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Cast & Crew


Writing and Design by
On the Road
Cody Pondsmith, “Now, I’ve done what I can for you folks. Heh, trust me, smugglin’ contraband, and
Linda Evans, and
siege weapons, and magic items across the front line’s far from easy! Never tell any-
Simon Goudreault
body ol’ Rodolf don’t care about ya. But things ain’t goin’ so well at the front and I
Art by think it’d be best if ya found your way somewhere safe. Lucky for you, I’ve got a plan
Kai Carpenter and
Allen Morris
for that too, heh! Ya see, a couple years ago I crossed paths with an elf by the name
of Siriol de Arian. Real salt of the earth fella who’s been wanderin’ this fine continent
Art Direction by
since before the humans took the whole place over. I’d say there ain’t a person alive
Jaye Kovach
who knows the ins and outs of travelin’ better than he does. Might even be able to tell
Project Management by you some stories from the old days if ya ask him, heh! You can tell him Rodolf sent ya
Aron Tarbuck and he’ll set ya up for the long haul.”
Editing by
J Gray
—Rodolf Kazmer
Business Management by
Lisa Pondsmith
Layout by
J Gray

© R. Talsorian Games, Inc., 2022


“You’re the fellowship Rodolf wants safely away from Nilfgaard’s latest excitement?
The Witcher: CD PROJEKT®, The He’s been a good friend, so I’m trusting his word that you’re good sorts. You’ve been
Witcher® are registered trademarks
of CD PROJEKT Capital Group. told my name, Siriol de Arian, or “Siriol of Silver” in my tongue and no, nothing about
The Witcher game © CD PROJEKT
S.A. Developed by CD PROJEKT my hair, because that’s brown. Like to work a band of silver onto everything I make,
S.A. All rights reserved. The Witcher
TTRPG is set in the universe created helps folk remember my work. They pass it down and their children recognize me
by Andrzej Sapkowski in his series
of books. All other copyrights and when I return in a few decades. After centuries wandering, you think long-term.
trademarks are the property of their
respective owners. “Don’t mind my friends; Witcher Seamus’ got an over-developed sense of responsi-
bility and Milady Heron sees magic as the hammer for every problem. Neither had
the kindest upbringing, but I’m teaching them to be friendly. Like wild kittens. The
stout lady with the axe is Colinne and the one tending to the horses is Daffydd, no
relation to me but charmed at spotting ambushes. You’ve probably never heard the
term Hansa, but they’re mine. Used to mean “armed friends on the road” and it beats
putting strangers between you and an arrow. We’re heading North, well away from all
the shouting. You’re welcome to join. It’ll be a long road but you’ll get a better feel with
someone showing you where to step.”
—Siriol de Arian
3

From Here to There walker may need to spend a couple of days


resting up and seeing to their feet, making Without a Map
“On the road you’ll need a day’s more water their trek longer.
than you expect; hunger won’t kill you on the Finding your way from A
Carts and wagons are slower than a rider,
wrong road or knee deep in a swamp but thirst’ll to B without an accurate
faster than a walker, and work best on well-es- map can be difficult, es-
finish you and your beast so fill an extra skin.
tablished roads and tracks. Driving through pecially on an unfamiliar
Then you stuck fixing a wheel two days hence
unfavorable terrain is a skill but even a good route. Consider starting
will be grateful.”
driver will have trouble when confronted with from Novigrad and want-
—Siriol de Arian ing to travel to Venger-
a swamp or dense woodland. On a good day a
Getting from one place to another is a propo- cart may travel 40km but also may have to take berg, a significant jour-
sition that requires a degree of forward plan- a more circuitous route than a rider or some- ney. You may know it’s to
the east but that’s about
ning. Few travelers have access to maps, and one on foot, shortening the distance.
it. Instead of one long
those who do are likely to have only ama- journey with Vengerberg
teur-drawn efforts where scale is affected by Common Routes and Distances at the end, think of it as
the importance of a feature to the artist rather From Vizima to Novigrad is a distance of a series of waypoints,
than an accurate representation of distance on going village to village.
roughly 300km as the crow flies, along rea- Knowing the Novigrad
the ground. sonably level ground. The most sensible route, area well you can find
More accurate maps do exist but they are however, is not to travel directly west but to your way to Oxenfurt,
generally held for reference and used for track- follow the river north out of the city until it where you can acquire
ing borders, military maneuvers, and keeping joins the Pontar, then follow the valley towards directions for the next
score for the land-owning nobles. Of course, the sea. This is longer but a major trading stage, perhaps to Rinde,
route and well-traveled, as opposed to trekking where you would repeat
high-ranking nobility and perhaps even the the process. This is faster
wealthiest of merchants are less likely to travel through wetlands and still needing to cross the
and easier if you’re trav-
themselves unless they need to show their Pontar to reach your destination. This route eling a major trade road,
presence along the road. Mages are generally takes roughly seven days on horseback. or along a river, as there’s
distrusted but are capable of creating portals From Cidaris to Cintra is roughly 400km less chance of getting lost
that can eliminate the most heinous journeys and you’ll need less fre-
by land but that route requires you to cross quent directions. Local
if sufficiently loyal or well-paid. most of Verden while avoiding Brokilon Forest knowledge is important
For the majority of people wishing or to the east. Verden is a muddy, swampy land as it gives you the best
needing to travel, without recourse to accu- at the best of times but add an ongoing plague chance of avoiding major
rate maps or convenient magic, their options to the situation and the journey is harder than hazards and needing to
the length suggests. An alternative is to travel navigate an unexpected
are to walk, ride, or use a vehicle such as a mountain or crevasse that
wagon, cart, or carriage. Horseback is by far by sea, since both are port cities. This comes
would otherwise delay
the most common for journeys of any dis- with the risk of attack from Skelliger pirates on you. Being polite to those
tance, except for those who can’t afford a longer journeys but with less chance of getting you meet on the road can,
horse or those who wish to undergo a pil- bogged down, eaten by drowners, or catching therefore, be a survival
grimage and make the drudgery and pain a something fatal. Overall, this is a journey of skill.
feature of the trip. On a reasonable road or just over a week by horseback or seven to ten
trail lacking any unusual geographical fea- days, depending upon the weather, by sea.
tures (hills or mountains), a healthy horse Although a direct line journey from Pont
can travel roughly 50km in a day, assuming Vanis to Creyden is a route of at least a week
it’s allowed adequate rest breaks, water and on horseback, a traveler might take a longer
food, and taken care of at night. By contrast, but easier route by following the coast south
a normal human can cover around 30km and heading up the Gwidyr River, which flows
per day, but unless they are experienced at through Creyden out of the Dragon Moun-
long distance walking that is likely to drop tains. The river follows gentler terrain than the
significantly after a few days as blisters and direct trek, making it more suitable for vehi-
wear and tear take their toll. Where a rider cles as it avoids foothills, rendering the jour-
might stay a night at an inn and move on, a ney time almost the same.
4

Wagons stand the rough byroads of the Continent and


Merchants and there’s room inside for a double bed and a
“Planning for short trips on sunny days, met by small table.
Merchant Wagons
friendly faces and a roof, a little cart is fine. Need-
Merchant Wagon: Sometimes called Ofieri
If you are playing a Merchant, ing to be sleeping under the stars or where a bit
wagons, from the birthplace of this wagon’s
you can trade your mule, cart, more security is warranted, consider a wagon.
and 1,000 crowns worth of design, these vehicles are among the most com-
Cubby to sleep in off the ground and a cover to
items for a Mule, a Merchant mon sight in Nilfgaard and the North. They’re
keep the weather on the outside where it belongs,
Wagon, and 500 crowns often driven by sturdy oxen rather than horses
and your days will be the better for your nights.”
worth of items. and serve as a home away from home for many
—Siriol de Arian
a merchant.
Wagons are the bigger, heavier, cousins of the
Shepherd’s Hut: These wagons originated
cart. Made to weather the harsh conditions
from Aedirn, where they’re used as temporary
and dangers of long-distance travel, what they
homes for shepherds during the raising and
sacrifice in mobility, they make up for in stur-
lambing of their flocks. They’re solid and can
diness and comfort. Indeed, many wagons act
withstand much but their bulk makes them
as mobile homes for merchants, journeymen
unwieldy and hard to maneuver.
artisans, and mercenaries alike.
War Wagon: If you want a mobile fortress,
Improvement Slots take a siege engine and gut the inside to cre-
ate a war wagon. Their poor maneuverability
Wagons have Improvement Slots (IS) that can
makes them better suited for on-road than off.
be used to enhance their capabilities and add
However, what they lack in speed they more
useful tools. You can install as many improve-
than make up for in durability. They’ll keep
ments to your wagon as you have slots available
going long after other wagons would be burn-
but you can only install each improvement once.
ing wrecks littering the road.
Installing or removing an improvement takes
10 hours and requires a set of Crafting Tools. Fixing Wagons
Occupancy The time will probably come when you need to
fix your wagon. Fortunately, wagons are easy
Wagons have a special attribute called Occu-
to fix. When your wagon has taken damage,
pancy. It shows how many people can live com-
you can take an amount of time and make a
fortably in the wagon. You can add one more
Crafting Check at a DC based on the level of
person beyond the number given, but the lack
damage to return the wagon to full Health.
of room would make their accommodations
cramped and no better than a straw mat on the Improving Wagons
floor of the cheapest inn. Still, you have a roof
over your head, so most won’t complain. What would a home be if you can’t customize
it to your taste? Wagons, being mobile bases,
It’s important to note that Occupancy does
can be improved, altered, and upgraded to suit
not determine how many people can ride in a
your needs. It is not rare to see caravans of wag-
wagon. A War Wagon, for instance, has no real
ons be formed to cover an entire group’s needs.
room for habitation meaning that people can’t
For example, one of the most well-known car-
comfortably live inside of it. However, it can still
avans on the Continent has to be Dyn Marv,
be used to transport large groups of soldiers.
which serves the Cat School mobile base and
Common Types of Wagons includes all manner of specially customized
wagons.
Elven Gedwch: Made popular by the Dyn
Without any improvements, a wagon is
Marv caravan, these intricate wagons of elven
just a wooden box on wheels, but once you’ve
make are often lavishly decorated. Their con-
adjusted it, you can transform it into a home or
struction makes them sturdy enough to with-
even a mobile fortress.
5

Wagons
Name Control Mod Speed Occupancy IS HP SP Weight Cost
Elven Gedwch -1 Animal’s -3 3 5 60 0 400 700
Merchant Wagon -1 Animal’s -3 1 3 60 0 400 500
Shepherd’s Hut -2 Animal’s -5 4 2 80 0 600 700
War Wagon -2 Animal’s -5 0 4 100 0 800 700

Fixing Wagons
Damage DC Time
Less than Half HP DC10 1 Hour
More than Half HP DC14 1 Day
6

Wagon Improvements (Weight listed is added to wagon’s total weight)


Name Avail. Effect Weight Cost
Undercarriage
This chute can be loaded with up to 1kg of items. As an action, a
Deployment
Poor character inside the wagon can pull a lever, opening the bottom of +10 200
Chute
the chute and causing its contents to spill out behind the wagon.
Front Axle
Common +1 to Control Checks +10 400
Assembly
Adds a space underneath the wagon which can hold up to 80kg
Hidden
Poor worth of items. This compartment remains hidden until a character +10 180
Compartment
checks under the wagon and makes a DC:16 Awareness check.
Wheels
While driving the wagon, a character can make an attack
Spiked
Common check, using their Riding Skill, against a target adjacent +20 350
Wheels
to the wagon. This attack deals 4d6 damage.
Steel Wheels Common +20 Vehicle HP +50 460
Studded
Everywhere +1 to Control Checks +10 400
Wheels
Cover
By taking an action, a character can unroll a woven mat of
foliage and fake plant life over the Wagon. In a wilderness
Camouflage Poor environment, as long as the wagon is detached from its animals +10 300
and not moving, a character must make a DC:16 Awareness
check to spot the wagon from a distance using sight.
Cover Railing Common Allows the cover of the wagon to be raised and lowered as an action. +20 150
Provides total cover to anyone inside the Wagon. This cover
Steel Top Poor +50 550
has 20 SP but does not increase the SP of the vehicle itself.
Siding
A character who attempts to climb onto the wagon must
Barbed Siding Poor make a DC:16 Athletics check or take 3d6 damage to an +20 550
appropriate hit location and be forced to let go.
Hardened
Common +10 Vehicle SP. This Enhancement does not stack with Iron Siding. +50 2,500
Siding
+20 Vehicle SP. This Enhancement does not
Iron Siding Poor +100 5,000
stack with Hardened Siding.
Interior
A locked compartment in the floor of the wagon can hold up to 80kg
Secure Storage Everywhere +10 200
worth of items. The compartment comes with a Standard Lock and key.
Sleeping
Everywhere +1 Occupancy +10 220
Upgrade
This section of the wagon is set up to aid in the use of a single Crafting
Skill. Pick one of the following: Alchemy, Crafting, Disguise, First Aid,
Workshop Common +20 800
or Forgery. This workshop is considered to have all the tools required
for that Skill and grants a +2 Bonus to Skill checks of that type.

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