Amarok - Witcher Adventure
Amarok - Witcher Adventure
Amarok - Witcher Adventure
Synopsis :
A scenario vaguely inspired by the Inuit legend “the Wolf and the Caribou”, that tell the story of
the Spirit of the Wolf, Amarok, and how wolves devour the weakest caribous so men can eat the
strongest ones.
The players join the village of Filkvios where they can rest at the inn. In here, they find a woman
who seeks help to lift a curse thrown at her daughter; the rest of the villagers think it is just a simple
disease. However, they will discover more than a curse: it is an Amarok, a ghost wolf, summoned by a
young girl because of a quarrel between friends. However, this story is in fact much older and they will
search in history to understand everything and avoid the tragic death of a fragile little girl ... or that of a
stronger one...
Previous story:
Let us start with the beginning. Thirteen years ago, the Kazmar, an innkeepers and his wife from
Tretogor, came to the small town of Filkvios in search for a more pleasant and less difficult job. They
purchased the village inn, Panache de Velours, and invested heavily in renovating it. They took the
opportunity to finance the construction of a water mill just outside the city, closer and much more
practical. It was for them a way to integrate more easily but also to reduce the costs on flour and bread.
In doing so, they made obsolete the current windmill, perched on a hill half a mile away and now
abandoned.
Quickly, thanks to the work of the Kazmar, the inn had acquired a good reputation for such a
small village, giving the image of a cheerful and welcoming establishment that sometimes even received
bards and entertainers.
It was in this inn during a night of drinking 3 years ago that Zyca and Draj, both married, had
started a secret affair. A stolen kiss in a corridor, a few quick caresses in a dark corner and then for many
months it was passionate exchanges hidden in the relative comfort of the old mill. Their story was
intense and flamboyant but not romantic: everything between them was only carnal and when Draj
began to see the belly of Ofiara, his legitimate wife, round off, he chose to end his story with his lover.
Zyca was furious but nothing worked and she was sidelined, broken and humiliated. Then she chose to
take revenge by using an ancient ritual from her mother. The invocation of an Amarok...
It needed a sacrifice. Twelve healthy wolves. To achieve this, she asked the village healer, an old
hermit who had learned from the Druids and who lived half a mile outside the town. She no longer
hesitate to sell her body: he would tame the wolves hiding in the nearby forest and she would thank
him by offering his thighs. He never knew why she asked him for this, his curiosity stopping at the sweet
curves of the harlot. He never saw her again after she got what she wanted.
Finally, at the next new moon, recluse in the attic of the old mill, she started the ritual that
would bring her revenge: twelve wolves sacrificed, slaughtered, the skins lying on her in a long bloody
train while their blood used as ink on the walls for runes. Then around a circle of scented candles, she
drew scarlets runes on the ground; a name, in ancient language: Draj Loznik. The ghost wolf appeared
to her briefly before melting into the shadows. No doubt she could have get the same result with a
single animal sacrificed and its fierce hatred, but old women’s stories often are imprecise...
Anyway, her former lover survived only for a few days. Zyca gloated, delighted with her success.
She gloated, and gloated, and yet soon she gloated no more. The sight of the widow and her increasingly
rounded belly was unbearable. She returned to the mill, to the attic and wrote new runes with her own
blood around the candle circle: Ofiara Loznik. Soon the sight of the widow and her belly was no longer
a problem…
However, rituals are dangerous and so are amaroks… Without a designated prey, it chooses by
itself who would be next. A prey ironically self-designated ... A prey whose blood was used to write runes
on the ground ... Zyca was the third to die; emptied of all energy ... She learned how to cast a curse ...
not how to lift it … She was the third… The third and the last…
With Its Summoner dead, the Amarok found himself banished and trapped between two planes,
becoming nothing more than a blood-freezing howl that resounded on New Moon evenings ... An icy
complaint, a plaintive groan, a muffled cold that lurked in the old mill and frightened the reckless and
the children at night…
Until a few days ago... Zyca had a daughter, Kobinya. She had just turned 11 and was very good
friend with her neighbor, Lonielle, one year younger. The two little girls were playing together all the
time when the chores were done. Without her mother, Kobinya became the only woman in the family
and even if they loved her very much, it was not easy to live just with a brother and a father… Therefore,
she spent a lot of time with Lonielle and her parents. However, one day the two friends had an
argument. It was Kobinya’s birthday and she would have liked to get a pretty rag doll like her friend. To
be fair, she would have liked to receive her friend’s doll ... But it was Lonielle’s doll and she did not want
to give it away. The two little girls argued, as little girls know how to do. With love but jealousy. With
hatred but tenderness. With sulkiness but sadness ... When you are a little girl, you are quick to forgive
... When you are 11 years old and the only woman in the family, raised by a bad mother and an
overwhelmed father, by a silent and cold brother, when you are this little girl, forgiveness is more
difficult ... Rituals are easier ...
Kobinya saw her mother do it the second time... She had taught her. Taught the gestures. The
words. The signs and the runes ... Taught hatred and jealousy... Therefore, she went to the mill too. In
the attic. She also placed the candles. Used a small knife, too. Shed her blood. Write on the ground. A
name. In ancient runes… Lonielle Rangifer…
Scenery:
A small village where lived approximately 40 inhabitants. A few shops (an herbalist, a butcher,
a blacksmith crafting tools and able repair armor and weapons, a miller and a healer outside the city,
along with a great inn). Small, poor but tight-knit village. The streets are not paved, the cottages are
small, and the inhabitants are mainly farmers and marked by the work: they ages quickly and have
tanned and hard skin.
The Inn: Le Panache de Velours (from Quebec, Panache, the antlers, and Velours, the fluff that covers them):
The village is proud of its inn, simple but friendly. The innkeeper and is wife, Pic and Jednie
Kazmar, invested time and energy to make their inn as welcoming as possible. It is on two floors, the
first hosting the kitchen and the dining room and the second the bedrooms. A stable allows you to leave
your horses there. The tiring life of the villagers makes them particularly appreciate this place where
you can rest or have fun, eat, have a drink, play cards (the boss is a Gwent player) or dice. The
establishment enjoys such a great reputation despite the modest size of the village that it occasionally
attracts entertainers or bards. The name of the inn comes from a large deer antlers hanging on the wall
still covered with soft fluff despite its fall. It was already there before the Kazmar came 13 years ago
when they purchased the business
He stand outside the city, abandoned for more than 13 years; the wings are broken, the thatch
of the roof begins to let the light in, the grass around become tall and dense. The interior is now the
land of spiders and night owls. You could hear howls and groans there, but everything seems calmed
down since a few days...
The houses:
The cottages are small, poor and simple; few furniture, a pantry almost empty, a fire to cook or
do the dishes and most of the time one family room for the less wealthy. Sometimes the richest-but-
still-poor families have two bedrooms, one for the parents and one for the children.
A small hovel, pointed and domed, covered in grass and with a chimney in the middle of the
roof. A cauldron smokes in the middle of the room while the walls are covered with various shelves. A
few wooden chests are lying on the floor for storage and a small corridor at the bottom leads to a
bedroom.
Characters:
Rangifer family (from Rangifer Tarandus, the species that includes Caribou and Reindeer):
The family of the cursed little girl; a father, a mother, a daughter. The family, although poor, is
a little richer than the rest of the villagers and lives in a two-bedroom thatched cottage.
37 years old - The father is one of the few loggers in the village. The villagers often request his
wood and this allows him to earn a little better living than the others. He is a small but massive, bald
man with a small trimmed beard. He is very in love with his wife and adores his daughter. Usually happy
and a good companion, although discreet, current events have made him incredibly sad and dejected;
he became completely apathetic.
33 years old - The victim's mother spends most of her time doing sewing work for the women
of the village and especially for the inn. This situation allows the family to earn a good living in a small
village like Filkvios. Jelen is very direct and frank, very active. More serious than her husband, she is still
friendly and good company. Rather pretty, also small. Unlike her husband, this situation makes her
almost hyperactive, doing everything in his power to save her daughter. She asked for medical advices
in the city, but she does not believe in the illness story and, above all, she knows she must act quickly.
10 years old - The young victim of the curse is a cheerful little girl. Above all, she enjoys spending
time with her friend, Kobinya. She is small like her parents and has a fragile constitution. This and being
a single child made her a kind and helpful child but a bit spoiled and capricious. Now she is very tired
and frightened. She sleeps a lot, but when awaken she talks about a terrifying wolf seeing at night, in
the corner of her eye, when everyone is asleep. As in stories to scare children. As in the stories of the
mill.
Wilcien family (from Polish Wilk, wolf, and Cien, shadow):
The family behind the entire story. A deceased mother leaved her husband alone to raise their
son and daughter. The family is poor and lives in a small thatched cottage, and the mother's betrayal
destroyed them for years.
46 years old - The father of the family. Cold, distant and taciturn since the death of his wife but
especially since he learned from her that she cheated many times. He still blame her for having betrayed
him, for having left him alone, for having broken him. Thinned and vowed with work and sadness, he
does not say much, does not go out and tries to raise his two children as best he can. He is scruffy and
has not taken care of him for a long time.
Died at 31 years old - The mother, killed by her own ritual 3 years ago. Married too early to an
old man she never loved. She was manipulative, jealous, envious and power-hungry. Her mother taught
her some occult knowledge that she tried to teach to her own daughter along with her hatred of the
world and her disgust for others. A proud, arrogant and conceited woman, who took what she wanted
or sought revenge.
15 years old - A taciturn kid like his father, edgy, raised the hard way since the death of his
mother. He realizes now that she never really liked him, neither her family. Put to work young to help
his father, he is small but his musculature is almost that of an adult and he is massive. Apprentice of the
blacksmith, he wants to leave the city and let this misery life behind. He is an already grown-up kid.
11 years old - Already tall for his age, Kobinya grows too early. Her mother’s death left a void in
her family, which she tries to fill as best she can. When she is with her father or her brother, she adopts
the same cold and distant tone. However, once alone or in the company of the Rangifer and their
daughter Lonielle, her cheerful nature takes over and she becomes a playful little girl again. She has
been depriving herself of almost everything for 3 years now, and her friend's refusal to give her her doll
has greatly affected her. Now, she walks around with the toy everywhere and spends almost all her time
at the bedside of her friend, sad, discreet, and ashamed.
Other villagers:
About 45 years old - The couple of innkeepers who lived there for 13 years and run the inn.
Friendly people, delighted to have come to this small town where the atmosphere is much friendlier
and where the work is less demanding and more rewarding. They are both full-bodied and good-
natured, welcoming, playful and quick to discuss. The husband, Pic (from Polish Picie, alcohol, drink) is a big
fan of Gwent and often plays, even without a bet, with his customers. A table is entirely dedicated to
the card game and he can sell decks to players or teach them the basics. His wife, Jednie (from Polish
Jedzenie, food, meals) enjoys music; she is the one who brings the bards into the establishment and she
never miss a concert even if the hall is full. Sometimes in the evening, she even takes the urge to dance
with customers, under the amused and smiling gaze of her husband.
Over 50 years old - The old man lives outside the village, almost a mile away. He is a hermit
unaccustomed to society, shy but rather sympathetic. He prefers to live alone and being surrounded by
nature but does flee from the company of others. He appreciates his role and takes it to heart. He was
trained as a druid and learn some occult knowledge. Now he is arched with work in the forest and Today
he is a man with a passion for work in nature, dressed in fur and chiseled by toil.
Died 3 years ago - The couple who suffered the wrath of Zyca. Draj (from Polish Zdrada, betrayal,
the husband was 28 years old and his wife Ofiara (from Polish Ofiara, victim, sacrifice) 24. The
treachery)
adulterous relationship between Draj and Zyca remained unknown to everyone; only Alphé, Zyca’s
husband, and Seniak, their son, knows the treachery. Draj and Ofiara are the first victims of the story,
although some might say that Draj looked for it ...
Course of the Game:
The group arrives in Filkvios after a tiring journey. Despite the small size of the village, a great
and renowned inn stand here, Le Panache de Velours, where they can rest. The singer Callonetta, who
is playing a concert this evening, is currently staying there; most of the villagers are gathered to listen
to the concert ... The players can stay here to eat rest and spend the night. In the evening, Jelen Rangifer,
a woman who seek help to lift a curse from a little daughter, will appear. She argues with her husband,
Karib, who is convinced it is only a simple disease, the same one that affected and killed several villagers
3 years ago (three dead). He is gunned down and sad, seeing his daughter already dead; she is angry,
against her husband and the misfortune that affects them.
Players can intervene directly or the next day, they will find the contract on the board in front
of the inn. They will have to lift the curse on the little girl before they kill the Amarok permanently. In
their journey, Callonetta who sees there an opportunity to write a great ballad like his friend Jaskier do
will accompany them.
Information to be obtained:
- About the little girl: they talk about an illness that struck 3 years ago without the healer knowing how
to cure it. It affected a couple, first the husband, Draj Loznik, then his wife Ofiara. Finally, she ended up
taking Zyca Wilcien. Everyone is convinced that it is nothing more than a disease.
- About the mill: they talk about it like a tale to frighten the children but all seem uncomfortable and
nobody really dares to approach it. Nothing has been heard from the mill since a few days, which makes
them almost even more uncomfortable. If the players mentioned a link between the mill and the dead,
they see only a sign with no real connection.
- About the secret affair between Zyca and Draj: they know nothing about it.
- About the little girl: He talks about the illness from 3 years ago, when he tried potions and ointments,
without success. According to him, a city doctor could have done better (a successful medical test shows
that is not true). It does not rule out a curse.
- About the mill: Wiciel does not know what happened there but tries to divert the subject. He does not
have the details but suspects that the request made by Zyca 3 years ago is related to the beginning of
the howls coming from the mill.
- About the secret affair between Zyca and Draj: He frightened at the slightest mention of Zyca and
refuses to say more. By insisting heavily, he can begin to leave information about his ephemeral
relationship with her and the price to pay for it (the wolves).
From Karib Rangifer:
- About his daughter: he gives the same information as the villagers. He adds that his daughter has been
sick for more than a week and is worse every. He would have liked to have a strong and healthy daughter
like that of the neighbors, the Wilciens.
- About the secret affair between Zyca and Draj: he gives the same information as the villagers.
- About her daughter: she is convinced that everything is due to a curse. She has no evidence but she
does not see how a simple illness could affect only three people (4 with her daughter) without infecting
anyone else. In addition, each affected person dies and no cure can help feeling better or improve the
symptoms.
- About the mill: she has not yet made the link between the start of the howls 3 years ago, just after the
death of the last "case" and the end of the howls a few days ago, just before the new "case", too busy
trying to treat her daughter; but if asked, she sees more evidence that it is a curse and will invite players
to go to the mill.
- About the secret affair between Zyca and Draj: she gives the same information as the villagers.
- About the little girl: he gives the same information as the villagers.
- About the mill: he gives the same information as the villagers. He may add that sometimes children
challenge themselves to climb it; the cold wind, the squeaks and the growls around are enough to
dissuade them from going further and nobody has entered. Some even though they saw some sort of
beast-like shape in the air before they run away.
- About his mother: he will start by shutting up and closing in on himself, but the slightest additional
question will make him explode, calling her a whore and a bad woman. He will mentioned the secret
affair he heard from his father.
- About the little girl: he gives the same information as the villagers.
- About his wife: he will shut down completely, refusing to say anything; by insisting a lot or bullying him,
he will tell that he does not regret her. Continuing to question him on the subject, he will speak about
his wife's affair, which she simply confessed to him out of spite one night during an argument. She also
told him about having sex with the healer.
From Kobinya Wilcen:
Her attitude will differ depending on whether the players have evidence against her or not. Without
proof, she is incredibly discreet and will almost say nothing, just a few words or nods. If they come to
her with proof, she will burst into tears and say everything she knows.
Without evidence:
- About her friend: she is sad and wants to heal her, but does not know what to do. She hardly says a
word and looks away, blushing, but will not say anything.
- About the mill: she will just nod without saying a word. It is her biggest secret and she will not say
anything.
- About the secret affair between Zyca and Draj: The evocation of her mother will only give a nod; by
insisting, she will add a vague evocation on things that she would have taught her. She does not know
anything about her mother's affair.
With evidence:
- About her friend: it is her fault, she is the one who wrote the name in the mill. She knows, is angry and
will do anything to help. She will also talk about the cause of her gesture: the birthday, the argument
and the doll.
- About the mill: It was her mother who had taught her the ritual; she has simply reproduced the gestures
and does not know how to lift the curse. Her mother has explained to her that it was not just a curse
but a ghost wolf.
- About the secret affair between Zyca and Draj: she has no more information on this subject but will
speak more freely about her mother, whom she sees as a distant woman but strong and sure of herself.
She would have liked to know her better and learn more things with her.
Sleeping will give no answer. Staying awake, on the other side, will allow the more alert to hear
a few grunts, footsteps, but nothing more. The Amarok is invisible except by using a Cat potion or Yrden.
If the little girl is awake, by the players for example, she will talk about what she sees, a ghost wolf she
sees out of the corner of her eye.
Going to the mill:
The mill has been abandoned for 13 years (see its description). On the ground floor, nothing
special except a staircase that goes up to the attic. However, in the attic there is much more information.
In a corner of the room, a straw mattress and candles, in a terrible state but which must have been a
cozy and comfortable nest years ago. On the other side, the horror takes off: blood stains the floor and
the walls, in dark spots or black runes erased by time. In the center of the room, a circle of scented
candles and 12 wolf skins on the ground arranged like a long train.
Runes written in blood, along the circle, almost impossible to decipher. By succeeding in a difficult
‘’perception’’ throw, one can succeed in reading on the first runes a D, an A, an O, a Z and a K and on
the second series, an O, an F, an A and an N.
Another ‘’perception’’test will allow the players to smell the plants used for candles (normal for a
Witcher, difficult for others): Mistletoe, Aconite and Balisse; a monster knowledge test will associate
these plants with the cursed wolves (Werewolves, etc.) (normal for a witcher, very difficult for others).
Finally, in the corner at the back of the room, a clumsier, trembling, smaller but much more readable
circle; the old runes, although written in an awkward way, are this time perfectly legible: Lonielle
Rangifer.
First, killing Kobinya will restore everything to the status quo: the little girl is saved; the wolf is banished
and remains frozen between two planes, ready to return when a new master inscribes a name around
a circle of candles.
Returning the doll to its owner or sacrificing the toy by burning it in the mill will break the contract
between the summoner and the ghost wolf. It will be free to choose a new prey or keep the same one,
but killing it will now make it permanently disappear.
Finally, appeasing the ghost wolf by destroying the neglected skins on the ground or any other method
imagined by the players will this time make it disappear completely without even a fight.