons. A young girl fascinated by
the stories of her brothers about their numerous adventures, Shortly after midnight the wind rose. The blasts tugged at
she could not come to terms with it, and as soon as the next the tops of the trees, which creaked and buzzed over the
war broke out, she fled the house under a false name and road. The stars were completely obscured by clouds, and
enlisted in disguise. Although women in Nilfgaardian the darkness around the dying bonfire thickened. The
forces do not serve the universal, they do not cause much temperature dropped significantly, making travelers hide in
sensation. In this case, however, a disguise was necessary. tents and wrap in wool coats. There was moisture in the
It was used to avoid father's people looking for Evina. The air. Shortly afterwards it rained. Heavy, large drops began
first fights on the front did not bring her the fame and to hit the ground without warning. After a while, when
adventure she expected. After a short training, she was sent streams of water were pouring from the sky, it got loud,
along with the rest of the unit to plunder the Temerian cold and wet. The downpour began for good, the tents
villages, where she witnessed the cruel scenes and suffering soaked, and the dried soil could not absorb water. Even the
of civilians. Now he wonders if she has made the right trees no longer provided protection. The road was slowly
choice and whether she would rather not go home. turning into a river of mud, horses were snoring anxiously.
However, he knows perfectly well what is involved in this. The wind did not stop - he picked up the tents, pushing rain
First, desertion would mean a death sentence if someone into all crevices and openings. It wasn't until dawn that the
caught her along the way. Secondly, her father might take gale eased down a bit, and the only trace of it was broken
her back, but the punishment for escape and putting him in branches and drizzling drizzle.
shame before the rest of the aristocracy would be very Everyone can easily see that the weather changes very
painful. Evina is looking for a way out of this difficult quickly in a typical mountain fashion. The sentries sense
situation, at the same time afraid of what else might happen the oncoming rain, it gets colder and darker when the stars
to her on the next trip. and moon are obscured. Finally, after a while the downpour
Characters who are near Ervin aep Margit can perform an begins. If any of the player characters chose to stand on the
Open Vigilance or Empathy test. With a score of 10-12 watch during this stop and its change happened on the last
they will pay attention to the impeccable cleanliness of the part of the night, it got wet and cold. The same applies to
soldier, standing out from the rest of the unit. With a score those who insisted on sleeping under the open fire by the
of 13-15 they will notice that he is also strangely thoughtful fire instead of in tents. All PC, who were unlucky to
and saddened. At 16 or higher it will be clear to them that experience this weather change without shelter, must
Ervin is hiding something and that something is bothering perform a Endurance Test at DC 14. On success, the
him, and zealous performance of his duties is to drown his character was resistant to adverse conditions and is healthy,
restless thoughts. They may also ask you for his name, but unfortunately he fell ill during defeat. She suffers from a
the test will be difficult. The result of 20 in the test of slight cold, which mechanically corresponds to a penalty of
Living, Education or From many furnaces will allow the -1 for all EMOTION, GRACE and REACTION tests. If
someone gives her medicine, she will recover after one day
81

without the need for additional tests. However, if no one


helps her, after every 24 hours she must perform another Once is the case ...
Strength test with the same DC. On success - he recovers, Such a stop is an ideal opportunity for the spy's first
on defeat - he continues to get sick. In addition, getting actions. However, he must be careful in his ideas so
unlucky in the test results in its deterioration and another, that no one will detect his betrayal. Setting up a camp
adding up -1 penalty for EMOTION, GRACE and is always a lot of work during which they can
REACTION tests. This test is not difficult, after all it is sabotage. And this will damage the axle of the
only adverse weather, although it may happen that it will be stopped car, so that it falls apart in the morning when
the first obstacle encountered by the characters. From that starting off, and this will add something indigestible
moment, they should get rid of the illusions of peace and or spoiling the taste to the soup, and this will lame
begin to feel the growing pressure of the upcoming one horse. Maybe also stories, made up or not, about
mission. Let them slowly get the impression that they are what is lurking in Mahakama to discourage soldiers
unwanted in these lands and even the weather itself shows from wandering further. The possibilities are many
it. and they depend in total mainly on the ingenuity of
In the morning the rain turns into an annoying drizzle and the player. If any of his actions succeed, along with
the clouds still obscure the sky. Everyone is soaked and nasty weather conditions, it causes a penalty of -2 for
cold, the good mood from the previous evening has all Courage tests for soldiers from the squad until the
completely disappeared. Soldiers gather the camp in a end of the mission. However, try to stop his
hurry and barely all the sun has risen above the horizon, destructive tendencies. In this chapter, while camping,
everyone is ready to continue riding. The road, however, is players should still feel safe and be sure that
nothing like the quite comfortable route of the previous everything goes their way until the storm arrives.
day. The water-soaked soil easily bends under heavy There may be occasions in this safe clearing to stop
wagons, making it difficult to pass and creating muddy the entire trip, but one spy for all the gold will not be
ruts. The wind and small droplets of water do not let go, taken away, and it would be a shame to leave
which further worsens the mood of soldiers. While driving, Temerian goods in this wilderness.
everyone is not very talkative, you only hear a few sneezes
from time to time. Finally, about five hours in the
afternoon, the convoy leaves the forest on a stone path,
facing the last ramp to Mahakam Gate.
82

Chapter II: At the Gates


The road leading uphill from a certain element leads The entrance to the gorge leading deeper into the
through a ravine between two rock walls. It is wide and Mahakam massif led through the high vaulted arch of a
lined with stones, even two large carts can easily move massive stone gate. It consisted of huge stones, stacked on
side by side on it. However, it is hard to look for any cover top of each other. It seemed that the arch was made without
on it, the slopes are steep and without the equipment only using a pound of mortar. The stones were decorated with
the best would be able to climb the stones. After about dwarven runes and reliefs depicting dwarves in battle,
half an hour of such a road, the Mahakam gate emerges while working in mines and establishing new cities on
from behind the bend. These are not typical castle gates, mountain slopes. In front of the gate were two dwarf
but only an arch built of carefully hewn and fitted stones, statues supporting their axes. The structure was apparently
a passage set over a well maintained road. Each of the planned and intended to arouse respect and some care in
boulders is decorated with patterns typical of dwarven art, guests. Up close, the transition was staggering. An
and on both sides of the passage are the dwarf statues ordinary man, especially from the lowlands, could not
supporting their axes. From a distance, the building imagine how a miracle such a demanding structure could
seems abandoned, but when the convoy begins to arise in the mountains. And the dwarves seemed proud of
approach it, scouts will see individual dwarven figures the bow's impression.
appearing out of nowhere. A successful test of Strategy,
Living or Of many furnaces at DC 14 will show that they Even before the caravan approached the passage, the
wear the colors of the Dahlberg clan. They are the dwarves lined up in it, blocking the passage. None of them
guardians of the passage. Five of them stand in the road, looked at the guests favorably. Of these, one was
but from time to time there are also individual figures distinguished by shoulder pads - massive, wide, decorated
among the rocky and steep slopes surrounding the gate. with runic engravings.
When the players reach the gate, read them the following - What do the Nilfgaardians want here? He asked in a
description. voice low and deep like a mine shaft.
83

Dwarves, like dwarves, look after their own interests. They nothing that would seriously weaken them, but a trained
also do not intend to stand on either side in human wars. eye will see the pale complexion, the bags under the eyes
They don't let anyone in their mountains. Without a special and the gentle coughing of one of them. A successful
lead ring, even a delegation from Nilfgaard from the Dressing or Healing test on DC 18 will tell you that dwarfs
emperor himself would be treated as the most inferior are most likely poisoned with some weak poison. When
traveler. Only a handful of merchants can be proud of being asked about this, Rohrig replies that "this is the climate
allowed into the borders of the kingdom. The players or here" and will not want to talk about it anymore.
any of their convoys are not lucky, so they will be treated
by the guards rather abruptly and with typical dwarves' When the talks are completed and the players agree to wait
tricks. The dwarves are led by Ferenc Rohrig and the first until the head of the clan returns, Rohrig will send one of
to speak to the heroes, asking quite arrogantly who they are his men with them as a guide to show them the way to the
and what they came for. When he hears the purpose and mine. The convoy will have to go back less than 5 minutes
reason for their arrival from them, he responds as follows: along the road it has arrived here and turn left into a
narrower path between the rocks, but wide enough to fit a
- Gold stolen from the Temerians is good, like any other. cart. The road is not long. After another ten minutes, the
But no one, damn it, we make no exceptions. You don't have expedition reaches the open space between the rocks, and
to enter Mahakam. Unless old Dalhberg or Brouver Hoog one of the walls of the mountain has a breathtaking mine
allow it. You can wait until someone wants to exchange entrance.
your gold for something or get out of here.
There is also the possibility that players will want to enter
The dwarf will be adamant, he will not let Nilfgardians Mahakam at all costs and come up with the idea of forcibly
behind the gate. This also applies to dwarves, even those breaking through the guards guarding the gates. Steal them
born in Mahakama, at least as long as they come in the away, but if they do, you will have to fight. Such an
service of a foreign state. PC will probably want to attempt will most likely end in the deaths of the heroes or
convince him somehow, otherwise they can only go back their capture. The dwarves commanded by Rohrig are
and the mission's failure will certainly not end well for fewer, but they know the terrain well, and besides the five
them in the Nilfgaardian army. Player characters may want who came out to meet Nilfgaardians, there are still 15
to try a variety of ways and arguments that are difficult to shooters set up and hidden on inaccessible rock shelves.
predict. From here you will have to choose which tests will Everyone with a heavy crossbow in their hands. The
be useful here and how difficult they will be. However, numerical superiority of convoy protection will be useless
remember that Rohrig will not let the whole convoy pass. If here. In addition, the unit guarding the gate are veterans,
successful in testing, however, he will provide the who are much better at fighting than novices from the
following information: Nilfgaard army, even though they are slightly weakened. If
• Irnik Dahlberg went to Carbon Mountain, but he should there is a clash, a group standing on the road will block the
be back tomorrow morning; passage, and a hail of crossbow bolts will fall on top of the
• Nilfgaardians will not be allowed behind the gate unless Nilfgaardians (treat it as an ambush). In order not to
old Dahlberg so decides; prolong the fight, you can say that in the first round on the
• The head of the clan may be willing to talk, the clan has a Nilfgardz side 15 soldiers will fall from the shell (some
large supply of manufactured weapons; seriously wounded and some dead). Then in each
• The convoy can wait the night at the entrance to the old, subsequent round, one soldier falls for every two shots
now closed mine and start negotiations in the morning; fired. The rest with PC must break through the guardians of
• Dwarves will show the way to the mine; the passage, but the arc is narrow enough that only 10
• When asked about the mine, he would say that it was characters can fight in it at once (initially: 5 dwarves versus
mined in iron, but its deposits have run out and it was 5 Nilfgaardians). Good luck!
closed. The square in front of her serves as a camp site for
guests like the Nilfgaardians - merchants and travelers who The fight will be very hard. If somehow the players win,
were not allowed into Mahakam; this will be just the beginning of their problems. A bit
• Dwarves will not provide any further help, and there is no further, on one of the peaks, there is a hidden watchtower
mention of it, irrespective of those in the sick or needy (it was a dwarven unit that was stationed there). The guards
group, adverse weather, catastrophes or monsters that get see the road and the gate itself, so they quickly call for
tangled; reinforcements. Mahakam is a dwarf area and they know
• When asked about merchants or delegations from the how to defend their home. Arrived on the trail support
Northern Kingdoms, they say they trade and get along with (about 50 warriors) will not have major problems with
who they want and what they want. killing or capturing Heroes. The trade mission itself will
fail.
During the conversations, you can also let players talking to
the dwarves take the Vigilance Test DC 14. Successful, he Below are statistics of guards guarding the gate.
will tell the heroes that the guards look a bit sickly. This is
84

Dwarven Veteran
Skills INT 5 HP 40 Abilities Loot
Athletics +2 REF 7 STA 40 Normal Human Abilities Mundane Items
Brawling +4 DEX 6 RESOLVE 30 (1d6/2)
Melee +6 BODY 8 STUN 8 Crowns (1d10)
SPD 5 REC 8 Armour Medium Armour
Awareness +4
EMP 5 RUN 15 16 (SP 16, EV1)
Strength +6
CRA 6 LEAP 3 Crossbow
Crossbow +4 Dwarven Ax
WILL 8 ENC 105
Courage +2
LUCK 0 VIGOR 0 Vulnerabilities
Survival +4
Endurance +6 Hanged Man’s Venom
Intimidation +2
Weapons
Name Damage Effects ROF
Fist 1d6 N/A 1
Kick 1d6 + 4 N/A 1
Dwarven Ax 5d6+3 N/A 1
Slow Reload, 1
Crossbow 4d6+2 1
Action; 100m
85

If the players were not militant and agreed to the • Result 14+: the entrance to the mine was secured
dwarves' offer, they are now with their men in the very solid, reinforced with a second layer of boards,
square in front of the entrance to the abandoned and additionally supported by two beams, which,
mine. The guide will leave them there as soon as they however, rotted and are now in the mud in front of
reach their destination and move back to their own, the entrance;
without saying a word. If they had doubts whether to
set up camp in the indicated place, remind them that • Result 16+: apart from the two paths leading to the
it will soon begin to darken, and the road here took square, there is still space to the right of the road that
them a couple of hours. Additionally, if they decided the group got here, where they could climb the rocks.
to descend from the mountains, they would have to However, climbing would be difficult and dangerous.
climb again tomorrow. Finding another place to stay Under this place a large pool of water gathered after
in the mountains is not an option. Soldiers sent to yesterday's storm, if there were any traces there, the
scout around will find only narrow mountain trails rain washed them away;
within a two-hour walk. The square in front of the • Result 18+: not much has survived in the hut at the
mine seems to be a reasonable solution. It is entrance to the mine: the furniture was overturned
important for players to spend the night there, and rotted on damp soil, but behind the broken
otherwise they will not learn much of the story dresser, players find a well-preserved and oiled tube
(sleeping anywhere else just the next day will meet of leather for documents. Thanks to this, it survived
with Irnik, who will want to conclude an unfavorable in not too bad condition, although some water got
contract with them). inside. It has a piece of parchment written in
The mine is located in the lower part of the Mahakam Dwarven writing:
mountains and there is no snow here yet. As ordered. Last and already smashed shaft.
Unfortunately the still drizzling drizzle and the cool The boys are collecting gear, we must hurry.
wind do not improve the situation much. The square This knocking gives me no peace. List:
is muddy, all in loamy soil, most likely drawn here Lantern: 26
from inside the tunnels. Everywhere lies scattered Pickaxes: 17
garbage and old worn tools: mining carts, climbing Shovels: 7
equipment, broken pickaxes, rotten wood for Trolley: 2 Good, 1 damaged
brackets. Right next to the boarded up entrance is a Ropes: approx. 53 meters
wooden hut, probably used to serve as a foreman's
office. Next to it lies several overturned wooden
stumps and stools, as well as a rotting table. There Part of the mine history described by Rohrig is
are no signs in the mud that anyone has been starting to disagree, which should raise PC's doubts.
camping here lately, certainly not in the last few Don't fuel them, however. Whether they like it or not,
weeks. In general, the place seems abandoned and they will probably have to spend the next night here.
neglected. Not even parts of the materials and If players decide to set up camp in the square, they
equipment were taken away from here, which did not will make it by evening. As the sun goes down, the
fit the dwarves a bit. The road that the group got here rain will finally stop, though it will continue to blow.
is not the only one leading to the mine. On the other From their own supplies and abandoned wood, the
side of the square the trail goes further into the soldiers will try to light a larger bonfire to dry and
mountains. That path, however, looks long unused, warm.
neglected and dangerous, especially for wagons.
There will be no suspicious sounds coming from the
Players may want to check the area more thoroughly. mine, only the slow dripping of water drops from
Allow them to open the Vigilance test and the somewhere deep down. The night will start calmly,
information provided will depend on the result: and a lot of soldiers tired of the weather will go to
sleep quite quickly. Approximately 2am, allow the
• Score 12+: no one has camped in this place for at guards to carry out the Vigilance test. Perhaps only
least a month, players will also find more abandoned soldiers will be on guard, then do the test yourself.
equipment: pickaxes, shovels and lanterns are loaded Difficulty level is 15. If it fails, you will simply run
in the mining cart. They can be used after being out of one bag of food in the morning. However, if it
cleaned from mud; succeeds, the person standing on the guard notices
86

descending slowly along the steep path (the same as In fact, however, Otto Svarc is a foreman of an
the result of 16 for the alertness roll) a single abandoned mine. He could not come to terms with its
character. As soon as this one touches the ground sudden closing and often returned to her deserted
with your feet, you will be able to easily catch it. If entrance. From the lurking evil in the tunnels he
you cast for soldiers, you can immediately assume slowly lost his mind, which supported the hermit life
that they captured a prisoner and raised the alarm in that he had lived for some time. He was banished
the camp. The prisoner will be brought before the from Mahakam. Although most dwarves do not know
person who has taken on the role of commander of his fate and are indifferent to them, if he is led to
the entire expedition. Irnik, he finds that he should be killed immediately
so that he would not cause trouble. A successful
The captured is a dwarf of a rather meager stature: Empathy test on DC 18 will allow the heroes to see
emaciated, dirty and stinking of rancid fat. His beard that the head of the Dahlberg clan is hiding
is matted and tangled in several places. He is wearing something. Irnik will not want to say anything more
old furs and a dirty shirt. He seems slightly crazy. He and the fate of Otto Svarca will leave in the hands of
gazes at the people around him. He won't answer any the heroes (as a madman and exile is harmless to him,
question, he doesn't seem to know where he is. All because no one in Mahakama will believe him ...).
the time, however, he will mumble to himself. Most
gibberish will be inaccurate, but from time to time
you can catch some understandable sentences. Two are a coincidence ...

Evil is rock, which black seeps. Yeah ... I can see him The time has come for some spy tasks. There is
draw new ghosts. Let them run away while they can. a possibility that he will want to hurt blood
Hop! Hop! Hop! Knock! Knock! while talking to the dwarves, for example
insulting them. If he does it skillfully, the
Nothing else can be extracted from the dwarf. Neither dwarves will not provide any help or
interrogations, brutal or not, nor magic do not explanation. They just have to wait for the
improve his condition. However, if he is led to the arrival of old Dahlberg, who will also not be
mine entrance, he will start to panic. However, he is happy with the meeting and will propose the
weak and sickly, so two people can easily support worst offer for trade (if it happens). Players will
him. Everything seems to be a spy, however, and a have to find accommodation in the mountains
madman straying in the mountains, who was themselves.
sneaking into the camp to steal something, probably
food. The second good moment for the traitor's actions
is the night in the camp. If by chance he will be
Players can kill the prisoner, release them or tie them on guard at the appropriate time, he does not
up and lead them to Rohrig the next day, demanding have to either catch Otto or mention his capture.
translations of what he was doing at the place Quietly, he can still sabotage the wagons,
indicated for their accommodation. In response, they wrestling and morale of the squad.
will hear that it is Otto Svarc - an exile and madman
leading a hermit life in the lower parts of the
mountains and in the foothills. The Nilfgaardian
convoy is not the first to meet him. The poor man
probably wanted to steal something to eat. If players
try to use Otto in any way in negotiations, the
dwarves don't care, his life seems indifferent.
87

Chapter III: Hole in the Ground


Regardless of how players want to resolve the matter of a heroes will see a single rider behind them, galloping toward
madman (if they caught him), the next morning they will them. This is one of their soldiers who stayed in the camp.
be able to go to the gate of Mahakam to meet with Irnik Breathless and scared, before he dismounts, he will shout at
Dahlberg. If they leave only a small group, carts and most the group about the tragedy that met their people. They will
soldiers leaving in the camp, go straight to the meeting. If say without a moment's delay that at some point the earth
they want to set off with the whole group, it will take them under the carts and part of the camp collapsed and
longer to prepare and collapse the camp, but then they everything fell into a deep hole. One wagon with supplies
will witness the disaster with their own eyes. And if PC and half the people left in the camp survived. With the rest
divides, just play the stage with the group remaining in of the group it is not known what happened and whether
the camp first, when the rest leave, then the stage at the they live, and the hole is at least fifty meters deep. At this
gate. point, if you wish, you can read the following excerpt:

Heroes set off to the gate without carts From the side of the road leading to the temporary camp,
hooves were suddenly heard. You turned around. Just like
and some people_____________________ the dwarves, and you noticed a single rider, your soldier,
About an hour after sunrise, the group that went out to talks who galloped in that direction.
arrives at the gate of Mahakam. The weather improved and - A disaster! - he shouted from afar - Tragedy! Everything's
the whole unit was already drying up in the morning rays of gone!
daylight. At the gate, just like the day before, at some point
dwarves come out of their hiding places, standing at the He fell between the talkers and jerked the horse away.
aisle and awaiting newcomers. When the players approach Hooves have laid the ground before you.
them, Rohrig will welcome them in his style and announce
that Irnik Dahlberg has already returned and will send for - The earth shook, it boomed, stumbled and suddenly the
him. At about this point in the conversation, the hoof carts with people and horses fell into a chasm! We didn't
beating behind the players' backs. The moved dwarves will even manage to react. Dust still rises above the hole. Only
raise their weapons, but before something else happens, the
88

one wagon and at least half of the people left. At least fifty Characters may want to somehow save their trip. If they
meters deep there, you can't even see if anyone survived. come up with interesting ideas, let them save the second of
the carts with the equipment at the last minute and 3-4
Dwarves will also worry about the event, but not because additional soldiers. Carts with gold and the rest of their
of the Nilfgaardians, but because of the curse that weighs people will unfortunately fall down.
on this place. They will be afraid that this is a bad sign, and
while talking to the arriving rider, Rohrig will send one of When the dust settles after the catastrophe, among the
his friends for Dahlberg. In addition, the dwarf leader from screaming of the wounded and the squeaking of horses,
the gate along with his four companions will set off with everyone will see a thirty-meter wide gap in the place
the players to the crash site. He will not want to give any where they camped at night. The hole is about thirty-five
explanation or help yet, and when players try to press him, meters deep, and its center is about the center of the square
he will find that no one Nilfgaardians invited here and the in front of the mine entrance. It can be bypassed from any
dwarves are not responsible for what happened. angle, but approaching the edge will be risky (Athletics
Apparently, the rocks in the square in front of the mine tests). Players may want to check the crash site or rush to
could not endure camping of such a large group, and the the dwarves for help. Those in the form of Rohrig with five
newcomers could come up with the fact that their cars were soldiers will arrive about ten minutes after the entire event.
too heavy. In the event of a larger quarrel, Rohrig will feel If they are not asked for help, they will stand aside and
confident thanks to the support of his unit from under the watch people's actions. When players ask for help, the
gate. However, he will not want to make any decisions and dwarf commander orders the wounded to be removed from
will wait for the clan's head to arrive. Irnik (along with the trap and to secure equipment that has not fallen, and
another twenty dwarves) will arrive at the crash site several sends one dwarf to assess the stability of the whole area.
dozen minutes after the heroes arrive there. He'll be rested Until Dahlberg arrives, he won't want to answer questions
and dressed in armor, not like traveling. PC will notice that about the cause of the tragedy. At most, he says that as you
it does not look like it came back only a few hours ago. can see the place must be cursed.

Heroes set off the entire caravan________ Irnik will appear shortly after that. He will not look like he
has just arrived home, he will arrive clearly rested and well
Preparing the whole group to leave will take more time dressed in full gear. Together with twenty of his soldiers he
than leaving the team without carts and some people. will immediately take care of the area. The older dwarf
However, after more than an hour from sunrise, the camp is himself will talk to the characters.
already collapsed, and the last horses drawn to carts. When
the group sets out, please tell players that they are riding at Crash site___________________________
its head. The moment they leave the square, they hear a
loud bump behind them and then a crash. When they turn The gap in the rocky ground was created exactly in the
around, they will see with their own eyes how the rocks central part of the square where the Nilfgaardians camped.
under the feet of their soldiers break and collapse. All the Under the weight of the wagons, the ground collapsed,
wagons, except for one with equipment, together with a pulling all three valuables and half the soldiers for sure.
large part of people begin to fall into a gap that is a few The hole is about thirty meters in diameter and thirty-five
dozen meters high. Read the players below description: meters deep. At the top, however, there was still a lot of
space along the rock walls for passage from all sides. So
Suddenly, as if from afar, a loud crunch could be heard, as much that you could even carry a cart. None of the paths
if the giant hit his foot with impetus, after which a terrible leading to the square was blocked. If anyone dares to come
crash sounded. After him, several sounds were heard at closer to the edge, he will see below that the cars
once: the roar of sliding land and rocks, the screech of themselves have survived in a bad condition. The wheels
horses, the creaking of wagon boards, and the panic of and axles are broken, of course, but the sides and floors
people. The land under the caravan turned into a funnel. withstood falling, which allowed Nilfgaardian spoils not to
The riders were still trying to escape from the trap, and the scatter all over the hole. They are partly covered with
coachmen abandoned the wagons and tried to run up to the stones, just like some of the soldiers. The wall of the breach
steeper edges of the fall. The funnel, however, collapsed clearly shows that the mine ceiling has collapsed, and
after a while, and people suddenly disappeared from view, falling, wagons and stones also collapsed the second level
as did carts and horses. The dust shot up, covering the sky, of tunnels. You can easily see the mining buttresses of the
the sound of falling stones rang out, someone shouted, lower corridors protruding, and among the rocks there are
calling for gods and help. The tumblers were still not also beams broken like matches. The level between the
falling when the faint crash of wagons hitting something carts and the surface completely filled up, but at the
and a silence came from the sink. Gold, horses and people, bottom, on the next level of the mine, where the carts
everything disappeared underground. landed, one of the tunnels is only partially filled up. It
seems that the rescue team could get through that mine.
Going down the wall is very dangerous. Dwarves will
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immediately declare that they are threatening to collapse If at any time at the gate or at the crash site, the heroes
further. behaved claimingly, aggressively towards Rohrig or Irnik
or threatened them, the latter will be very unfavorably
Those soldiers who were on carts when they fell, survived. disposed towards the Nilfgaardians and all tests (except for
Among them were all three warriors whose heroes had the fighting) have a DC higher than him 4. If players would
opportunity to meet and establish a deeper relationship with like to resolve the issue armedly, show them that fighting a
them in Chapter I (unless the players decided to keep them squad of well-armed dwarves when they have lost half their
at PC). However, if this did not happen, they fell into the strength and locals can quickly get reinforcements from the
hole with the carts. It is their screams and calls for help that watchtower is heavily reckless, not to say suicidal.
players recognize first. All or some of them may be more However, if they take up the fight, it will proceed as
seriously injured and will require urgent medical attention. described in Chapter II. The attacked dwarves will fire their
The rest of the soldiers also need it - they are battered, crossbows, and a few of them will try to block the passage
bloody, several have broken ribs, and even one of the so that Dahlberg can escape for support from the
limbs. On the other hand, those of the Nilfgaardians who watchtower.
were next to the carts at the time of the disaster are either
dead or seriously injured, buried in piles of soil and rocky What can the head of the Dahlberg clan say:
debris.
• In the event of a disaster, he clearly states that the
Conversation with Dwarves____________ dwarves are not taking responsibility for what happened.
This place for accommodation has already been indicated
When Irnik Dahlberg arrives at the crash site, player in good faith by dozens of travelers and nothing bad has
characters will finally be able to talk to him. Play the head happened. However, those groups were smaller. In the
of the clan as a resolute dwarf, confident and extremely event of a large Nilfgaardian expedition, the rocks could
stubborn, but not haughty. It should be very hard to not withstand, but no one could have foreseen it. These
convince him and he almost always puts his own mind. The areas are also beyond Mahakam, so dwarves are not
presence of Nilfgaardian forces in this place, and even obliged to care for them. The whole accident will compare
more so the whole accident, are very uncomfortable for to the unhappiness on the trail, which can always happen to
him, but he will not want to show it. The secret that is travelers. There is no compensation or compensation for
hidden in collapsed mine corridors is the most important the dwarves;
matter for him. However, he cannot refuse to enter the
tunnels to save people and belongings. The mine is • When the characters ask about the mine, he replies that it
considered closed due to the unprofitability of mining and was mined in iron, but it was closed six years ago, when the
the above actions could arouse suspicion and cause rumors. deposits were beginning to end and mining was becoming
While the dwarves think the place is strange and a curse unprofitable. She has been empty ever since and nobody
may weigh on him, the people don't, and let them come in checked her. He doesn't know what they'll find inside. If
if they want. players ask for any maps or plans of corridors, Irnik finds
that they are probably somewhere, but no one even
During a conversation with Irnik Dahlberg, characters with remembers where. This should raise more suspicions,
Knowledge of Monsters can perform a test of this ability at because such an answer does not suit dwarven engineers.
DC 14. Successful will let you see on the neck a dwarf Unless the mine was closed in a hurry. After a successful
made of thick glass with a salt pendant inside. This amulet Persuasion or Charm test on DC 16, however, the old dwarf
is intended to protect against all ghosts. When asked about will be able to squeeze at least a description of the tunnels
this, Irnik replies that this is just the case, because it is not and important places (then describe the players' first level
known what to meet on the trails. If any of the heroes map of the mine in general). If players inquire about
begins to watch the soldiers who came with the head of the closing the mine, Dahlberg will tell them nothing more, but
clan, they will see the same symptoms of the disease as the when they ask Rohrig or another dwarven soldier in
guards at the gate of Mahakam. Sometimes someone private, they say that the mines were closed quite suddenly
coughs, some have sacks under their eyes and look more six years ago, apparently due to lack of deposits. This
tired than they should be. Nothing dangerous, but the coincided with the escape of Irnik's son from Mahakam
dwarves are not entirely healthy. If players have not noticed somewhere to the lands of people. The whole caused a
this before, to see it at this point, you will need the small crisis in the clan. That's all the dwarves say about the
Vigilance Test DC 14. mine itself;

• If the heroes lead the captured Otto Svarc to the head of


the clan, he will look at him with pity, and if the players
have not yet known his identity, they will tell them about
him. He states that the peasant who used to be a foreman
here has never come to terms with closing the mine. He
worked here with his family for generations. He crawled
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under the closed entrance and sat there for hours until he the adventure ends and you can go to the Epilogue. They
lost his mind. The clan banished him and has since lived as have reached Adverse Agreement.
a hermit, stealing food and clothing from travelers. If
players want to punish him or take him to court, Irnik will The heroes, in addition to the trip to the mine, can take a
not cause problems - Otto is an exile and getting rid of him number of actions at the fall to get at least some people or
is in his hand; gold. However, they will not bury everything from under
the rocks from above and a trip to the tunnels is waiting for
• If players ask for help in pulling out carts or in a mine them. Here are the possible actions of the heroes before
trip, Irnik will refuse to send someone of his own with they decide to go underground:
them, but will allow the Nilfgaardians to act on their own.
Dwarves, however, will help protect the edges of the • If there is a magic character in the party, he may want to
sinkhole from further collapse and lend people equipment; try to save people and treasures from the chasm. Let her do
it, but the result of her efforts will be at most to save the
• If the heroes refer to the purpose of their trip, that is, to soldiers lying on the remains of the wagons and only part
order weapons, Irnik finds that he will not trade without of the chests with cash. It may also fail at all. Stacks of
gold. If they deliver it to him before the treasury, then they rock are just too heavy. How a player chooses to use magic
will talk. Dwarven weapons are in price, if not them, I will depends on his ingenuity, so we don't give examples here.
sell them to the kings of the North. Dwarves are indifferent You will have to judge for yourself if his plan can succeed.
to the wars that people wage between themselves. In any case, trying to use magic in this situation will be
difficult, so add to the DC spells test or Rituals 2 or 4 (at
During the whole conversation with Irnik Dalhberg, you your discretion and depending on what the magician wants
can let the right moment (or moments - your choice), take to achieve);
the Empathy test at DC 18. Successful, let you feel that the
head of the dwarven clan is missing the truth somewhere. • If any of the heroes has the Craft ability, they know
But he lies very well, as if he already believed in his own something about mining or processing rocks and can assess
words. the condition of the crash site and determine the risk. He
may also, after consulting the dwarves, construct a
However, when it happens that there is a dwarf among the makeshift crane with which some of the wounded and
heroes who lived or traveled to Mahakam, he may have several gold boxes can be pulled. However, it will take a
heard something about this place. If he wasn't from the long time to build it and some of the Nilfgaardian soldiers
Dahlberg lands, only rumors got to him, from which he may not survive;
learned that the iron ore mines in front of the mountain gate
were suddenly closed. Then also Dahlberg's son • Extremely athletic and sturdy Heroes can also try to climb
disappeared, which caused numerous quarrels in the clan. down the rocks. However, it is dangerous and DC tests
In the end, however, the old dwarf convinced his brothers associated with it is 18. They themselves do not carry
that it would be better to focus on profitable investments. treasure chests, but they can begin to dress the wounded;
His son, however, was not found and so far he has not
returned to his own. • The actions of the heroes can focus on saving the three
soldiers whom they had the opportunity to get to know
If players were wondering whether to try to pull out the better in Chapter I. Then they will establish an even closer
gold, remind them that they are on an expedition relationship with them, and for you it will be an
subordinate to the army and for any failure they will face opportunity to develop more threads and lead their next
severe punishment, regardless of the circumstances. The adventures;
descent to the mine is associated with the main secret of
this adventure, so if they do not go to it, they will miss a lot • If players lead Otto Svarca to the mine entrance, he will
and will not achieve the favorable result of their trip, even start to scream and yell. He won't be able to understand
if by some other way they will regain all their gold. Players anything about it, but when he pulls him in, he falls into a
can, however, always choose to leave gold and people in a strange state of calm and repeats the same string of words
rock hole or pull out only part of them, leaving the rest as the night he was caught. Can be used as a guide in the
under the rock debris. If the valuables are enough to trade mine. He will not explain anything in an understandable
with the dwarves (at least half of what they were carrying), way, but when asked for directions to different places, he
will simply go there, showing the direction.
91

Three is the deliberate action of the opponent


The spy can now act. It now has a wide range of possibilities and plenty of opportunities to use. It can lead the mission to
complete failure in various ways.

First of all, he can lead conversations with dwarves in such a way that they don't tell anything to heroes in anger and
aversion. They will then leave them alone in the square, without their equipment and support. Obviously, even if they mine
gold, they will not be allowed into Mahakam.

The spy, however, can also get along with Irnik in private about the mine. The dwarf will agree to any proposal that will
result in getting rid of the Nilfgaardians and protecting his secret. If someone does it for him, the better, because he can
deny everything. If the traitor fulfills the contract, the dwarves will help him recover gold and even give new carts and
helpers to return them to his (or hide where he wants).

During the conversation with Dalhberg, the spy can also learn about the dangers lurking in the mine - nekkers and wraiths.

If the heroes take action on a rift, the spy may also try to sabotage them. Perhaps even he will attempt to go down and give
the false account that he is unable to help anyone or careless moves will lead to further landslides and, for example, collapse
of the only passage left from the mine.

There are many options, let here a lot, because this is the moment of adventure in which betrayal among the group can bring
the greatest results.
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Chapter IV: Mine


This is the most important moment of this adventure, describe the first level of tunnels, or at least he will do it the
hiding an explanation of the secret of the Dahlberg clan. way he remembers. As it soon turns out, the rocks have
If the players decided to recover the gold from their own slumped in more places.
convoy, were guided by saving their people or both, then
they are now wandering the tunnels of the abandoned We will now describe each of the mine levels in turn,
mine. including all the important places marked on the maps in
this chapter. Do not show mine plans to players. If they
The entrance to it is killed by breaths, but the wood will need it, redraw them the separate route of tunnels,
give way after using an ax or crowbar, fully revealing the chambers and natural caves as they enter them. Gradually
passage. Already at the beginning, after the first few steps explore every meter of this place. The descriptions will also
deep into the dark corridor, the characters will be hit by a indicate what players' characters see, hear and feel
strong musty smell, moisture and decaying wood. The immediately, and what they are able to notice only after
witcher amulet trembles, and an unpleasant shiver runs passing the tests.
through the other necks. Everyone will feel an unpleasant
breeze of cold, humid air. Dwarves, if the players did not
annoy them and got help from them, lend the characters all
useful equipment, such as shovels, picks, lanterns and large
amounts of rope. After successful tests, Irnik will also
93

Level_1_____________________________ 4 - Mining equipment storage - The room used to be used


to store mining equipment. The worn and damaged one still
1 - Social rooms - It was here that a group of dwarves lies in a messy pile in one of the corners of the room.
working on a shift could rest if they did not return to their Nobody bothered taking him away. It is a pile of lamps no
homes. Only the wall on the left was forged by dwarves, longer used, lamps, shovels, picks, chains, hammers and
the rest is a natural cave. On the left there is also a passage other tools. On the right, by the natural rocky wall, there
to another, smaller cave. In this large room, furniture has are abandoned two empty tables. Behind them a pickaxe
survived, although bitten by a tooth of time and damaged still leaning against the wall lies.
by moisture. In the center stands a large oak table with
stools placed around it, and under the walls are many 5 - Room with lifts - In the middle of the cave, which was
bunks, now with the remains of decayed straw mattresses. enlarged by hand carved walls and reinforced with stone
There are also tables with traces of rotten food and a few supports, there are two lifts. One of them is a solid oak
cupboards. Among all this furniture, players can search for wood cage and steel fittings, which can fit up to five people
items left behind. After a successful Vigilance Test on DC at a time. In the cage there is a lever that activates this
12, they will find a few little things left by the dwarves: elevator and allows you to take the direction up or down
two thread cards, a round granite stone with carvings, a (after driving down already) in a wide shaft carved under it.
small knife, a belt with a silver buckle and three Cintrian A second lift was used to transport excavated ore in carts.
ducats. A few of them are still attached to metal chains that pulled
them from below to this level. Both lifts are in working
2 - Foreman's room - This is a resting place for a foreman order, though the iron chains are slightly rusted. On the left
in a mine. There is a bed with a rotten linen canvas after the side of the cave there is a collapsed entrance to further
mattress, a desk and a cabinet with a lamp on it. The corridors of this level.
Vigilance Test on DC 14 will allow you to see a crumpled
piece of paper squeezed behind the desk drawer. After 6 - Collapsed corridor - The passage collapsed many
carefully removing and unfolding it can be read (content in years ago, certainly not the result of the last accident.
the illustration on the previous page). According to Irnik's story, it led to excavations at this level.
However, it is now completely impossible to pass.

Dear Parents, 7.8 - Mined ore warehouse - These two large chambers,
several dozen meters wide in both directions and a dozen or
Bad things are going on here lately. Few boys got sick so high on good, apparently served as a warehouse for
and two days ago we had a collapse in the lower extracted ore. Now they are quite empty and only in a few
tunnels. There are rumors since then they will close nooks you can see the remains of the raw material stored
the whole mine. One can still hear knocking from the here. If someone breaks the layer of dust lying in this place
lower levels, which means more collapses can come. with a few steps, the metallic nostrils of iron will reach the
Nobody will take that risk. It's a shame, the deposit is nostrils.
trefuckingmendous, it would last for years. But they
are scared out of their wits. On top of that, all hell
broke loose about that between the old man Irnik and
his son Imre. The young-one threw a tantrum, bawled
his father out, and went the heck. I haven't seen him at
work today. So many troubles and I thought this gig
would allow me to finally make it.

Yours Otto

3 - Technical room - This chamber is smaller than the


others and the whole wall is carved out by hand by
dwarves. In the ceiling and floor, however, there are two
natural holes and one artificial, leading straight up. Steel
chimneys were led from them, running deep into the mine,
to the lower levels. This is one end of the system supplying
tunnels with fresh air. In the middle there is also a large
table with numerous traces of work on it with the help of
tools.
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Level 1
95

Level II_____________________________ them will attack him, trying to overthrow him and pull him
deeper. If the characters manage to avoid this fate, they can
1 - Room with elevators - Starting from this chamber, all escape through the tunnel back to the chamber. Nekkers
tunnels of the second and third level of the mine are not will chase after her. If they have a TEMPO equal to or
natural corridors, but have already been carved out by higher than the character, before she leaves the tunnel one
dwarves. Only a lifter with a wooden cage is located here. of them can still attack her. When all the monsters run out
The chamber is smaller than the one above, probably the of the tunnel, they will immediately fight the Nilfgaardians.
lift with carts was built in the second place for the lower If they can, they will attack in groups of two or three
levels. Apart from the elevator, only a few piles of debris creatures. One of the nekkers is their leader, he is
are thrown in the room. The elevator can be descended distinguished by skin smeared with red paint. He can give
lower to level III or higher to level I. orders to his confreres. Remember to use the advantages
and bonuses that these creatures have in fighting in low
2 - Collapsed fork - It was an intersection that led in four light and darkness, and their weaknesses (described in the
directions. Currently, two corridors are buried, though not manual). If the heroes decide to retreat, nekkers will not
as a result of the recent disaster. People who know about chase them.
Craft can recognize that both corridors collapsed about two
or three years ago. Such a large number of landslides are There are as many nekkers in the cave as there are player
strange in a solid dwarven mine. You can point this out to characters plus one creature for every five soldiers whose
players if they haven't noticed it themselves. characters they took with them to the mine. There is a good
chance that the heroes will have numerical advantage, but
3 - Chamber with landslide - This room was once quite unfortunately there is not enough space. A maximum of
large, but now it is mostly collapsed. There is barely a few five people can stand side by side in the chamber in front of
meters of free space from the entrance, and then a pile of the tunnel and only three in the nekker's cave. The creatures
stones and soil piles up up to the ceiling. Immediately after are small and do not care much about hurting each other, so
entering, however, a small and low tunnel can be seen in it, they can work all at once.
dug quite awkwardly almost opposite the entrance. Doesn't
look dwarfish. Immediately after entering the place of the The statistics of nekkers, both ordinary and general, are in
heroes there will also be a thrill, and the Witcher medallion the Witcher RPG main manual on page 300.
will begin to vibrate slightly. On the floor you can see a
few bones, probably human ones, a lot of rubbish and a few After defeating the nekkers, the heroes will be able to
rags. From a small tunnel it smells terribly. The closer the search their lair. In addition to piles of rubbish, damaged
entrance to it, the witcher amulet will vibrate more and clothes, bones, rotten food and monster droppings, they
more. will also find: a heavily worn cookbook about dishes from
Kaedwen, a dwarven ax, a bag with bone runes, various
4 - Nekker Cave - A narrow tunnel about six meters long, types of fortified coins (in terms of about ninety florins)
which leads to a small cave. This passage is so low that an and Redanian shin guards.
adult must walk it bent in half and only goose can move
around in it. The cave was dug out by someone other than
dwarves. The walls are crooked, and the cave itself has a
ceiling barely two meters high. There is no other way out.
In the middle of it lie two piles of dirty rags, branches,
stones, animal and human bones, and various everyday
items. There is a stench of rotten food from one of the piles,
especially meat that fills the whole room. This is the home
of the nekkers who are responsible for all landslides in the
mine. Since it was closed, they have quickly settled in an
abandoned place and have been digging in recent years
weakening the walls of corridors. Perhaps they were also
planning such a catastrophe that happened to the
Nilfgaardians, and maybe it happened quite by accident.
Earlier these creatures attacked lonely or weak travelers, by
the way dragging their belongings to their hideout.
However, when a Nilfgaardian unit arrived at the square in
front of the mine, they did not dare approach such a large
group of people. In their home they will defend themselves
at all costs. If any of the characters or a Nilfgaardian soldier
enter the tunnel, the monsters will attack exactly when he
emerges from the narrow passage into their cave. Two of
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Level 2
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Level 3
98

Level III____________________________
1 - Room with lifts - This is where the windows for both 9 - Underground river - Approaching this place, the
lifts end. This trolley pulling up to the upper floor has louder sound of flowing water is heard. At the same time,
behind it a mechanism consisting of chains, gears and a you will feel a breeze of air from two sides at the
large wheel, to which animals were harnessed. Poor horses intersection. One of the direction of the bottom with the
were abandoned along with the mine. Their skeletons lie wagons: it's clean fresh air. Second from the sound of
right next to the device. The wooden cage, which the flowing water. This one stinks in a sharp, irritating way. On
Nilfgaardians came down here, has behind it a complex the left you can see a collapsed tunnel. Characters with
system of weights, controlled by a lever in an elevator. good orientation in the field (Survival Art Test on DC 14)
There are two exits from the chamber - one to the left and can say that this is the other side of this corridor, in which
one to the right of the elevators. Facing them, from the the buttresses were broken with axes (as long as the heroes
right you can feel a gentle breeze. However, it is not as were in that tunnel). When the characters decide to enter
fresh as it should be. It is crisp and cool, but at the same the cave, read them below.
time it carries an undetermined unpleasant smell.
As you approach the sound of flowing water, you feel this
2, 3, 4 - Excavations - This is a large chamber of several unpleasant, irritating smell more and more strongly.
dozen meters, where iron ore was mined. The transition Finally, you reach the entrance to the natural cave. You
from them is no more, but the heroes will take some time to can feel moisture, cold and, above all, death. You have a
bypass each of them. Even without knowledge of mining, bad feeling about this place. When your light falls on the
you can see with skillful eyes that the walls of the chamber first rock walls in the center, their eyes appear their black
are full of "stones" that are different from those seen in surface, glistening softly in the incident rays of light. You
mine corridors and chambers. On the other hand, those who take the next few steps and see the fall at the end of the
know about Craft or have a high Education, will easily find stone ledge, and in it the underground rattling river. Once
that the deposits of iron are still huge and far from running again, you look at the rocks and what you took for their
out. color is in fact a hideous black goo that is constantly
flowing all over this place. Your gaze is directed to the
5 - Small workshop - Current repairs were carried out floor where the remains of three bodies lie. Clothes and
here. In this pedestrian room three more mining carts and personal items surround the bones of three dwarves.
solid work tables remained. They've been here for a long time, at least a few years.
Around them, rivulets of this black sticky mash formed,
6 - Collapsed tunnel - The road to the left of this fork
flowing down the rocks straight into the river. When you
leads deep into the mine. Players may want to follow it, but
get a little closer, you see that a rolled piece of paper lies
they will find nothing but the extending corridors and
in the bone hand of one of the dwarves.
chambers where the ore was mined. If they were circling
these tunnels for too long, some of the Nilfgaardian soldiers These three skeletons are the body of Imre, son of Irnik
may not receive help in time and die from wounds. Dahlberg, and his two companions. They were tricked here
by the clan's head and then trapped in a collapsed tunnel.
The straight fork leading straight collapsed six years ago.
They had no tools or help to get out of here. Irnik sentenced
The stones have already settled well in this place, but as a
his son to slow death and closed the mine, because he
result of the creation of a large hole that absorbed the
discovered that black goo was mine fumes, which, released
caravan carts, some of the debris and soil in this place
by mining work from the rocks, began to flow into the
slumped, showing the crushed mining buttresses. The
underground river, which then fed the entire clan with
Vigilance Test on DC 18 will allow you to notice, despite
water. If that seemed to happen, the dwarves would have to
the passage of years, that this wood has been chopped
move to other parts of Mahakam, abandon their profitable
down with an ax or an ax. You can clearly see traces of the
mines, and lose all their influence. Dahlberg himself would
impact of a tool, not fractures due to the weight of the
be held accountable. The old dwarf loves power too much
rocks.
to give it away. He preferred to kill his son so that the
7 - Nekker tunnel - Another tunnel excavated by nekkers. terrible discovery would not be revealed. The mine itself
It is as crooked and awkward as the one leading to their was closed, but mining began elsewhere in the area. Thus,
lair. A breath of air comes from it. It was excavated quite however, the dwarves have become more and more
recently, less than a year ago. poisoned over the years. Adults became more and more ill,
weak elders did not survive winters, and children were born
8 - Unfinished corridor - To the left of the exit from the weak.
nekker tunnel are wooden scaffolding, a ramp and a pile of
abandoned ropes. The whole looks like unfinished work on Imre could not accept the fate and misfortune of his kin.
the construction of a new corridor. Dying, in the last moments of consciousness, he cursed his
father and his stupidity. However, as with curses, so strong
99

power imprisoned the soul of Imre and the two dwarves in statistics for spectra. The two wraith dwarves are the same
this world, making him and his specters companions. Now, monsters as those described in the Witcher RPG main
immersed in the eternal desire for revenge and pain, they manual. Imre is blinded by much greater hatred and a
are guarding this place, still consumed by thoughts about desire for revenge, which makes him stronger. Of course,
the crimes of Irnik Dahlberg. The note in the palm of Imre's all three have all the wraith abilities, remember that during
skeleton is his last message to the living. Below are the the fight.

When the heroes enter the cave, all the wraiths will remain draw water from it. Phantoms will not respond to attempts
invisible, though the witcher medallion will vibrate like to search and rob skeletons. Heroes may also want to
crazy. Phantom Imre wants someone to read the message explore a black goo. The Alchemy Test on DC 12 or
he left, so he will allow the characters to remove the piece Education on DC 16 will show that this is a kind of mine
of paper from their bones and read it. The specter cannot fumes. In contrast, the test and DC Education magical 14
communicate verbally, which is why they are the only way will determine that this substance also bears the signs of the
to convey information about what happened six years ago. powerful, the old curse, perhaps even from the days when
When the characters finish reading the dwarf's last letter, people only came to the Continent. A thorough knowledge
the wraith of Imre will reveal himself, showing himself to of its magical origin would require a long study of this
the heroes on the edge of the underground river. He will place.
stand still for a moment, then point to the card they are
holding. Players can now make various attempts to contact 10 - Down with Nilfgaardian carts - This is where the
the spectrum. Successful rolls on DC 18 abilities such as Heroes' carts strewn with stones lie and half of their people
Empathy, Deduction, Persuasion or Urok will even allow are waiting. You can get there by a narrow path leading
you to read some of his emotions or get along with him in sharply down from the corridor. The passage is wide for
sign language. Imre wants the characters to reveal the one person, but it seems relatively stable. Falling rocks
secrets of Dahlberg and save the dwarves from poisoning arranged themselves just in such a way that obscured the
water. When players propose such a solution, the ghost only part of the tunnel and relied on his wall. It will take at
nods in agreement. If they keep their promise and reveal least three hours to dig up all the wagons and people. If the
Irnik's crimes, when they return to this place, the ghost will players have not delayed before, they will be able to save
be gone - he will be freed from the curse. all surviving soldiers. However, if they were not in a hurry
to traverse the mine, some of their people may die.
Transporting crates with gold and valuables will take
Stop my father. He lied to us (or tricked us). That several more hours.
liquid falls to our water poisoning it. Tell everyone
Quiet and dark
If PC doesn't dare to enter the cave or attack them
immediately after the appearance of the spectre, within two Any place in the mine can be an opportunity for a spy
rounds of its appearance they will not try to contact him or to trap a team. He may even want to collapse one of
offer the ghost what he wants, the ghost will fight them. In the tunnels or close it in the mine. During a skirmish
the first round of the clash, he will call for help for his two with nekkers, he can especially hinder the fight in a
brothers and together they will rush to the team, focusing narrow room. All clues found by the spy regarding the
on the Heroes of the Players. They will use every one of secret of this place can be carefully hidden by him.
their abilities ruthlessly. After all, while meeting the wraiths, he may strive to
enrage them by saving himself by escaping. Once the
Regardless of whether there was a fight or PC came to an heroes reach the bottom with their carts, they can
agreement with the spirit, they may want to search the pretend carelessness and worsen the condition of the
room and the corpses. Near the dwarves they will find collapse, throwing more boulders at Nilfgaardians or
several gold nuggets, their weapons - axes, damaged carts. If his plan is really good, he may even be able to
clothes and personal effects. At the Imre skeleton there is kill the whole group!
also a map, with the river running through the Mahakam
mountains - from the source to the place where the dwarves
100

Specter of Imre
Skills INT 6 HP 25 Abilities Loot
Athletics+7 REF 7 STA 25 Special Ability: The wraith Imre Infused dust (1d6)
Brawling+5 DEX 6 RESOLVE 25 cannot be permanently destroyed Fifth Essence
Staff/Spear+5 BODY 5 STUN 3 until the message he wrote just (1d6/2)
SPD 5 REC 5 before his death is somehow Specter dust (1d6)
Awareness+8
destroyed. Without it, the wraith Wraith essence
Resist Magic+4 EMP 1 RUN 18
defeated in battle will return after (1d6)
Resist Coercion CRA 1 LEAP 3 a full hour.
WILL 8 ENC 50 Note
+9 Shift
LUCK 0 VIGOR 0 Mundane Items
Courage +6 A wraith can use Spell Casting as
(1d6/2)
Stealth +8 a defensive action to become
Crowns (1d10)
Survival +8 incorporeal. If they succeed, they
Vulnerabilities
negate the attack and nothing
Endurance +6 Specter Oil physical can damage or affect
Dodge/Escape +6 them until their next turn
Spell Casting +6 Night Vision
Armour
Wraiths operate in areas of dim
0 light with no penalties.
Teleportation
A wraith can use its move action
to teleport 10m immediately. It
will usually attack directly after
this.
Fueled By Rage
Wraiths are technically as
intelligent as they were in life, but
they cannot intimidated.

Weapons
Name Damage Effects ROF
Phantom Ax 3d6 N/A 1
Cursed Claws 2d6 N/A 1

Note: Shift, Night Vision, Spell Casting, Teleportation, and Fueled by Rage
were Added to this Build.
101

Dwarven Ghost
Skills INT 4 HP 25 Abilities Loot
Athletics+5 REF 6 STA 25 Shift Infused dust (1d6)
Brawling +6 DEX 5 RESOLVE 25 A wraith can use Spell Casting as Specter dust (1d6)
Melee +6 BODY 5 STUN 5 a defensive action to become Wraith essence
SPD 5 REC 5 incorporeal. If they succeed, they (1d6)
Awareness +8
negate the attack and nothing
Resist Magic +6 EMP 1 RUN 15
physical can damage or affect
Resist Coercion CRA 1 LEAP 3 them until their next turn
+9 WILL 6 ENC 50 Night Vision
Stealth +9 LUCK 0 VIGOR 0 Wraiths operate in areas of dim
Swordsmanship light with no penalties.
+7 Teleportation
Survival +7 A wraith can use its move action
Spell Casting +2 to teleport 10m immediately. It
Armour will usually attack directly after
Dodge/Escape +6 0 this.
Fueled By Rage
Vulnerabilities Wraiths are technically as
intelligent as they were in life, but
Hanged Man’s Venom
they are blinded by overwhelming
rage. They cannot be reasoned
with or intimidated.
Weapons
Name Damage Effects ROF
Phantom Ax 3d6 N/A 1

Note: Shift, Night Vision, Teleportation, and Fueled by Rage were Added to
this Build.
102

Epilogue

Once the heroes leave the mine, they will have a number of evidence, which will add to the list of problems above even
decisions to make. Irnik Dahlberg will certainly guess that greater chaos and mutual accusations of treason in the
they had to at least partly figure out his secret and pull them Dahlberg clan. All this means that there will be no dwarves'
aside to propose a settlement. He is able to sacrifice a lot desire to trade with the Nilfgaardians - they will have more
for his position and the power it gives him. Players can important problems to worry about. For this reason, they
decline his offer or not. They will certainly also have the will not offer favorable market conditions, assuming that if
opportunity to announce to the other dwarves what they such people do not like something, it is not their problem.
found in the mine. At first they will be skeptical about these The price for a morally correct decision and saving future
revelations, but they will certainly be willing to check the generations of the clan from poisonous water will be
words of the characters, and when they see the evidence, buying less weapons than the Nilfgaard command
they will arrest the old Dahlberg immediately and take him expected. Thus, the heroes after returning "to their" have
to his headquarters. nothing to count on a nice welcome.

Player decisions throughout the adventure can lead to a Treasure recovered - Unfavorable Contract - Even if all
number of different endings. Here are a few of them that the gold was extracted from below, the dwarves are now
you would expect the most. too busy with their affairs to be particularly interested in.
They will propose one price that will not be negotiable.
Irnik's Secret Revealed to other Dwarves Good deeds do not always bring the right reward.

If players reveal the secret hidden by the underground Treasure left - No Contract - If the Nilfgaardians do not
corridors of the mine to other dwarves (e.g. Rohrig) and have gold for some reason, there is no trade. Dwarves will
provide evidence in the form of found letters, Imre maps, thank you for your help, but they will say that selling
skeletons of dwarves and a cave with a hideous slush, Irnik weapons must always have a price in money, not in words
Dahlberg will lose power and the dwarves will plunge into and deeds. Such a business.
the chaos of choosing a new clan head. Added to this is the
problem of organizing relocation to other areas and Irnik's Secret has not been revealed to the
abandoning their homes and jobs. Dwarven quarrels will go Dwarves____________________________
on for weeks. PC can also accuse Irnik and not provide any
103

Shortly after the heroes leave the mine, Irnik will approach
them and in a private conversation without witnesses,
somewhere off the beaten track, he will try to get along
with them. Of course, he would first want to investigate
whether the Nilfgaardians know what he did and know his
secret. If not, he will pretend to apologize for the accident
and propose the sale of arms at fair market prices without
compensation. That's a lot for a dwarf. However, if the
characters threaten to disclose the rest of the clan of his
crime, he will have no choice but will agree to very
favorable terms of the contract. Players can also bargain for
something extra, but without exaggeration - Irnik must
keep a secret, but too much submission will also arouse
suspicion and the dwarf will eventually look for another
way out of the situation. Not necessarily good for Heroes.

Treasure recovered___________________
PC learned the secret - Beneficial Agreement - In this
case, for the valuables brought to Mahakam, the characters
will buy from dwarves 50% more equipment than
calculated by the emperor's quartermasters.

PC did not know the secret - Medium Contract - This is


more or less what Nilfgaard commanders expected to get
for imported gold, also taking into account the
stubbornness and greed of the dwarves. If for some reason
all the gold has not been mined, the dwarves will simply
help to make it happen. Irnik will still pretend to be a
contrite host, so he will show one more gesture of goodwill.

Treasure left________________________
After Returning to Your_______________
No Contract - If players for some reason did not extract
gold from the sinkhole, even if they want to get along with The time will come that the heroes will have to start their
Irnik, he will not be able to trade with them - it would be return journey. Here's what can happen depending on the
too suspicious. At most, I will offer them a different layout. deal you get with the dwarves.
However, if it turns out that the secret remained secure in
No Contract - This is a total mission failure. Given the war
the underground, without gold there will be no way to trade
conditions, it seemed a betrayal. If the heroes return to the
and the dwarves will leave the heroes with nothing.
lands of the empire without weapons from Mahakam, they
will be degraded at best, deprived of honour, and sent to the
front line financially, and at worst thrown into the
dungeons. If they tried to desert or escape, they would
become traitors chased all over the south.

Unfavorable Agreement - Command will not be


particularly pleased with the effect of the heroes' actions,
but it will not bring them any serious consequences. They
must reckon with honor and disappointment of influential
people. They will be taken to the side of Nilfgaard's
complicated policy and it will take a long time before they
get promoted.

Medium Deal - This is the effect of the trip everyone was


expecting. For carrying out the task entrusted to them
despite the difficulties encountered, praise for commanders
and prizes appropriate for their profession. It can be gold,
104

influence, rare materials or well-made weapons. Perhaps


the team will also receive another task to complete. The Pathetic end?
glory guaranteed by success will not last long. The war is This is the last opportunity for traitor actions among the
on and everything changes very quickly, new heroes are Nilfgaardians. After leaving the mine, he can try to get his
still needed. companions off and get along with Irnik himself. In
Favorable Agreement - Heroes are back in glory. The exchange for silence, he will be able to bargain to get rid
commanders and the Emperor himself are quite impressed of soldiers from the South and mine Temerian gold, for
by achieving such favorable market conditions. This fame which he can immediately buy weapons for the fighting
will stay with the characters forever, and in addition to the troops. Irnik doesn't care who the people survive. He will
awards granted to each of them, they will get a good gladly accuse the rest of PC and their people of plotting
reputation at the court of Nilfgaard. The emperor himself against Mahakam, and will use false testimonies and spy
may also be willing to give the heroes titles if they so desire stories as evidence. The characters will then be captured
and lands in the newly conquered Temeria. They will by the dwarves and executed.
certainly get another mission proposal valid for the whole The second option is when the team gets along with Irnik
country. and the spy wants to thwart their plans by showing
evidence of the dwarf's crimes to the rest of his brothers.
Here, too, the Nilfgaardians will be caught and charged
This scenario ends there, which, however, does not mean together with Irnik, and the dwarves will help mine gold
that the adventures of Player Heroes must end. In the for the North. On trade it will be possible to reach at most
events that took place in the Mahakam Mountains, we an Unfavorable Agreement.
intentionally left many gates to continue the campaign. The
next mission may be to securely buy equipment bought There is also the possibility that players will agree with
from the dwarves to the front, straight to the Nilfgaard Irnik about keeping his secret and sign a Beneficial
troops. It can also be associated with the story of one of the Agreement, but then they will betray him, telling the
soldiers whose fate players had the opportunity to learn members of his clan the whole truth. In this case, the
during this adventure. On the other hand, if players are dwarves will terminate the contract and will not trade with
interested in the origin of a mysterious substance in the guts the Nilfgaardians, but will send all their valuables on new
of an abandoned mine, then nothing prevents you from carts, thanking them for revealing the truth and warning
pulling the thread of research and secrets related to it. that they will not trade with perjury.

These are just a few examples. We hope you all had fun
during this scenario and we wish you another successful
RPG sessions!
No Help is Denied on the Trail

By: Michał Heronimczak


106

Introduction
This meeting does not have the only just ending. Whether or not it develops into something more serious will depend only on
the actions of the players. This event can be used as a short diversification of travel, as well as an introduction to a larger
adventure. I leave the exact details to the Game Master, and the following text is only a general description to serve more as
an inspiration than a ready-to-play script.

The team must be on the trail. It does not matter if it will be The scenery of the action is important. Some less inhabited
a walking or horse trip, and whether only the players' areas would be optimal. It can be a mountain pass, deep
characters will participate in the trip, or whether they will backwoods on the edge of Brokilon or some Uroczyska in
be part of a larger group (e.g. a merchant caravan or a Upper Sodden. Anything, if the place was notorious and the
group of refugees). It is more important that the heroes of difficulty of traveling was considerable. The weather is
the players can decide for themselves (e.g. they do not have tarnished to the limits of decency; it's been raining for
to obey someone else's orders). several days. A week ago it was the autumn equinox,
during which solid storms rolled over the area at night.

Act I: Help is Not Refused on the


Trail
The weary team will at some point hit the trail on a this remote area. She knows nothing. She will be desperate
saddled mount. The horse calmly nibbles on the sidelines and hysterical if it turns out that the team is not going to
and does not treat the team as a threat; actually, when she help her any further. However, if the players' heroes offer
approaches him, the animal will show a friendly attitude her help, she cheers up a bit and is happy to welcome her.
to the team. Careful examination will allow the team to
discover that the saddle, harness and equipment hanging
with it undoubtedly belong to ... the witcher. The panniers
contain, among others, mysterious potions, a silver chain,
as well as some money and a set of spare clothing. There
is a lack of witcher swords (although the scabbard of the
sword for monsters is). The saddle is soiled with human
blood. The tracks look fresh.

In addition, there is nothing unusual about finding the


mount and I leave the choice of the detailed scenery to the
Game Master. It can be some kind of clearing in the forest,
pour dry grass in swamps or a mountain stream. Anything.

If the team shows a willingness to investigate the case


(after all, such a horse and traces of blood on it is not a
normal thing), they will find a young and extremely
handsome woman a short distance from the place where
they found the mount. Unconscious, with a head wound.
Everything indicates that the girl fell off the horse and hit
her head on the stone. The girl is alive but needs help.
When she receives aid, she will regain consciousness, but it
turns out that she remembers nothing. And she doesn't
seem like a witcher either, rather a tramp or a fugitive.

The girl is terrified that she can't remember anything. She


doesn't even know her name and how she found herself in
107

Act II: Give Her Back to Us


When the team moves on after another hour or two there combat potential (at least one character in the team that
will be another meeting. First, the team will hear the looks like a solid warrior can already act as a cooling off on
barking of dogs, and then they will come across a group the enthusiasm of the peasant self-trial). In the event of an
of peasants armed with clubs and forks led by a big armed confrontation, the common people will take over
hunter and an elderly man who looks like a wandering when the first corpses fall in their ranks.
priest (careful observation will allow you to see the
symbol of the god Kreve hung around his neck). If the Of course, violence is one solution, but not necessarily the
team left a girl, then after exchanging a few comments best. If the team properly talks to the peasants, they will
about the weather, the peasants will go away. They just learn that they have recently captured the witch and were
ask if they saw someone else on the trail and are rather just waiting for the arrival of the wandering priest Kreve to
reluctant to say they are looking for someone; although give him proper judgment. The girl, however, escaped.
this is obvious at first glance. Peasants - if the girl is with
"She slipped away at night. And we were guarding her. You
the team - will be much more aggressive and will want the
can see some charms of her devil. Lord, this girl is angry.
heroes of the players to immediately give them the fugitive
She certainly pretends she doesn't remember anything to
(girl). The main shouter will be a priest who almost
deceive you."
immediately wants to stack a cleansing pile.
When asked about the Witcher mount, the peasants will
- "Give her back to us. She is a witch. She casts charms!
have nothing to say; they won't have a clue how the girl got
There are caves in Ghoulana Glade! We were there! We
it, and nobody had it in the village. It is only at this point
saw there! The skulls alone! And she killed two kids! Only
that the hunter will speak for the first time, who will
the bootees she left behind" - peasants will call.
mention that a few days ago he saw this horse with its
- "Her forbidden practices are an insult in God's eyes. Let rightful owner.
a cleansing fire come upon her!" - The priest will be no less
"I was on the hunt. I set the roe deer in the morning and
active than the peasants. The only controlled person in this
then I saw him. I think it was a witcher. I think he was
company will be a hunter, who will only be closely
following something, I mean, a monster. I won't say, I was
watching the girl and the Witcher mount at all times (if the
a little scared, because if there was a witcher in the area , it
team decided to take him with him).
means that the monster could have been close. I went back
The peasants are fanatical and will even be able to attack to the village fast, but I didn't tell anyone about the witcher,
the heroes of the players, if they do not represent too much because it turned out that this very witch had been caught ".

Finale?
What should the team do? Defend the suspect or give her to and only the horse stood after him, and the girl happily
the peasants and let them make their judgment on her? found him while escaping? This would mean that this
Convincing a priest to temporarily give up attempts to burn dangerous creature is still prowling in the area and can
the alleged witch may require a good deal of oratory. A trip attack again at any time. And was this innocent looking girl
to Ghoulowa Polana and the witch's headquarters can the evil witch responsible for the death of her two children?
provide the team with additional clues to resolve the matter. Or are the peasants the bad guys in this story? So many
And what happened to the witcher? Is there somewhere questions ...
nearby? Or maybe this time the monster won the witcher
108

The Truth
And how is / was it really? The girl is a priestess of Coram Monster's presence and simply knew that the peasants were
Agh Tera, and the cave on Ghoulowa Polanka is one of his wrong. The escape was successful, but only partially.
numerous shrines scattered around. The priestess (in fact
much older than her appearance would indicate) has been At night the monster attacked the priestess and the witcher.
wandering around the area for years and deals with her The witcher put the priestess on a horse and told her to run
affairs in peace. She never harmed the peasants, and away and he stood up for the fight. The fight he lost. The
sometimes even helped them out of hiding, never revealing monster was content to eat the witcher's body and did not
her existence. The first one detected traces of the hungry chase the priestess.
Monster's presence in the area and she called the witcher
The priestess lost consciousness when she fell off the horse
(her friend from his youth). She is not guilty of the deaths
and hit her head on the stone. She has lost her memory and
of children who were attacked by those unknown Monsters.
cannot tell about the threat to all of them. If only she could
After the priestess was captured, a witcher appeared in the tell who attacked them the night the witcher was killed. The
area, who quickly discovered that his principal was in matter would be much easier. And yes, we must hope that
captivity; the peasants captured the wrong person and players will discover that the shapeshifting monster
helped the priestess escape. The witcher saw traces of the (Doppler) is hiding in the body of the priest of the god
Kreve.
Happy Village, Dead Village

By: Marcin Karwows


110

Introduction
Hello Tale-swapper because you are Tale-swapper and not a player, right? Okay, okay, stop looking at your GM's notes.
Already? We got rid of the obsessive? Great!

What you have in front of you is a description of a short meeting that you can put in the way of players to distract their
thoughts from the main plot of the campaign. What do we need? Teams, tracks (preferably not very frequented) and locations
of villages there. Happy countryside, dead village ... I mean with dead inhabitants. In it, the team will meet an Eternal Fire
priest who will ask them for help in resolving the case with the murderer. Simple, schematic, right? Calmly. There's a bottom
under it.

The description itself does not contain statistics. I don't know if you play the new Witcher, the old Witcher or if you use other
mechanics. Do you play without dice? That's great too. It is advisable for the events to take place just before, during or after
the second war with Nilfgaard. So after squirrels were created. And now I invite you to read.

Description
The village can be located anywhere, although for the sake priest. A buzz at the waist and movements betray a person
of consistency I suggest that it should not be a busy place. who can fight. Bad luck. Not only that the village was
Players will be welcomed by the view of peasant cottages, extinct, the food was probably poisoned, and they found a
stables, wells ... The only standout building is the sawmill klech-warrior.
located behind the eastern residential buildings. What
should immediately alarm our spirits is silence and Reverend Blagovest, like our survivor, will shed some light
stillness. No barking dogs, the cows do not moo and people on the whole situation. He is a traveling preacher who came
cannot be seen. The buildings themselves may not look like here a few days ago. At this time, the locals, good people
the latest, but quite solidly preserved. Whatever happened and the salt of this land, took in the exhausted elf.
here was certainly not a long time ago. Inevitably, the outlaw who recently abandoned the
squirrel's tail in fear of just punishment. The elf, Lavena,
A cursory search will show that the inhabitants did not took advantage of their naivety, and when the locals
escape but died. Swollen bodies, staring eyes and tongue celebrated the third anniversary of building the sawmill,
sticking out suggest either illness or poison. Let's hope she poisoned the well. Only Blagovest survived and was
there is a medic or a quack in the team. If not, our brave protected by Eternal Fire. If you have an inquisitive team,
heroes can get their pants dirty running away from cholera. they may not believe in a miracle. Blagovest, when he
Our players can determine that the peasants were poisoned. notices it, admits that the cause could also have been more
If he actually applied to studies, he would even find a type prosaic. He is a war veteran, more durable and more
of poison, Green Revenge. It is not cheap or easy to distill, hardened than peasants. He will also explain that he seeks
but reliable, and the agony process is very painful. peace of conscience and soul in his priestly ministry. She
knows which way the elf has escaped, but due to her
Further inspection will allow to find the corpses of few weakness, she may not be able to cope with it herself. He
farm animals and state that the majority of the inhabitants will ask hanza for help, if our heroic heroes insist on
were woodcutters (also suggested by the grubbed-up area). payment, he will agree to accompany them for two months,
And to find more dead peasants, both sexes of verying he does not have many earthly goods to share. However, he
ages. A search of the whole herb or loud behavior will still remembers soldier's craft, and as a clergyman he
allow you to meet the only survivor who has hidden in the learned to deal with body and soul. If our team agrees, it
sawmill. Also, if the hanza gets scared and decides to leave can follow in the footsteps (if there is a hunter in the team)
the village, this one may appear miraculously feature plot. or roughly northwards. Eventually he will come across an
Or dear Tale-swapper, you can simply go to the right old forester's lodge, and in the middle an actual elf will be
campaign. found. Emaciated, in a deplorable condition, but under
arms. In the hut, it stinks of illness. If PC does not kill the
The survivor is a skinny middle-aged man, but he knows
elves by surprise, then a dialogue will be established
his former physical fitness. His raw face is adorned with a
between both NPCs full of mutual accusations of poisoning
messy beard, and he is wearing old robes of the Eternal Fire
the villagers.
111

What is this Really About?


• The elf actually belonged to the Squirrels and later served poison (souvenir from the time of service) to the well
in Vrihedd (as long as the adventure is at the right time in during the holiday. The woodcutters had not driven him out
the history of the game world), but now she is trying to find before, because he was a clergyman;
peace;
• Lavena survived due to her different metabolism. When
• The woodcutters received her cautiously but warmly, she the poison began to work, it escaped. The team medic can
planned to take a break from the dangers of the trail; confirm this possibility;

• The priest served in the army, but not only any - special • Blagovest stayed in place to enjoy "God's work" (see
forces fighting Squirrels. His father was an herbalist and section on being a psychopath). He also knew that the
specialized in poisoning others during his service; victim would not miss him far. He used Hansa as a safer
way to settle the matter. If there are "enemies of good
• To put it mildly: he is not mentally healthy, he is even a people" among PC, he could think that fire should be
psychopath directed especially at people, Nilfgaardians and fought with fire. And the survivors are ready / poisoned
wizards (in this order); after all (hence the proposal to join).
• When he failed to stir up the villagers, he claimed to be
the same enemies of humanity as the elves. He added
112

Clues
• If there is a medic on the team, he may have learned • Even if you temporarily cooperate with people, you
that the poison is rather reliable to people (see may feel hidden resentment;
description). If he does not believe in miracles, then
the story of the klecha should arouse suspicion; • This emaciated, overgrown and ragged priest in the
middle of the corpse village should not only smell of
• Blagovest is reluctant to talk about his past, rot.
especially military service;

Solutions
I see four possible, so players will probably find the 3. They will be on Lavena's side, moral right will be
fifth: their reward.

1. At some point, Hansa ignores the whole meeting, 4. They will kill both, proving that they are the most
stating that it is not their business. They go livid, murderous in the whole area. Considering the
fooling around. competition, it's a pretty good feat. And they'll pick
up the equipment of the priest - a hobby poisoner and
2. They fulfill Blagovest's request, and he can a former soldier.
actually join the team. He is a warrior, poisoner and
maybe he knows the stalks. Cool! And a racist,
fanatic and murderer. Less cool?

Additional Suggestions
1. If your team likes to fight, then following the track a) like Blagovest, can help with their affairs;
of an elf is a good time to attack wolves or beasts.
b) is fed up with war and killing, and after
2. Some teams prefer measurable rewards, while the finding a friendly community, she buried her
session is to give satisfaction and joy, hence two sword nearby. He'll tell Hanzie where she
suggestions for "remuneration" from Lavena: hid him. The blade is very well made.
The Virgin var Attre

Text: Krzysztof Brzeziński


Correction: Wojciech Reszkowski, Jakub Zapała
Editing and composition: Jakub Zapała
Illustration: Jakub Zapała
114

Introduction
Hello, Game Master. I have for you and your players a
proposition to adventure to the Witcher RPG (it will take Inspirations
about four hours). The Witcher world draws inspiration
In this adventure, I wanted to pay tribute to the
from many well-known cultural motifs, e.g. fairy tales,
though often reflected in a distorting mirror. Also this hero of the player from the nationwide campaign
adventure is a proposal to run this game so as to deviate of the End of the World, the famous diplomat
from the usual fantasy schemes. It is worth looking for Alexandro de Turmeille. You can read about
ideas in the least expected places and translating into the this character in the campaign reports, but today
framework of the Witcher world. you will meet him as an aristocrat and diplomat
in the service of Anna Henrietta. This echo and
reflection of characters from another RPG will
turn to our professionals on a very personal
matter. At this point I would like to thank
Aleksander Ramaniuk and Jakub Zapała, who
created the characters who will inspire this
session with drama and humor.

Of course, I also thank the CD Projekt RED


team, which we owe to the var Attre family.
115

Plot in a Nutshell Bravado, bravado and bravado again!


This is not a dirty story, rather it is characterized by
an adventure style. The rules of Witcher RPG are
Sergio de Turmeille, a young officer educated in brutal to pain, they perfectly reflect the world around
Nilfgaardian officer schools, son of a diplomat from the story, but within it you can use one modification
Toussaint, fell in love with one of the var Attre sisters (well and allow players to spend Fart at a throw at the cost
known to us from The Witcher 3: Wild Hunt). Snag, in that of one additional point.
he has no idea that there are two sisters, and he turned for
advice to master Dandelion, who can not decide whether it Motivations
is better to help the boy or to witness a youthful drama,
which he will be able to describe later. A father who Below are some options for motivating and hooking
realizes that his son has fallen in love but does not know up the characters of your players about de Turmeilla.
who he is asking his friends or mercenaries (player Of course, it's best to listen to the stories of the
characters) for support. characters and refer to them - whether by inventing
something new, or reworking one of the suggestions
below, or combining several others. If this adventure
will be played as a "single shot", you can be very
generous. If you incorporate this story into your
campaign, don't offer too much, but rather a joint
reward for the whole team. You can treat it as a
continuation of Black Gold if PC failed to complete
the imperial mission and hide from the wrath of the
ruler or simply rest in Novigrad. After those events,
Alexandro will certainly be interested in them.

Take into account that players can also treat this


mission as an opportunity to get a patron and will
want to continue to revolve around the family de
Turmeille or var Attre depending on the outcome of
the adventure. Be ready for it.

Familiar - allies and friends possessed by characters


can also know Alexandro and simply recommend
heroes to help. The diplomat will gladly take
advantage of such suggestions.

Earnings - the task, although unusual, is associated


with high pay. Although Alexandro will not want to
talk about specific sums at the beginning (he prefers
to operate on favors), he is able to propose gold. I
suggest 400 crowns + (open Charm test / 10) * 200
crowns

Enemy - Alexandro can help you solve a problem


with a not-so-significant enemy, especially if she is
to rely on mediation. He also has sufficient resources
to hide someone from a more powerful enemy.

Evacuation - if someone needs to escape from the


city, they can leave it as a member of the diplomatic
mission de Turmeille. It's a particularly good idea for
wizards if you play in Novigrad during the Third
War (i.e. a few months after the default game age).
116

Cast
The description of independent heroes (NPC) who will play Rosa var Attre: strong and confident, yet full of joy,
the most important role in this adventure was prepared to teenage girl. Eager to joke and entertain others if he thinks
give you enough information, but also a lot of freedom in they have similar status. She remains cool and distant from
their conduct. Use them to fuel a story full of dramatic people below her condition. She is the daughter of the
tension. Their statistics can be found at the end of the Nilfgaardian ambassador.
adventure or in another location.
Edna var Atrre: a girl with a poetic soul. Loving rhetoric
Sergio de Turmeille: Teen, but already a man. The and poetry lessons. Clever and subtle, she doesn't like to
Nilfgaardian school taught him focus and cool thinking, joke at the expense of others like her sister. Sometimes,
and his tousse upbringing soaked his soul with romance however, he gets caught up in such games.
and a sense of honor. He hates his father, but will obey his
commands in their most literal sense. After several brief Julian Alfred Pankratz "Dandelion", Viscount de
meetings, he fell in love with Rosie var Attre. He doesn't Lettenhove: what a Dandelion everyone is seeing,
know yet that she has a twin sister, or that Rosa herself can handsome middle-aged blond, dressed as fashionable as
cope with him by making a sword. Also, he doesn't care possible, but always in a hat with a feather. He is willing to
that for a Nilfgaardian duke, such a relationship can be a help, but in the first place he will always want to know the
messenger. situation. He is reluctant to share relevant information
because he is of the opinion that he (as having the best
Alexandro de Turmeille, count: an experienced diplomat sense of drama) should make important decisions.
in the prime of his life, famous among the learned people. However, if one's health or life comes into play, especially
His characteristic feature is his love of many cultures. It is women, he will do anything to save them. Character
always worth mentioning in the description that in his outfit statistics can be found in the main manual on page 16.
you can see small things (pendants, ornaments,
characteristic clothing items) related to PC lands. He is a Evans: Nilfgaardian spy sent to watch Dandelion by Duke
man of strong character and pursuing his goals stubbornly. var Attre. It is only to observe, not to intervene. He makes
He is aware that he does not have much influence on sure that the poet does not work for hostile intelligence.
Sergio, but he tries to be as good a father as a politician. Therefore, he can pay attention to the characters and then
try to observe them or capture and interrogate a single
person.

At the Very Beginning ...


Start by gathering PC in an inn, a good tavern under Silver problem. Trouble, in principle, namely the son, after whom
Antałek, in a quiet alcove, at a richly set table. At its top you can see without doubt that he is in love. However, due
sits the man who gathered them all here: Alexandro de to the mistrust typical of teenagers, Alexandro could not
Turmeille. He is a small middle-aged man with very find out who Sergio fell in love with. Unfortunately, the
focused eyes, but at the same time joyful and friendly. He father is now leaving the city for three days, so he asks the
greets them in turn, and in the meantime you can discuss heroes to look after their son. In short, Sergio is not to get
with the players what tempted their heroes to come here in trouble or cause a scandal. Finally, de Turmeille gives
(you will find some ideas in the box). The diplomat speaks them an operating budget of 900 crowns (divided equally
cautiously but also fluently and firmly. When he greets into as many pouches as he has interlocutors). An alcove is
everyone, he'll ask for discretion. He will pay attention to available to them during Alexandro's absence, and the
the talent of each of the gathered and tell about his small invoice in his inn is open.
117

Leading
This adventure has a fairly free structure, based on
important scenes. You can combine them in various ways, Rosemary and Thyme
and not all of them will appear. The most important issue
This inn known from The Witcher 3: Wild Hunt has
in conducting an adventure based on social relations is
recently been owned by master Dandelion. The
flexibility and readiness to improvise. Here you will get
spacious room is filled with a crowd of guests of all
some suggestions of events and challenges that may be
provenance. Novigrad's thighs are the most numerous,
encountered by the players' heroes. Don't be afraid to
a dwarf company occupies several tables, while the
change them or think of new ones for the moment. Fill
nobles choose quieter corners and places right on the
the space between them encouraging players to interact
stage, where a young bard in the company of
with PC and NPCs. Also, don't get attached to the order
attractive dancers makes time pleasant for guests. You
of these scenes - just start Finding Sergio and navigate
can see several tables in different places of the tavern.
towards the Finale, or tryst.
If someone is fond of gossip, you can sit on one table
at the ham and go into a chat with the innkeeper.
Structure of the drama
Before going to the inn, players may ask what their
Some game masters need or prefer to have more characters know about this place. It requires a test of
structured gameplay for convenience. Here you can Familiarity or Urban at DC 12. If the throw is
easily enter it. Act I includes a conversation at Silver unlucky, take advantage of the fact that the inn was a
Antałku and events immediately after it. Act II start from well-known brothel a year ago, to which Dandelion
the stage Who we are dealing with, and III from did not even change the name after the takeover. If
Dressing up. This will allow you not to worry about all you are not in a hurry and you like comedy scenes, let
the possibilities at once, especially when you like (like everyone throw it, a better chance of bad luck. This is
me) to play a lot and the adventure will stretch you out a good trick if you don't use it too often and feel the
over several sessions. However, it's worth reading the situation.
entire adventure first, after all, without a general view of
the matter, it's difficult to insert your own elements. Part of PC may be particularly suspicious, noisy and
show that they "do something" with Dandelion. That's
reason enough to run Evans. He is a secretive but
straightforward business man. By tracking or
intimidating you will want to find out who PC is and
Finding Sergio ______________________ who they work for. If they tell him the truth, then for a
This is a task that players will definitely undertake. It fee he can help them in the scene Who we are dealing
shouldn't be difficult, His whereabouts can show them the with or drop a letter to someone from the var Attre
Urban test (PT 14), a familiar bard can take them to him, family. However, he may consider PC as a threat to
and even Alexandro can show them an inn where Sergio his family. Then he will appear with 3 bandits
can most likely be staying. If, according to our (textbook p. 276), and in the case of particularly
assumptions, you play in Novigrad, let it be Sage and dangerous teams in his assessment additionally
Rosemary. The Living Test on DC 14 will let you know accompanied by a magician (textbook p. 280).
that it is the master Dandelion's inn, and bad luck that it is a
brothel. When the characters are inside, if they do not have
a guide, they can see Sergio with the Vigilance Test (PT
14, although the difficulty may increase if they have not Overheard conversation ______________
found out about the young man's appearance). Success will
also allow you to try to eavesdrop on the conversation, and If the characters reach the inn on time and quickly realize
failure will make them notice Sergio after a long time, the situation, they will find Sergio during the conversation.
when it comes out the door. They can overhear her without noticing the young man's
attention. Regarding the rules, this will be an opposing test
of Young Nobleman's Cheating, Deception or
Secretiveness against Vigilance. PC will receive +3
modifiers to their score, due to the fact that in a busy tavern
it is easy for them to blend in with the crowd. From the
overheard conversation of Sergio and Dandelion (he can be
recognized by the Urban or Education test on DC 16),
118

several things can be deduced. Sergio wants to win the Ezio would do it Auditore and don't hesitate to use it. In
heart of a lady whose name will not fail in the conversation. such situations, young de Turmeille will not act like a
Dandelion teaches her rhetoric, so he can take her to the reckless romantic. Nilfgaardian officer training will work
classroom tomorrow at noon. Initially he is reluctant, but he here. His goal is to get information: cool interrogation with
convinces in the name of love. In poetic elation he tells a knife at his throat and open threats.
Sergio to prepare a nightingale whose singing will create
the right mood.
You feel a sudden tug on your arm, you can see
Sergio has not disappeared from your sight for no
Overheard Conversation reason, skillful movement pushed you to the wall in
the street between the tenement houses. You feel cold
Below is a fragment of the conversation that steel on your stomach through your clothes. The
Sergio and Dandelion can have. If your young man looks at you furiously with a cold look,
players already know that he does not hesitate you get the impression that golden sparks are falling
to use his name. The nobleman's voice should from his eyes.
be hushed but excited.
-Who sent you? - growled - talk while you have
"My dear, I can't," said the blond standing something!
back to you.
When you wait to answer, you feel like a knife
- But it's a matter of love! Master, you have to pressing harder. It is so sharp that it cuts clothes
help me, understand me, I love her! despite the lack of momentum.
–Ehh that! - the bard added more quietly - If the hunter waits with an answer then the blade will
Good, let it be, tomorrow at 12 in the city appear closer to the neck or ears in the case of an elf.
park near the palace of the Black If a female character wants to use Charm or Cupids to
ambassador. I'll bring her there and we'll break free, she doesn't deserve situational
meet by chance. Just catch a nightingale to punishment.
sing in the background of your conversation.
What could be more romantic than a
nightingale? Let's talk___________________________
-Thank you thank you! There will be a PC will certainly start conversations with Sergio or
nightingale, necessarily. Sergio bowed to the Dandelion, peace or not. Depending on the rate that players
interlocutor, happily taking on this immortal want to get, use the opposing mechanics or Social Conflict
mission. mechanics. I suggest adopting the principle that when it
comes to information - use the tests, and if PC wants to
force or convince to some behavior, use the conflict rules
First of all make it dependent on the dynamics of the
session and the players' desire for more complex
mechanical solutions. I will briefly explain what PC may
want from both men.
Tracking Sergio______________________
Sergio is aware of who he fell in love with and knows the
Some players may want to discreetly follow the young social status of the virgin, although he will not admit that it
officer. However, it will be surprisingly difficult without is too high for him. He knows he was dealing with the
any insults or high efficiency. Sergio is a man focused and lively, clever Miss Var Attre. PC may want to convince
expecting a "tail" on the streets of Novigrad. He will look him to give up plans for romantic conquests, which can
around at every intersection - he enforces an opposite easily escalate the conflict, but also to help himself. In this
secretive test against his Vigilance (here nothing makes PC case, he will not have much resistance, as long as PC shows
easier for him). If he noticed earlier that he had been understanding of romanticism and discretion. If they show
overheard, he would prepare an ambush. If he notices only that they are at the service of the young man's father (do
one person, he will lurk at her and drag him to the alley not provoke it in the conversation, after all, Sergio does not
(play it in accordance with the rules of the Ambush and have a supernatural intuition at the beginning, but catch his
unarmed). On the streets of Novigrad, he also has many words according to his high Reason), he will treat them as a
other options to disappear from the hunters' eyes for a necessary evil, he will behave coldly, if possible, he will
moment and surprise them - mix in a group of passers-by distance himself, but give up aggressive solutions
and discreetly put a dagger to the poor kid's kidneys, throw
gold to street courtesans to attract attention - think how
119

Dandelion is the best-oriented person, but at the same time Dandelion to help, he would illuminate the whole thing for
he would like to play the role of gray eminence, the ruler of them, quite flowery, but not very specific. In a nutshell:
human destiny, like a playwright. So he will not be happy Sergio pitch the uppers to one of the sisters whose name is
to share information, but rather acquire it and make Rosa; possible marriage is in favor of de Turmeille, but it
decisions that he considers the most dramatic. However, can be difficult to get unless the girl falls in love. Stealing
one can threaten or show that the situation is already her heart will not be easy, so if a tryst is to happen, she
dramatic enough for young people to get him to a different must go very well - including the head of PC, not the
plan. Dandelion knows that: Sergio fell in love with Miss inexperienced Sergio.
var Attre, who has a twin sister. He will present the one,
Edna, as a talented courtier, and Rossa as a duke of Result Information
character. A possible wedding would be unacceptable to 10+ Var Attre is an aristocratic family
the duke, but he would probably succumb to his daughter's 14+ They are of great importance outside and
serve in the diplomacy of the Empire
requests over time, and certainly if they both insisted.
18+ In Novigrad, the duke is the ambassador, he
lives here with his daughters
20+ Daughters var Attre are teenage twins
Romance
PC often undertake to solve the problem with Three nightingales____________________
Dandelion flirting with the poet. Of course, Bard will
gladly enter it if PC is a woman and the potential of If the heroes ask among mighty friends about how to get a
Style, Charm or Amor reaches at least 11. However, nightingale, or pass the Urban test on DC 16, then they will
this is not enough for the success. Take advantage of learn about the famous ornithologist Arthur von Schindle.
the rules of Social Conflict, but don't try on special This one will welcome customers in its tenement house,
tactics from the Master. His statistics alone are crammed with birds either in cages or flying in the hall.
already a sufficient challenge. It is the result of the When asked about the nightingale, he willingly and
Social Conflict that will show who broke whom and effusively begins to share his knowledge, focusing
who will do a favor to whom. primarily on three varieties that he can propose. The first is
the Redanian nightingale, very delicate and poetic. Another
is Keadweni, the most common, which will appeal to
everyone, but will not delight anyone. The last is the
Who we are dealing with?_____________ Cintrian nightingale, with clean and cool singing, ideal for
disciplined minds and well associated with Nilfgaardians. If
When PC finds out about the tryst - whether by
the customer is unable to make a decision, Artur will ask
eavesdropping on the conversation or by learning from
for the purpose of buying the nightingale and will try to
Sergio or Dandelion, they have to make the key decision:
help. If he finds out that it's about an affair with a young
help or stop the tryst? The character's goal is to please
lady from the empire, he'll praise the Redan option (in this
Count Alexandro as much as possible, but he has left the
case - the worst one), but he is a hopeless liar. Mr. Artur is
city and there is no way to ask him. The most important
also an unfulfilled writer. If someone has heard about his
thing is to determine the maiden's name. There are at least
books (Dandelion or someone who passes the Education
several ways to do this, here are the most obvious
test on DC 20), and smiles nice praising them (Charm test
suggestions:
on DC14), you can count on a 50% discount. The Cintrian
• Ask Dandelion what can be played in the story (if and Redanian nightingales cost 200 crowns each, and the
PC already know him), end with an opposite Kadwene nightingales 180. Distinguishing singing
Persuasion test against his inflexibility, but also nightingales requires ST 14 for art.
turn into a Social Conflict, the aim of which will
be to gain an incomparable bard as an ally;
• Read magic in your mind: the appropriate spells
can be applied to both Glaucoma and Sergio
• Turn your ears to gossip, which will
mechanically translate into the Urban, Living or
Charm test by DC 18, while placing a queue of
good drink (for 20 crowns) will reduce DC to 14.

Knowing the name of Miss PC, they will be able to think


through the matter. You can give more information about
the var Attre family through the Open Testing or Education
test, or pass through well-born allies. If they convinced
120

Characters can also take him time before the meeting,


Artur von Schindle
enough for him to go empty-handed.
A polite and distinguished man of good family who
devoted himself to ornithology and writing. Play him Crossdressers________________________
as talkative and kind, talk with fascination about birds
If someone manages to make friends with Sergio, he will
and their varieties. If disputable tests are necessary,
ask him for help in choosing the right outfit. Thanks to this,
consider that the potential of all Emotional abilities is
you can get to know him better and assess his cupid skills
12, except for Cheating: here the potential is 7. For
at quite average. This is a good opportunity to ask the
Wola's ability is 9, and for Reason 10, except
young man about his girlfriend. This will make it easier to
Education, which is at 14.
decide whether to help in this case, and will affect the fate
of the meeting. Sergio will hesitate between the local,
Toussaint and Nilfgaardian costumes. Of course,
Nilfgaardian is the worst decision because of Rosa's
defiance, though Ednie would like it. If PC avoids this
Hunting the nightingale_______________ challenge, Sergio will come in the costume of local
Successful tracking of Sergio, or making friends with him, nobility. The young man may also confess that he does not
will lead to PC to the city garden. It is a place full of know what words he can charm his beloved, it is a good
fragrant flowers. Melitele and Eternal Fire shrines stand idea to suggest him from hiding or to prepare poems in
there. There, a young officer plans to catch a nightingale he advance (ak Cyrano de Bergerac).
heard a few days ago. He does not know, however, how to
go about it. It is possible that one of the characters will be For gardens_________________________
able to help him and make friends with him. Depending on
Getting to the tryst place is a small difficulty and in
the idea, determine the appropriate open tests (fitness,
principle you can skip it, but if PC had their hands full and
magic, etc.). DC 14 is enough to catch the Redanian
there was not much time left, you can use this challenge to
nightingale (after all, Novigrad is under Radovid's rule), 16
build a climate and add spice. The matter is simple: the
are Kaedweni nightingale and 20 - Cintrian nightingale. If
gardens are in a good neighborhood, so to be passed by the
PC passes the art test on DC 14, describe to him the
guards you will need fashionable clothes, or at least high
possibility available for its result. If not, just draw which of
style (10+ potential). Otherwise, you will need a DC 14
the nightingales he has found available to him. If PC omits
test.
this thread and does not get the bird themselves, Sergio
catches Keadwana, and by the way he will take a seat.

The finale, or the Tryst


It is Dandelion who decides which of the sisters he will When Dandelion and the young aristocrat, talking vividly,
bring. Without PC's interference, whether conscious or not, entered the square with the fountain Sergio appeared from
it will come with Rosa. This scene will have to be played the other side. He walked briskly, thoughtful, as if he were
taking into account all the actions of the characters and how on a long walk. Dandelion broke him out of this theatrical
their relations with individual NPCs have been arranged meditation with a welcome cry, surprised that he met by
(woe to them if they have dandruff under his skin!). Get the chance Sergio in such a large city, a short greeting quickly
consequences out of all their actions. turned into a courtesy conversation, to the sound of a
nightingale, which he had just started to sing in a cage
Players' heroes will rather be in the background here. The hidden nearby.
safest for them to observe from behind the bushes or calmly
sitting on the wall of the fountain. Thanks to this, they can
react at any time (mark that they can simply interrupt your
description and react so that the stage does not turn into a
theater of one actor). Below you will find several
suggestions for solutions depending on previous decisions
of the players' characters - of course, react dynamically to
their unconventional behavior.
121

Rosa_________________________________________________________________________
Punctation:
Nightingales CintrianKeadweni Redanian none 0
2 1 -2 3 to 7 Success
Outfit Toussaint local 0 Toussaint Nilfgaardian
2 style and -2 0 to 2 Scandal
black 4
Dandelion tamper -4 support 2 not -1 to -3 Deadlock
interfering
0 -4 to -8 Defeat
Sergio wounded or beaten the previous day 2

Success________________________________ The conversation goes on for quite a long time. The girl
casually plays with the young man, setting more rhetorical
The young people talked spontaneously and intensively, traps. Sergio is clearly tired of the conversation, but
although it can be seen that each of them was up to Dandelion participates in it vividly. (If someone is
something. (Empathy / Obycie DC 14). Rosa is constantly listening, add :) The conversation does not touch on very
trying to provoke Sergio to insult her. To Toussaint, an important topics, rather oscillates between the weather,
unbearable comment slipped out, after which Rosa looked new theater art, and well-known ballads. After a long time,
at and drew a sword hanging from the side of the the conversation comes to an end, Sergio bows politely and
unsuspecting Dandelion, who wears this weapon for walks away (Empatia DC 14) hoping for another
display. She looked at Sergio menacingly and challenged interesting meeting, and Rosa walks him with a curious
him to a duel. He took up this challenge. The young first look.
checked out by exchanging short cuts, not even aimed at
the body. They focused their attention vigorously for a This may be one of the happier solutions for PC, after all,
change, performing simple blows and sneaky fines, beaten the chance is not wasted, and the decision can be left in the
time after time. The fight gained pace, the engravings hands of Alexandro, but any talks with the duke will not be
became more and more biting. They could have reached the easy. However, some may not be delighted with such a
body without any problems, and some of them seemed to be solution and intervene, one of the best ideas is to attack our
lethal. Rosa focused, in the fastest exchange of blows, trystars and let Sergio show courage before the lady of the
dodged the thrust. Sergio's sword hissed through the air heart.
where the girl had just stood. She gave a short cut to the
However, if PC does not want young people to get to know
neck. The nobleman dived, made a quarter turn, quickly put
each other well, they just need to stop the conversation
the sword to her neck, cutting the velvet skin with its tip.
under any pretext (Obycie o DC 16) or effectively draw
Rosa, shaken and dazed, threw back her sword. She looked
their attention, e.g. by a street performance (Sztuka o DC
at Toussaint in disbelief, her face tightened, put a
16).
handkerchief to her neck, she quickly soaked in her blood,
which, however, had already stopped seeping. Without a Defeat_________________________________
word, Sergio dumped her, turned and walked away, and
when she came out of his sight her face glowed. The conversation went awkwardly, mainly Dandelion
sustained her, but the Master of the Word of Miracles alone
PC, knowingly or not understanding the situation, may
would not do it. Rosa seemed bored and gently returned to
want to intervene and not allow such a romantic ending. It
the topic of the lesson. Finally, Dandelion, unable to look
will not be easy, after all, young people are fascinated by
at it, ended the conversation and walked away with the girl.
each other and making one distract from the other is
terribly difficult (Test of Life / Charm at DC 20). For Sergio will return to PC very upset and disappointed. If he
example, assault to expose Sergio's weakness in front of a listened to their advice, they had just conquered a sworn
lady of the heart may prove ineffective against the fencing enemy. First, he will want to provoke them to fight, and if
skills of the couple. that fails, remember him in a few adventures when players
forget.
This solution is great for Alexandro, after all, the duke's is a
great party, and the character of Rosa in love will Scandal________________________________
significantly facilitate conversations about the marriage of
young people with her father. The young people talked spontaneously and intensively,
although it can be seen that each of them was up to
Deadlock_______________________________ something. (Empathy / Obycie DC 14). Rosa is constantly
122

trying to provoke Sergio to insult her. To Toussaint, an distance. She jumped back, and the short, trained to defend
unbearable comment slipped out, after which Rosa looked life, aimed at the neck. Blood spurted out. Dandelion
at and drew a sword hanging from the side of the shouted in shock. Sergio threw back his sword and all pale
unsuspecting Dandelion, who wears this weapon for caught the girl lying on the ground and unable to make a
display. She looked at Sergio furiously and challenged him moan. He began to lament and curse the gods as her soul
to a duel. He took up this challenge. The young first flew silently toward the Great Sun.
checked out by exchanging short aggressive cuts. They
tested their vigilance for a change by performing simple If the players do not manage to interrupt the duel in time,
blows and sneaky fines, beaten time after time. The fight they remain hopeful in the medic or team healer. Rosa lies
was gathering pace, the engravings became more biting, on the ground, bleeding out after receiving a deadly wound
they could easily reach the body, and many of them seemed in the corps, fortunately she has already passed the first
to be lethal. Rosa rushed furiously, in the fastest exchange dying test.
of blows, bounced Sergio's sword and shortened the
Edna_________________________________________________________________________
Punctation:
Nightingales Cintrian Keadweni Redanian none -2
3 0 1 8 to 14 Scandal
Outfit Toussaint local -2 Toussaint Nilfgaardian
5 to 7 Success
4 style and 0
black 2 0 to 4 Deadlock
Dandelion tamper -6 support 3 not
interfering -1 to-8 Defeat
0
Lyrical preparations 2/0/2/4 at the GM's discretion

Success more important than desire, Sergio will have the ease of
being fascinated by Edna.
The conversation takes place quite rapidly, the young
people exchange further comments on the art and customs. Defeat
You can easily see the kind interest of the girl. Soon it was
necessary to wait for the conversation to turn into lessons Sergio clearly interested the girl and she began to talk to
of rhetoric, which was later given by Viscount de him. After a moment of exchanging courtesies and
Lettenhove, but to both young people. Dialogue goes on comments, he realized that something was wrong. Very
forever, and young people are increasingly looking at each quickly he led the conversation to the end and said
other. Bard finishes his lessons a little bored, and the goodbye.
young people say goodbye, promising to continue the topics
Sergio realized that he was dealing with a fraud. If he
discussed in their correspondence.
learned earlier about his twin sister, he would continue to
This solution is successful for Alexandro. The Duke's is a seek contact with Rosa. If not, he will accuse PC and try to
good party and will put pressure on her father, which will force them to explain.
allow the count to do matrimonial negotiations that will
please his son.
Scandal
The conversation takes place quite rapidly, the young
Deadlock people exchange further comments on the art and customs.
Sergio clearly interested the girl and she began to talk to It is easy to see the vivid interest on the part of the girl.
him. They exchanged further comments on art, but Soon it was necessary to wait for the conversation to turn
Nilfgaardka in this field clearly outnumbered the into lessons of rhetoric, which was later given by Viscount
nobleman's proficiency and took away his courage and de Lettenhove, but to both young people. Dialogue goes on
desire. The conversation was slowly coming to an end. The forever, and the young are increasingly staring at each
young people began to say goodbye, the girl expressed other, slowly forgetting about Dandelion, the garden and
hope for the next meeting, but you met Sergio enough to the nightingale. Bard finishes his lessons slightly bored.
understand that he is somewhat disappointed. When they say goodbye, they lean towards each other, in a
manner completely contrary to the Toussainian etiquette,
This is a good situation for Alexandro: there is no pressure and exchange some attention in a whisper.
from the son to arrange this marriage, and if politics proves
123

PC can eavesdrop on attention, be it with magic or with the


There will be one more day until Alexandro's arrival,
trained senses (Vigilance test for DC 12 + 2 / meter). Edna
it's time for players' actions and their ideas on how to
and Sergio have whispered a secret meeting, which may
redirect the plot result. You can, of course, take the
end in pregnancy before the wedding. Alexandro will
opportunity and bring in the second of the sisters if
certainly not be happy with this solution on political
PC or Sergio does not know about her (for example,
grounds, although as a father he will feel proud of Sergio. It
by arranging Sergio for a second tryst). This is the
is important, however, that if PC openly stops the young
adventure phase in which you conduct reactively and
man from secretly trying, he will be furious.
evaluate the creativity of players. If they take no
action, scroll to the action until Alexandro returns.

Epilogue
PC during the adventure may deserve one of the aristocrats ending this adventure. If you haven't run the Black Gold
appearing in this story, probably willingly taking the adventure yet, this is a great moment if the players
opportunity to patronage. Then you can use the deserved the Duke, and if only Count de Turmeille read
composition clamp. Alexandro or duke var Attre, will this adventure carefully and reinterpret it so that PC would
gather them and thank you for their role in recent events. be the spies of Anna Henrietta and fulfill the tasks
When you run a campaign, before you get to this scene, consistent with the politics prevailing in your Witcher .
compose ideas how this event can lead to another
adventure. After all, a rich and influential patron is the The case is slightly different if the players led to the
possibility of distant travel, secret information and scandal. Then they will have to try to escape the wrath of
capturing great interests. If you have no idea how to use it, the nobles or ask them for mercy. Such a plea can have a
leave a gate. The aristocrat may not need PC services now, positive effect on Alexandro. Of course, if they win a
but he will certainly tell them that someone on his behalf discussion with him, in which the count will be supported
may contact them in the future. Both men have almost by one of his bully's bully. Such a plea for grace may result
private interview. In subsequent adventures published on in a free PC favor for Alexandro, which will be the basis
the Copernicus Corporation website, there will certainly be for further adventures.
references on how to take advantage of the opportunity
124

Stats of Independent Heroes


Sergio de Turmeille___________________________________________
Skills INT 9 HP 35 Abilities Loot
Athletics +3 REF 9 STA 35 Normal Human Abilities Mundane Items
Brawling +4 DEX 7 RESOLVE 40 Noble Profession (1d6/2)
Melee +2 BODY 7 STUN 7 Crowns (1d10)
Awareness +5 SPD 7 REC 7
EMP 6 RUN 21 Armour
Human
Perception +2 CRA 3 LEAP 4 16
Deduction +2 WILL 8 ENC 70 Vulnerabilities
Riding +2 LUCK 4 VIGOR 0
Hanged Man’s Venom
Resist Coercion
+2
Weapons
Social Etiquette
+2 Name Damage Effects ROF
Courage +4 Fist 1d6 + 2 N/A 1
Deceit +1 Kick 1d6 + 6 N/A 1
Esboda 5d6 + 2 WA +1 1
Persuasion +2
Poniard 2d6 + 4 WA + 1 1
Leadership +5
Stealth +2
Tactics +5
Grooming and
Style +3
Swordsmanship
+5
Charisma +2
Education +4
Intimidation +3
Survival +2
Endurance +4
Notoriety +5
Resolute +2
125

Alexandro de Turmeille_________________________________________
Skills INT 10 HP 30 Abilities Loot
Seduction +3 REF 6 STA 30 Normal Human Abilities Mundane Items
Awareness +2 DEX 6 RESOLVE 50 He has people from it. (1d6/2)
Human BODY 3 STUN 6 His guards have Bandit Crowns 212
Perception +8 SPD 6 REC 6 coefficients (p. 276 of the basic
Business +2 EMP 10 RUN 18 textbook), and his two main
Resist Magic +4 CRA 4 LEAP 3 bodyguards are slightly higher
WILL 10 (BODY, DEX and REF 8. Stun 6,
Resist Coercion ENC 30
HP & STA 30 and Intimidation
+6 LUCK 5 VIGOR 0 +6).
Social Etiquette
+8 Vulnerabilities
Armour
Courage +4 Hanged Man’s Venom 16
Deceit +4
Persuasion +6 Weapons
Leadership +4 Name Damage Effects ROF
Stealth +2 Fist 1d6 N/A 1
Grooming and Kick 1d6 + 4 N/A 1
Style +6
Swordsmanship
+3
Charisma +6
Education +6
Intimidation +2
Notoriety +8
Expert Guise +6
Host +6
Command +6
Servants +6
Estate +6
126

Evans
Skills INT 9 HP 30 Abilities Loot
Practiced REF 6 STA 30 Normal Human Abilities Mundane Items
Paranoia +5 DEX 7 RESOLVE 35 (1d6)
Weak Spot +5 BODY 6 STUN 6 Crowns 343
Athletics +7 SPD 5 REC 6 Armour
Awareness +5 EMP 8 RUN 15 8
Deduction +3 CRA 3 LEAP 3 Vulnerabilities
Dodge/Escape +6 WILL 6 ENC 60
Hanged Man’s Venom
Persuasion +7 LUCK 7 VIGOR 0
Resist Coercion Weapons
+7
Name Damage Effects ROF
Resist Magic +8
Fist 1d6 N/A 1
Swordsmanship
Kick 1d6 + 4 N/A 1
+6
Stealth +6 Elven Messer 3d6 +4 WA +2 2
Dagger 1d6 + 2 N/A 2

Rosa
Skills INT 7 HP 35 Abilities Loot
Athletics +2 REF 8 STA 35 Normal Human Abilities Mundane Items
Deduction +3 DEX 9 RESOLVE 35 (1d6/2)
Riding +2 BODY 6 STUN 7 Crowns (1d10)
SPD 7 REC 7 Armour
Resist Coercion
+2 EMP 6 RUN 21 0
Social Etiquette CRA 2 LEAP 4 Vulnerabilities
+4 WILL 8 ENC 70
Deceit +5 Hanged Man’s Venom
LUCK 7 VIGOR 0
Persuasion +3
Weapons
Leadership +5
Name Damage Effects ROF
Stealth +2
Fist 1d6 N/A 1
Grooming and
Kick 1d6 + 4 N/A 1
Style +5
Swordsmanship Esboda 5d6 WA +1 1
+4
Charisma +5
Education +4
Intimidation +2
Dodge/Escape +2
127

Edna
Skills INT 8 HP 35 Abilities Loot
Athletics +1 REF 7 STA 35 Normal Human Abilities Mundane Items
Seduction +2 DEX 7 RESOLVE 40 (1d6/2)
Short Blades +2 BODY 6 STUN 7 Crowns (1d10)
SPD 7 REC 7 Armour
Deduction +3
Riding +2 EMP 8 RUN 21
Resist Coercion CRA 2 LEAP 4 Vulnerabilities
+2 WILL 8 ENC 70
Hanged Man’s Venom
Social Etiquette LUCK 7 VIGOR 0
+6
Weapons
Deceit +4
Name Damage Effects ROF
Persuasion +4
Fist 1d6 N/A 1
Leadership +4
Kick 1d6 + 4 N/A 1
Stealth +2
Grooming and
Style +6
Charisma +6
Education +6

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