Witch's Song Quick Review

By Nostromo, in Warhammer Fantasy Roleplay

Just picked it up and so far I like it.

If you are a 'collector' this is definately a must buy as it rounds out all of your decks and options nicely.. It has a little bit of everything in it: new conditions, new wound (fade to black--i like the mechanic), new corruption and mutations (a bunch here actually), new insanities (3-4), new party sheets (2 or 3), 2 new careers (duh!), Hedge Magic (with approprate action cards), New Creatures (full card layouts like Creature Vault) with appropriate action Cards, 7 new location cards with some cool effects (mist and quagmire for example), new talents (3 or 4, 1 of which is Witchcraft), new Item cards (blessed shot, explosive barrels, cursed knife)...goodies galore!

Ok, now onto the adventure part--the above was just the add-on stuff. I haven't had a chance to read the entire adventure but it does look a bit shorter than the others (gathering storm atleast) but the components that come with it are top notch. Handouts, Faction sheets, NPC cards etc Adventure looks well laid out and some solid mechanics for tracking stuff.

Off to reading...

Please, please, please be careful with spoilers. There's some significant twists and deception going on in that adventure that could be easily spoiler for players.

Can someone share some photos from The Witch's Song content? I think that many of us would like to see what's in the box. happy.gif

Why is it so hard to find these new products? I've been trying to get a hold of Witch's Song in the LGS and online...no luck so far!

@the OP if you feel like posting an adventure review, why don't you do it in the GM section? I'd love to hear your thoughts.

@Kevin must be a local thing, I've been seeing it around. I know the warstore has it.

Thanks for the quick review!

Jay H

It seems they've reproduced the Corruption rules from Liber Mutatis and the GM's Guide Hardcover. 3 Times these rules appear :)

"corruption & mutation
These rules are abridged and adapted from the full Corruption and
Mutation rules found in Winds of Magic and The Game Master's
Guide.

corruption in play
Corruption is one way to track a character’s exposure to the unpredictable
effects of Chaos. It can attract misfortune, cause madness,
or lead to the most overt sign of corruption – mutation.
When a character is exposed to a corrupting influence he potentially
accumulates corruption. Corruption is represented by purple
diamond-shaped tokens. These tokens are gained and kept in a
similar way to stress or fatigue counters, and should remain visible
to the players and GM. They come in 1 and 5 point denominations
for easier tracking and are available in the Winds of Magic and The
Game Master's Toolkit. No corruption tokens have been included
with the Witch's Song, but any type of tracking token may be substituted
for use within this adventure.

corrupting influences
A variety of different encounters or events may trigger the accumulation
of corruption by prompting characters to make Resilience
checks. The magnitude of the event indicates how difficult it is to
shrug off the effects, as well as the potential amount of corruption
that may be generated.
In each instance, a failed check results in corruption equal to the
challenge level. Regardless of the check’s success or failure, the
character also suffers one corruption for each Chaos Star generated
during the check.

For example, failing an Average (2d) Resilience check after
minor exposure to a corrupting influence results in two corruption.
Succeeding at a Hard (3d) Resilience check while generating
one Chaos Star when exposed to a moderate corrupting influence
results in one corruption.

minor exposure:
average (2d) resilience check
Example from The Witch's Song:
Stumbling into a patch of corrupted t ª errain within the Cursed
Marshes

moderate exposure:
hard (3d) resilience check
Example from The Witch's Song:
ª Prolonged exposure to the untamed dark magic of the Cursed
Marshes (an entire night spent at Krijn's hut for example)

major exposure:
daunting (4d) resilience check
There are no likely sources of major corruption within the context
of The Witch's Song. Examples from Winds of Magic and The Game
Master's Guide include:
ª Exposure to the savage Chaos Wastes and it's environs
ª Direct exposure to a large amount of warpstone, or using warpstone
to fuel spells

corruption thresholds
The different races of the Old World have varying tolerance to the
corrupting effects of Chaos. From the viewpoint of dwarfs and
elves, humans tend to be frail and easily susceptible to the ravages
of Chaos. This perception is partly due to the fact that dwarfs and
elves enjoy an incredibly high tolerance to Chaos, and are not affected
by mutation the way humans are.
An individual character’s corruption threshold is based on his race
and his Toughness rating.
Human: 5 + Toughness
Dwarf, High Elf, Wood Elf: 10 + Toughness
mutation & insanity
Once a PC has accumulated more corruption points than his character’s
threshold (based on the character’s Race and Toughness),
the corruption has ravaged the character’s body and manifests as a
mutation (for humans) or insanity (for elves and dwarfs).

mutation

For humans and other susceptible races, when the corruption
threshold is passed, the player draws a mutation card from the
deck. In addition to its other effects and rules, each mutation card
has a severity rating, which indicates how much corruption is consumed
in the transformation. For example, if the PC suffers from
a mutation with a severity 4 rating, he returns 4 corruption point
tokens to the supply when he draws that card.
If, after a mutation, the character is still above his corruption
threshold, draw additional mutation cards until the PC has corruption
points equal to or less than his threshold.
insanity

Dwarfs and elves are notoriously resistant to the ravages of
corruption. Not only do these races have a significantly higher
threshold than humans before succumbing to corruption, they are
not afflicted by physical mutations. Rather, when a member of one
of these races accumulates corruption greater than his threshold,
he gains an insanity. He draws insanity cards from the deck, until
he has acquired an insanity with the Supernatural or Chaos trait.
In addition to its other effects and rules, each insanity card has a
severity rating, which indicates how much corruption is consumed
in the transformation. For example, if an elf PC suffers
from an insanity with a severity 3 rating over the course of this
process, he returns 3 corruption points to the supply when he
draws that card.

If, after acquiring an insanity in this manner, the character is still
above his corruption threshold, another insanity card is drawn,
the process being repeated until the PC has corruption points
equal to or less than his threshold.

amassing mutation

The human body can only withstand so much corruption and
Chaos energy before it loses all semblance to its former self and
devolves into a hideous monstrosity, known as a Chaos Spawn.
These horrible mutations also wreak havoc on the mind, eroding
an individual’s sense of self and ability to function.
falling to chaos
If a character accumulates more mutations than his Toughness
rating, he is immediately transformed into a Chaos Spawn (see
page 52 of the Tome of Adventure for details).
Those unfortunate enough to witness the transformation may
wish to seek cover, before their former ally attempts to rip them
apart with an amorphous, multi-hued pseudopod. The horrific
transformation causes Terror 2.
After transforming into a Chaos Spawn, the character is no longer
suitable for a player to run, and a replacement character should be
considered. From this point on the character becomes an NPC and
the GM decides what becomes of him.
The Chaos Spawn may disappear, heading towards the Chaos
Wastes, he might run wild in an orgy of bloodshed, or may follow
the characters for a while at a distance, bonded to them by foggy
memories of companionship.
If a character accumulates more mutations than his Willpower
rating (and has not yet devolved into a gibbering Chaos Spawn),
he immediately gains a permanent insanity for each mutation
greater than his Willpower. For example, a PC with Willpower 3
would immediately gain a permanent insanity once he gains his
fourth mutation, and another permanent insanity if he gains a
fifth mutation."

Edited by Emirikol

Nostromo said:

Just picked it up and so far I like it. ...

Stop making me want to spend more money!

Anyone who can tell me how many large and small cards Witch's Song contains? happy.gif

Would be great to know. Thanks in advance.

k7e9 said:

Anyone who can tell me how many large and small cards Witch's Song contains? happy.gif

Would be great to know. Thanks in advance.

31 large cards and 38 small once, if my math has not completely failed me.

Since we're using these rules right now, I'd like some additional ideas on Corruption. I'm thinking of using not just mutations for the humans, but perhaps insanity instead sometimes. If the majority of their corruption points came from just doing wrong/bad/evil/against-their-party-sheet's-best-interests, then why not use insanity.

Here are the main ways to lose corruption according to Liber Mutatis. Could an asylum work too?

"Once corruption has been gained, the two most common ways to
lower the character’s corruption are the two methods described
earlier – the GM invoking the corruption to influence a task, or the
corruption manifesting as a mutation.
However, the GM should also consider other means by which a
character may be able to remove corruption. These alternate means
should be significant stories, perhaps the central theme or motivation
behind a series of adventures, or the ultimate reward for a
dramatic and exciting campaign. Here are just a few suggestions.
ª Completing an important holy quest to eradicate a corrupted
zealot and his throng of followers, at the behest of the Cult of
Sigmar
ª Receiving a blessing from the High Priestesses of the Cult of
Shallya for stopping a grand plot by a group of Nurgle Cultists
ª Successfully surviving a harrowing, convoluted experiment for
the Colleges of Magic that sought to unravel the very nature of
corruption
ª Destroying a powerful profane relic or artefact, purging a dangerous
source of corruption from the Old World
ª ª Cleansing an important wood elf forest glade of a tainted
beastmen herdstone and the mutant Wargor and his followers
who gather there
ª Recovering an ancient elven artefact with curious healing
properties from a mysterious temple hidden deep in the
Reikwald Forest, and returning it to a High Elf Ambassador in
Marienburg
Even with these suggestions in mind, it is strongly encouraged that
the GM not allow corruption to simply heal over time or through
rest. Corruption and the taint of Chaos are serious risks and afflictions
in the Warhammer Fantasy setting."

Comments on using it that way? Perhaps when it is being tracked, maybe the player could "circle" the points that were from non-warpstone/chaos-stuff.

This way you don't have to have another set of rules in addition to stress (such as insanity points), but could still have "lingering" stress this way.

jh

I finished a Pre-Gen witch for this. It is in RPGgeek files. The entirety of the "later" careers now have basic pre-gnenerated characters (including 2 courtiers - male and female) will be uploaded within the next few days. After the Liber Fanatica website gets re-vamped, I'll also have the file uploaded there as well.

jh