1
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Cast & Crew
Writers Layout & Design
Cody Pondsmith Cody Pondsmith
Cover Typography
Anna Podedworna Cody Pondsmith
Illustration Editing
Nemanja Stankovic J Gray
Lorenzo Mastroianni Terri Hayes
Bogna Gawrońska Carol Darnell
Damian Bajowski
Monika Zawistowska Playtesters
Grafit Studio
Ilker Serdar Yildiz J Gray
Marek Madej James Hutt
Bartłomiej Gaweł
Anna Podedworna Special Thanks To
Katarzyna Redesiuk CDPR:
Jan Rosner
Joanna Wieliczko
Marcin Batylda
Marcin Blacha
Michał Nowakowski
Przemysław Juszczyk
Monika Janowska
PRODUCT: WI11011 ISBN: 978-1-950911-00-4 THE WITCHER® is a registered trademark of CD PROJEKT S.A. THE WITCHER
© R.Talsorian Games, Inc., 2019 game © CD PROJEKT S. A. All rights reserved. THE WITCHER game is based on
P.O.Box 82922, Kenmore, WA USA 98028 the prose of Andrzej Sapkowski. PRINTED IN GERMANY
3
Table of Contents
People of the Continent..............4 Halfling Race................................9 Rodolf’s Wagon ........................ 14
Noble Profession....................... 10
Artisan................................................... 5 Item Descriptions............................. 15
Criminal................................................ 5 Noble Skill Tree................................. 11
Entertainer............................................ 6 Estate Rules........................................ 12
Laborer.................................................. 6
Merchant............................................... 7
Scholar................................................... 7
4 People of the
Continent
General People
Across the Continent people are living Crafting NPCs
The people present in this their lives day-to-day. While your players
booklet are just average, every- may be battling their way across the front- The Witcher TRPG assumes that players are
day folk you might run across line, making shady deals with underworld creating characters who are already adven-
while traveling the Conti- figures, and crafting complex magical rit- turing and have surpassed the average per-
nent. The majority of them uals, these folks are just trying to get by. son’s skill set.
live peaceful lives and rarely For every daring, roguishly handsome When you set out to build an Everyman
engage in combat or intrigue. mercenary, there are a thousand average NPC you build them differently than PCs,
They aren’t paragons of their folk sewing boots, prescribing herbal rem- using the following guidelines.
profession or “main charac- edies, and collecting taxes.
ters” in your story, meaning As your players travel they will—no • Everyman NPCs don’t need to go through the
they won’t be particularly im- doubt—encounter leagues of “everymen” to Lifepath.
pressive compared to seasoned gather information from, help, or swindle.
Player Characters. Although many of these encounters can be • Some highly trained Everyman NPCs can have
glossed over with a single die roll against a Professions but most do not.
Witchers DC, you may discover your players have
taken a shine to an NPC and want to flesh • Everyman NPCs with a Profession can only have
No new Witchers are be- that character out so they can take a bigger ranks in their Defining Skill and never in skills
ing made, so every Witcher role in the game. That is where this book- from their Profession’s Skill Tree.
is assumed to be a seasoned let comes in: with some basic guidelines for
character. Therefore, Witchers crafting Everyman NPCs and a small ros- • Everyman NPCs have 30 points to spend on sta-
are never Everymen. Every ter of ready-made Everymen to use in your tistics. They do not have the LUCK Statistic.
Witcher is unique and should game.
be created with the standard • Everyman NPCs with a profession spend 44
character creation method as points on their Profession Skills, including their
outlined in the core rulebook. Defining Skill.
Races • Everyman NPCs without a Profession spend 44
points on a selection of skills determined by the
Everyman NPCs gain the same GM.
racial abilities as other mem-
bers of their race. These racial • Everyman NPCs cannot purchase Pick-Up Skills.
abilities and modifiers are not • All other aspects of character generation are the
factored into the Everyman
NPCs presented in Lords & same.
Lands. The races of the NPCs
are up the GM.
Skill Bases
To streamline the use of the
Everyman NPCs presented in
this section, their skills are rep-
resented as “Skill Bases”, mean-
ing that the appropriate Statistic
has already been added to the
skill value.
5
Artisans
Known a number of artisans in my time. Heh, come in all INT 4 STUN 4 Skill Bases 6
shapes and sizes. Got your finesmiths with their precise REF 3 RUN 6 5
little tools, to your blacksmiths with their great hammers, DEX 4 LEAP 1 Brawling 15
all the way down to your cheese makers in their drafty BODY 5 STA 20 Business 5
basements. Fine folk, most of ‘em! If ya need someone to SPD 2 ENC 50 Crafting or Alchemy 10
make ya just about anythin’, these are the folks to go to. EMP 3 REC 4 Courage 9
Just be careful around an Alchemist. Finicky folk if ya ask CRA 6 HP 20 Endurance 5
me. Heh, last time I visited one I got a face fulla smoke! WILL 3 VIGOR 0 Patch Job 9
Probably shouldn’ta bumped the poor lad. Persuasion 6
Physique 7
—Rodolf Kazmer Resist Coercion
Wilderness Survival
Artisan’s Shop Armor
None Inventory
An artisan works out of a workshop. This workshop Mund(1adn6e)Items C(r3odw6n)s
has all the tools required for crafting items or cre- Weapons
ating alchemical supplies based on the type of arti- Dagger
san. This shop also holds ten Novice or Journeyman
recipes.
Criminals
Low-life scoundrels are all over the place. Ya can’t walk INT 3 STUN 3 Skill Bases 11
down the block without trippin’ over ‘em in some cities. REF 6 RUN 15 6
Heh, can’t be too hard on ‘em I guess. I’ve run with crowds DEX 5 LEAP 3 Athletics 5
who probably belonged in jail—every one of ‘em. But that’s BODY 3 STA 15 Awareness 7
the life ya gotta live when you’re smugglin’ goods. Good SPD 5 ENC 30 10
honest folk aren’t gonna help. Heh, this one fella I knew— EMP 2 REC 3 Deceit 7
dwarf named Domonkos—used to steal the frames off CRA 3 HP 15 Intimidate 9
paintin’s. Mad bastard just couldn’t see the value in art. WILL 3 VIGOR 0 Pick Locks 12
Saw plenty of value in a gilded frame though. Practiced Paranoia 12
Sleight of Hand 6
—Rodolf Kazmer Small Blades
Criminal Types Armor Stealth
None Streetwise
Criminals come in many shapes and sizes. Choose
one: Weapons Inventory
Stiletto TMhuienvd(e2as’dnT6eo)Iotelsm&s C(3rodw10n)s
• Thieves: Thieves have two secret pockets and a bonus +3
Sleight of Hand.
• Thugs: Thugs have a bonus Melee skill of 5 and a mace.
• Charlatans: Charlatans have a bonus Forgery skill of 5 and a
forgery kit.
6
Entertainers
Skill Bases 12 INT 4 STUN 3 Every time I hit a new town I like to spend the first night
12 REF 3 RUN 12 in a tavern. Heh, if I got the time to burn. Stout tankard of
Busking 11 DEX 4 LEAP 2 ale, some sausage, and bread! Best meal on earth if ya’ve
Charisma 13 BODY 2 STA 15 just been eatin’ mushrooms and rabbit for a week! Ya can
10 SPD 4 ENC 20 bet if there’s an entertainer in the tavern they’re gonna
Deceit 13 EMP 7 REC 3 make a tidy sum offa me! Heh, love a good performance!
Fine Arts 10 CRA 2 HP 15 Jugglin’ and knife throwin’ are the best though! Course ya
Human Perception 12 WILL 4 VIGOR 0 can always find a lad or a lady to match yer taste too.
Performance 8 World of variety in the leagues of entertainers!
Persuasion 7
Seduction —Rodolf Kazmer
Social Etiquette
Streetwise Armor Entertainer’s Performance
None Entertainers come in many shapes and sizes.
Inventory Choose one:
Mund(1adn6e)Items C(r3odw6n)s Weapons
None • Musicians: Musicians carry an instrument of their choice.
• Writers: Writers carry a writing kit and a journal.
• Circusfolk: Circusfolk replace Fine Arts with Athletics.
• Prostitutes: Prostitutes carry a makeup kit.
Laborers
Skill Bases 12 INT 3 STUN 5 Average folk’re just tryin’ to make their way in the world.
7 REF 4 RUN 9 Shame they always wind up caught up in the plots of no-
Athletics 8 DEX 4 LEAP 1 bles and empires. Heh, half the folk I meet spend their day
Awareness 7 BODY 6 STA 25 unloadin’ ships, haulin’ wood, or buildin’ buildin’s stone
Brawling 12 SPD 3 ENC 60 by stone. Not the kinda life I envy but hey, keeps ya eatin’.
Courage 6 EMP 3 REC 5 Spent a month haulin’ stone in Mahakam after the sec-
Endurance 14 CRA 3 HP 25 ond war. Thought I’d go back to my roots. Heh, couldn’t
Intimidation 7 WILL 4 VIGOR 0 stand it. Folk were great though! Somethin’ about workin’
Physique 5 together on a project bigger than yourself humbles a soul.
Resist Coercion 6
—Rodolf Kazmer
Riding
Wilderness Survival Armor Laborer’s Guild
None Laborers often work together in large groups and
Inventory band together when threatened. A laborer under
Mund(1adn6e)Items C(1rodw10n)s Weapons attack must make a Courage check, DC:12. Success
Hand Axe means they stand and fight. If they fail, they either
run or call for help, summoning 1d6 other laborers.
7
Merchants
Can’t trust a merchant! They’re all out to swindle ya! Heh, INT 6 STUN 3 Skill Bases 13
only kiddin’ a’course. But there’s some truth to it. Might REF 2 RUN 9 9
wanna keep a level head when you’re in the village mar- DEX 3 LEAP 1 Business 11
ket. There’re plenty of merchants just lookin’ to make a BODY 2 STA 15 Charisma 9
profit and get folks the goods they need. But there’re plenty SPD 3 ENC 20 Education 8
of low-lifes lookin’ to con ya outta the last crown in your EMP 6 REC 3 Gambling 8
purse. Heh, gotta learn to haggle. Ain’t the easiest but ya CRA 3 HP 15 Human Perception 11
get used to it quick or ya lose what ya got. Good idea to WILL 5 VIGOR 0 Language (Choose 1) 11
talk with a merchant if ya need contacts too. Persuasion 10
Resist Coercion 11
—Rodolf Kazmer Streetwise
Well-Traveled
Merchant’s Shop Armor
None Inventory
Merchants always have a collection of goods that Mun(d1adn1e0I)tems C(4rodw10n)s
they sell (separate from their personal items). The Weapons
stall or building varies based on the status of the Dagger
merchant but it always includes: merchant’s tools, a
ledger with a writing kit, and at least 3000 crowns of
product.
Scholars
Heh, know this scholar by the name of Brandon of Oxen- INT 8 STUN 3 Skill Bases 6
furt. Fine fella—if ya compare him to cockatrice. Always REF 2 RUN 6 10
goin’ on about dates and battles and historic folk. Spent DEX 2 LEAP 1 Alchemy 13
some time ‘round his classes in Oxenfurt and dealt with BODY 2 STA 15 Awareness 16
a lotta scholars. Seems like they get real focused and tend SPD 2 ENC 20 Deduction 10
to think of the world based on what they study. Guess ya EMP 4 REC 3 Education 11
gotta focus on one thing if you’re gonna get smart about it, CRA 5 HP 15 Language (Pick 1) 11
heh. Great if ya need some information on a subject or ya WILL 5 VIGOR 0 Resist Coercion 10
need to investigate somethin’. Social Etiquette 14
12
—Rodolf Kazmer Tactics
Teaching
Scholar’s Subject Armor Wilderness Survival
Most scholars have one or two specific areas of study. None
A scholar has a number of self-composed tomes they Inventory
can access that give them a +3 to any two of their Weapons Mund(1adn6e)Items C(2rodw10n)s
Intelligence or Crafting skills (chosen by the GM) if None
referenced.
8
Halflings 9
Interestin’ folk, halflings. Short as a dwarf but not as stocky. Got pointy ears like an elf but Magic Resistance
they ain’t as “in tune” with nature and whatnot. Heh, if it weren’t for their big hairy feet, I’d
say they’re a cross-breed! All kiddin’ aside though, they’re fine folk! Strangest part about a Due to their magic-resistant
halfling’s the way they sorta repel magic or somethin’. Nobody knows why but halflings are nature, halflings are unable to
immune to certain magics or somesuch. Lotsa spells and elixirs and whatnot just don’t work channel magic through their
on ‘em. Think they came through durin’ the Conjunction so maybe it’s somethin’ to do with bodies and cannot become
their home. These days ya can find halfling’s livin’ in human cities makin’ their way in the Mages or Priests.
background. Don’t really try to hide, they just don’t come up much. Guess since they don’t
claim land and they like livin’ among humans, they don’t get harassed as much. Halfling Lifepath
–Rodolf Kazmer
Halflings are often lumped
Perks Magic Resistant into the same “Non-Human”
For unknown reasons, halflings are resistant to category as elves and dwarves.
Nimble certain forces of magic. Halflings gain an inher- However, unlike elves, who
Halflings are naturally nimble and dexterous ent +5 to their Resist Magic skill and are able to have Dol Blathanna or
people. Halflings gain an inherent +1 to their roll Resist Magic to negate the effects of any spell dwarves who have Mahakam,
Athletics skill. that would affect their mind even if it would not halflings have no dedicated
normally be allowed. However, Witcher potions homeland. Halflings prefer to
Farmhand & other magic potions do not positively affect live in human settlements.
Halflings are often drawn to agriculture, thanks halflings (even if they succeed at the Endurance When determining your
to years of tradition and an apparently inborn check). Lifepath, you can choose to
aptitude at animal husbandry. Halflings gain an come from a human kingdom
inherent +2 to their Wilderness Survival skill or the Elderlands. If you come
and when calming, taming, or controlling ani- from the Elderlands, you roll
mals. 1d10. On an even result, you
come from Dol Blathana. On
Territory The North Nilfgaard Skellige Dol Mahakam an odd result, you come from
Tolerated Equal Equal Blathanna Equal Mahakam.
Social
Standing Equal Mutating Halflings
Halfling Society Halflings can be mutated, with
the Mages’ Mutate Ability.
Halfling society can be a difficult thing to explain, because they are one of the few non-hu- However, due to their magic
man races that have never had a unified country. Halflings have lived amongst the other resistance, halflings cannot be
races for centuries, and are well integrated into their adopted societies. They tend to coex- mutated by Blue Mutagens.
ist with other races, forming small halfling communities within various cities and making
themselves indispensable to the larger society by creating thriving businesses and providing
numerous products and services.
Notably, halflings are excellent with livestock and excel at trades like milling, bee-keep-
ing, cooking, tailoring, and the like. It’s likely that any halfling you encounter has their hand
in an artisan business or has some amount of investment of crowns in the local craftsmen.
Of course, not every halfling goes into business and members of their race do act as thieves,
Scoia’tael fighters, doctors, and the like.
On the whole, however, halflings generally keep to their own and avoid getting involved
in other people’s problems. It’s not that a halfling won’t go out of their way to help someone
but they’ll usually need a good reason to do so. Largely, halflings have maintained their un-
steady place in human society by not causing trouble or making a fuss. Unfortunately, when
tensions are high, halflings are often the first to suffer due to their size.
10 Noble
Defining Skill “Well, national interest calls
on one to forge difficult
Notoriety alliances at times. Alliances
with Witchers included.”
Vigor
–Morvran Voorhis
0
Notoriety Heh, spent the wars watchin’ nobles make alli-
Magical Perks ances and backstab each other, while the ones
Nobility, whether earned by noble deeds or that did fight got escorted to the battlefield with
None conferred by birth, grants a person a grandeur the best weapons and armor. Eh, s’pose that’s
that must be acknowledged. Peasants may bein’ too harsh. Not like I haven’t met nobles I
Skills curse a noble’s name and mock them in the liked. Plenty of folk with noble titles and what-
safety of their hovels but most dare not insult not. Difference is in the ambition. ‘S like men
Awareness a noble to their face. A Noble adds their No- at arms: anybody with a title’s an aristocrat but
1 Combat Skill toriety value to their Reputation score when not every aristocrat’s a noble. Real nobles spend
in their home country or a country allied with all their time improvin’ their status, winin’ and
Deceit their homeland. If a Noble travels to a king- dinin’ other nobles, and provin’ their valor and
Education dom or territory that is actively at war with, or whatnot.
Grooming & Style neutral toward their homeland, they gain only Heh, some of ‘em use their coin to gather
Human Perception knowledge. Interestin’ folk, always learnin’
Leadership half their Notoriety value. new skills, before flittin’ to the next “passion.”
Persuasion Heh, got the money to do it so why not, I guess!
These nobles are always lookin’ to impress with
Riding all the knowledge they got and far-off items
Social Etiquette they collect and such.
Then ya got your real leaderly types. Heh,
Gear (Pick 5) the ideal captain for any ship. After all, nobil-
ity’s supposed to lead the commoners, right?
Esboda Rarely see these nobles without a few servants
Fashionable clothing around ‘em, providin’ council, entertainin’ ‘em
or what not. Gotta admit, they’re damned
Horse charismatic though. Heh, hard to ignore an or-
Invisible ink der from a real dyed-in-the-cloth noble.
Lastly, ya got your knights. Ya see, a knight
Jewelry ain’t the same as a man-at-arms. Hard to de-
Journal with a lock scribe the difference but it’s in the trainin’ and
in the head, I think. Knights’re cavaliers not
Makeup kit killers. Stalwart sons of bitches, fightin’ for their
Perfume/cologne countries and their houses. Expert in heavy ar-
mor and usually the best damned riders I’ve
Secret pocket ever seen, heh.
Writing kit
–Rodolf Kazmer
Starting Coin
200 crowns x 2d6
Average
1200
Noble Skill Tree 11
Notoriety Servants
Nobility, whether earned by noble deeds or conferred by birth, grants a person a grandeur Your servants are Everyman
that must be acknowledged. Peasants may curse a noble’s name and mock them in the NPCs. When you generate
safety of their hovels but most dare not insult a noble to their face. A Noble adds their No- yourServants,you canuse any
toriety value to their Reputation score when in their home country or a country allied with combination of the following
their homeland. If a Noble travels to a kingdom or territory that is actively at war with or Everyman NPCs: Artisans,
neutral toward their homeland, they gain only half their Notoriety value. Laborers, Entertainers, or
Scholars. Your Servants do not
The Dilettante The Leader The Knight gain I.P. and cannot improve
their skills.
Dabble Command (WILL) Resolute
Deceiving Experts
Each time a Noble buys a As an action, a Noble can oaAnludNteoRbvelaseilsucteaCntooaetdrhcdeiiotrhnCeciorhueRrcaekgsse-.
rank finreeDasbkbillle, they gain command a target to per- If the person you are trying to
two points to form a specific task on their convince of your expertise has
spend. These points must be next turn. If the Noble’s If they succeed a Courage more than four points in an
or Resist Coercion check, appropriate skill, they can add
spent to buy a rank in a skill DCoCmmeqaunadl check beats a any ally who witnesses them their skill value to their Resist
the Noble has zero ranks in to the target’s Coercion check.
and cannot raise a skill’s val- WILLx3, the target gains a do so gains a bonus on their
own Courage or Resist Co- Hosting a Festival
ue beyond rank one. To buy bonus to one check involved ercion check equal to one-
a Difficult skill at rank 1, the in this task equal to one-half A festival is furnished with a
Noble must spend both free the Noble’s Command value half the Noble’s R1e)soulnuttiel full feast, games, and enter-
points. (minimum 1). value (minimum tainment as appropriate for its
the end of the scene. function and location.
If a Noble wishes, they can
Expert Guise (EMP) Servants Chevalier (EMP) voluntarily lower their Host
rank when putting on a fes-
aBgyainrsotllaintgargEext’speRretsisGt uCiose- A Noble gains a number of By taking an hour, a Noble tival. The event requires less
ercion, the Noble can per- servants equal to half their money but the DC to refuse
manently convince a person S1)e.rTvhanestes value (minimum can make amCohuenvta’sliWer IcLhLexck3 an invitation is based on the
of the Noble’s expertise in a subjects follow the against a lowered Host rank.
specific subject. The target to permanently bond with
then defers to the Noble and Noble’s orders to the best it. When being ridden by Armored Buffer
the Noble gains a +3 to De- of their ability but must be Damage
ceit checks against the target commanded or persuaded the Noble, the mount’s Con-
when that specific topic is trol Modifier is raised by If a Noble successfully negates
to risk their lives. If a serv- vhaalluf et.hTehNe oNbloeb’sleCchaenvaalilseor a critical wound with Ar-
involved. ant can no longer serve for mored Buffer, they also ne-
any reason, the Noble can gate the bonus damage from
request a new one from lower the result of a control the critical wound. However,
loss by half this value. standard weapon damage ap-
their household be sent. plies to the Noble after their
armor sustains damage.
Host (EMP) Estate Armored Buffer (REF)
By taking a day and spend- If an enemy scores a critical
ing an amount of money wound on a Noble, the No-
equal 1to00,thaeiNr oHbloestcavnalaure- A Noble personally owns an ble can immediately make
times estate that consists of a main aangaiAnsrtmaorDedC Beuquffaelr check
range a festive gathering. house, a stable, and a parcel to the
While at this gathering, the of land. The Noble decides enemy’s original Attack
where this estate is located Check. If the Noble suc-
Noble gains a +3 to Cha- (within reason). The Noble ceeds, they can negate the
risma, Seduction, and Per- serves as the land’s manag-
suasion. Anyone the Noble er and gains benefit from it. critical wound by sacrificing
invites must make a Resist Anyone living on the land is the armor in the hit loca-
Coercion check against the their subject. More details tion. The armor suffers 1d10
Noble’s Hoastttenchd.eck to not ablation damage per level of
can be found on page 12. the critical wound to the hit
location.
12
Visiting Your Estate
Estate A Noble’s estate is a nice, well-established property furnished with all the luxuries befitting a
nobleperson. Its layout can be determined (within reason) by the player but once the layout
As a Noble, your estate can be has been established, only upgrading the estate can change that layout. A Noble’s estate is
an amazingly powerful source staffed by a majordomo (Scholar), who manages the home, and a number of servants (Lab-
of resources, power, and infor- orers) equal to the Noble’s Estate value times two, who take care of all chores and tend to
mation.Thatbeingsaid,all the the Noble. They will not leave the estate nor enter combat for the Noble, unless convinced.
functions of an estate require Certain additions will add specific servants to your estate. These servants do not count
youtobephysicallypresent on against the total granted by your Estate value.
your estate. You may choose to
visit your estate often or per- Additions
haps push to make your estate
the base of operations for your A Noble’s estate is located on a large tract of land that holds space for additions. For every
party. tphoeinatssinocEiastteadtebtehneefNitso.bEleachhasa,dtdhietiyocnatnakaedsdaomneonotfhthtoesbeuaidlddiatniodn/os rtoprtehpeairreesbtuattemtuoltgiapilne
additions can be made at the same time.
• Barracks: Adding Barracks to your estate not only adds • Secret Rooms: Each time you add Secret Rooms to
a brick building attached to your estate but also gives you your estate you create two hidden rooms and two hidden
access to ten Guards (use Bandit Stats in the core book). passages. A hidden passage can connect up to three exist-
These guards live in the barracks and follow your orders. ing rooms. A DC:16 Awareness check is required to spot
They will go into combat to defend you or your estate and the entrances of these secret instalments and each one has
will report anything strange to you or your majordomo. a lock that opens with a special key in your possession.
Their duty is to the estate and they will not leave it to fight You can have this key replicated for free. If someone spots
elsewhere. If you choose this addition again, you gain five the secret room, they can attempt a DC:20 Pick Lock
more guards. check to open the entrance.
• Greenhouse: Adding a Greenhouse to your estate • Security: Adding security to your estate improves the
gives you access to a number of plant-based Compo- locks on all doors and windows. These locks now have a
nents. When you build your Greenhouse, you can se- Pick Lock DC of 18 rather than the standard DC of 15.
lect four Everyday/Common-rarity Components and This does not affect the locks on Secret Rooms or Torture
two Poor-rarity Components that could be grown in a Chambers. Taking this addition a second time raises the
Greenhouse. Every month your Greenhouse generates Pick Lock DC to 20.
ten units of each of these. If you find a plant component
while away you can return to your estate and cultivate it • Torture Chamber: Adding a Torture Chamber to
in your Greenhouse, causing it to provide the same num-
ber of units per month. You can cultivate a maximum of your estate creates a subterranean chamber closed off by
ten individual Components in a single Greenhouse. Your a DC:18 lock on the outside of the room. The room is
Greenhouse is managed by a Gardener with a Base 15 furnished with torture devices and five cages locked with
Wilderness Survival. DC:18 locks. While using this room, the user gains a +3 to
Intimidation but deals 2d6 damage to the target for each
• Hunting Grounds: Adding a Hunting Ground to attempt. If using Verbal Combat, the Torture Chamber
grants a +2 bonus to the benefits gained from torture and
your estate adds a large area of wilderness within a day’s torment. The Torture Chamber is maintained by a Tortur-
travel that is stocked with game animals. By spending er with a Base 15 in Intimidation.
time hunting in your Hunting Grounds, you can gener-
ate beast bones, feathers, and leather (which is cured by • Workshop: Adding a Workshop to your estate creates
your Huntsmaster). For every hour spent hunting, you
generate 1d6 units of each component (maximum 3d6). a small building that not only contains all the tools re-
Your Hunting Ground is managed by a Huntsmaster with quired to perform a craft but also grants a bonus of +2 to
a Base 15 Wilderness Survival. any crafting checks made within. When you build your
Workshop, you must decide which form of crafting it is
• Personal Physician: Adding a Personal Physician to dedicated to. Multiple Workshops can be built in your es-
tate, each with their own specialization.
your estate gives you access to a physician who will treat
you and your guests at no cost. This Physician counts a
Scholar with a Healing Hands Base of 15.
13
14
Rodolf’s Wagon
Weapons “Roll up! Roll up! Got my hands on a few rarer items and I’m lookin’
ta offload ‘em before I head south! Hope there’re some blue bloods
amongst ya ‘cause I got some valuable goods!”
–Rodolf Kazmer
Name Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight Cost
Flail P/B -1 P 4d6+2 10 1 N/A Grappling L1 2 562
Armor Piercing
Lamia S -1 R 3d6+1 5 1 N/A S1 .5 600
Long Reach
Mancatcher P +0 P 3d6+3 15 2 N/A Grapple N/A 0 3 463
Parrying Dagger S1 1 350
S/P +0 C 2d6 10 1 N/A Bleed (100%) S0 .5 152
Whip Long Reach
S +0 C 1d6+2 5 1 N/A Grappling
-2 to Parrying Penalty
Long Reach
Grappling
Alchemical Items
Name Avail. Effect Weight Cost Formulae
When consumed, a target must make an Endurance check at DC:16. DC: Time: Cost:
If they fail, they must use their turn to attack the closest person. Each 22 1/2 Hour 157
Berserker’s Brew R round at the beginning of their turn, the target can attempt another .1 105
(Master) Endurance check DC:16. If they succeed, the frenzy subsides until
their next turn, at which point they must make the Endurance check
again or fall back into the frenzy. Berseker’s Brew lasts 1d10 rounds.
A slashing or piercing weapon coated in Cadaverine inflicts both the DC: Time: Cost:
16 15 min 114
Cadaverine Solution P poisoned and nauseated conditions on a target on a successfully dam- .1 76
(Journeyman) aging attack. Two separate (DC:16) Endurance checks must be made .1 62
Celestine to end both conditions. .1 22
(Journeyman)
Consuming a dose of Celestine causes the target to hallucinate colorful DC: Time: Cost:
Summer Ointment lights and pleasant sounds. This makes focusing difficult and imposes 16 15 min 93
(Novice) P a -2 penalty to Awareness and any other task that requires focus. This
condition ends in 2d10 minutes but a DC:14 Endurance check ends
the condition early.
When rubbed on the neck and wrists, Summer Ointment doubles the DC: Time: Cost:
C number of hours you can survive in extreme cold and lowers the pen- 12 5 Rounds 33
alty to STA from extreme heat to 1/4 your total STA.
General Gear General Gear
Name Weight Cost Name Weight Cost
False Coins .1 10 Muzzle .1 8
Gilding +.5 100 Plague Mask .1 38
.1 25 Pocketed Cloak 2.5 60
Jar of Leeches .1 36 Vial of Gut Worms .1 89
Masquerade Mask
Weapons Summer Ointment 15
This stuff cropped up down in Mettina, I think. Farmers
Flail would rub it on to make the blazin’ hours in the sun Flail
Don’t see many folks wieldin’ flails these days. Heh, big more bearable. Turns out the stuff gets ya warm in the
spikey balls on chains sounds like they’d be unwieldy as winter and keeps ya cool in the summer. Difficulty: Journeyman
hell. Then again, last time I saw some bastard wieldin’ DC: Time: Cost:
a flail he put a dent in a knight’s helm and laid him out General Items 16 8 Hours 843
for good.
False Coins (x100 Crowns) Investment: 421
Lamia Dangerous to trade in false coins but if yer clever enough Resin (x1), Timber (x1), Drake
If you’re looking for a real brutal weapon—somethin’ to or ya got a silver tongue ya can trade in these cheap Oil (x2), Ogre Wax (x1), Sharp-
flay a man alive—ya came to the right place. Lamia’s a fakeries like they were real gold. (Requires a DC:15 ening Grit (x2), Iron (x2), Steel
long, braided whip with metal barbs that’ll tear the flesh Awareness/Business check to spot they are fake)
off a man in no time. The ld head of Novigrad’s secret (x4)
police loved these things. Hear the temple guards still Gilding
carry ‘em as “badges of office”. Never seen much utility in plasterin’ your sword or your Lamia
armor in gold but it looks nice and folk definitely take
Mancatcher notice. (Grants a +1 Reputation bonus. A character can Difficulty: Master
Now, the Black Ones got a long history of kidnappin’ only benefit from one such bonus at a time.) DC: Time: Cost:
folks and sellin’ ‘em deeper in the Empire. Prisoners 24 12 Hours 937
of war and the like. When those poor folk escape they Jar of Leeches
come after ‘em with these. Mancatcher’s a big, spiky, Ya see these plenty on the front lines. Ugh, wrigglin’ little Investment: 487
crescent-shaped hook on the end of a pole. Get it ‘round things they put on ya to suck out poison and infected Hardened Timber (x1), Hard-
a person’s neck and ya can stop their fightin’ pretty quick. blood and whatnot. (Leeches grant a +3 bonus to En- ened Leather (x2), Sharpening
durance for removing the Poisoned condition.) Grit (x2), Dark Steel (x2), Trete-
Parrying Dagger gor Steel (x2), Oil (x3), Coal (x10)
Good side arm, a parryin’ dagger. Sturdier than an Masquerade Mask
everyday knife and they’ve got a fancy handle with a It’s rare a merchant like me gets to go to a fancy ball. Mancatcher
wide guard. Sometimes they’ve even got a knuckle guard Heh, just stick out like a troll at a weddin’. But I carry a
to protect yer hand. variety of fancy masks for just said occasions. Difficulty: Journeyman
DC: Time: Cost:
Whip Muzzle 16 8 Hours 679
Ain’t much to say ‘bout a whip. Long, thin cord. Good Don’t always carry these. Heh, did have to get one for
for motivatin’ workers or incentivizin’ animals. Heh, the Witcher I was traveling with though. Crazy bastard Investment: 347
seen some folks fight with ‘em. Don’t do a great deal of managed to wrestle it onto a werewolf down in Angren. Hardened Timber (x4), Thread
damage but great for grapplin’ weapons and limbs and (Make a Melee attack to disarm a creature’s Bite attack (x1), Wax (x2), Leather (x3), Ester
what not. until it takes an action and removes the muzzle with a Grease (x2), Sharpening Grit
DC:16 Sleight of Hand/Physique check.)
Alchemical Items (x1), Steel (x3)
Plague Mask
Cadaverine Solution With Catriona spreadin’ all over ya see a lot more plague Parrying Dagger
Not all fire sure what this one’s made of.... Heh, smells doctors these days. Heh, got these masks with long beaks
like the grave itself and it’ll turn a grown man’s stomach. filled with herbs and flowers and such. Supposed to keep Difficulty: Journeyman
Heard if ya coat a blade in this stuff, it’ll get into your the bad air out. (Grants a +3 bonus to Endurance to DC: Time: Cost:
opponent’s veins and wreak havoc on ‘em. Pain, internal resist airborne illness, poison, and nausea.) 16 4 Hours 525
bleedin’, vomitin’. All sounds pretty bad to me.
Pocketed Cloak Investment: 262
Celestine Some folk need more pockets than their clothes can Hardened Timber (x1), Hard-
Every country’s got their vices and Nilfgaard ain’t afford. Heh, usually thieves and assassins, mind ya. But ened Leather (x2), Ogre Wax
immune. This stuff cropped up a while ago in Nazair this cloak’ll do ya right no matter your profession. (Con- (x2), Dark Steel (x1), Steel (x1)
and now it’s spreadin’. Ingest the stuff and ya start seein’ tains 6 secret pockets placed throughout the cloak.)
sparklin’ lights and hearin’ pretty sounds and whatnot. Whip
Vial of Gut Worms
Berserker’s Brew This little trick’s started croppin’ up among nobility. Ya Difficulty: Novice
Some folks in Skellige use a mushroom called Mardro- pour a vial of gut worm eggs into somebody’s drink and DC: Time: Cost:
eme to whip themselves up into a frenzy. Guess this stuff let nature take its course. (After consuming the eggs the 10 2 Hours 228
was some mainland alchemist’s attempt to copy that. target must make a DC:16 Endurance check or be infest-
Backfired a bit. Heard of more folks using it as a poison. ed by gut worms, which lower their STA by one-quarter Investment: 114
A few drops in some noble’s drink and suddenly their and have a 25% chance of causing nausea whenever Wax (x1), Leather (x4)
swinging left and right. Heh, hard to recover your repu- they eat. The nausea can only be ended by a DC:14
tation after ya put a fork in the Duchess of Attre. Endurance check. They must be removed with a DC:14
Healing Hands check.)
16