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Cast & A COLD TRAIL

Crew The Alderman leaned forward, his face Vik made the call for camp, finding a spot
scrunched up, and his lips sucked in like he off the track. The Witcher took a small
Writing and just swallowed something rotten. His small, hatchet to the branches while Eivor made
beady eyes scanned the page from left to the campfire. Olaf went off into the woods
Design by right like he was reading a book instead of a with his bow, and Sabina foraged for
Daniel Buell picture. berries and herbs with Neskia.

“Yeah,” the Alderman drawled, “think I seen When Olaf returned with a rabbit thrown
Editing ‘im. Came through about two days ago.” over his shoulder, Eivor had made dinner.
Daniel Buell A thick stew in the blackened cookpot with
Olaf stopped picking at his teeth and some deer chunks they bought from the
lowered the poster. “Where’d he go? What butcher in the village.
Patrons direction? Who was he with?”
Claude Haynes The stars twinkled in the night sky as they
THiiCColas The Alderman hawked and spat on the dirt, sat around the fire, warming their hands
Terrafan then turned to point at the mountain. “Small and feet. Eivor picked a nice melody at the
hamlet up there. He ‘ere alone; save his strings of his lute, Neskia and Sabina read
horse and some supplies.” from some mage’s tome and giggled every
Thanks to now and then. Vik poked at the fire with a
Pearly, “Don’t like it,” Vik said through clenched stick, his face always drawn into a frown,
Luci, teeth. “Trapsing through the woods.” the odd analytical eyes studying the fire
Punslinger, needed investigating too. Olaf had a family
Eivor laughed. “For a Witcher, you sure don’t once. Twice. First were Skellige Carls, the
Lancelot like the forest.” next was one he made. Both he lost. But
this? Well, it started to feel like a family for
On the Path is Vik shot Eivor a look that killed the laugh in the first time.
unofficial content right in his throat. “Not because I don’t like
provided under the the woods, Bard. It’s because I don’t like In the morning, they broke camp and
Homebrew content what’s in the woods.” continued up the trail till they saw the
policy of r.talsorian cookfires of the hamlet. The forest thinned
games and is not Eivor shrugged and reached into his pack for out till they were coming up on barren
approved or another piece of dried-out beef. He tore at it farmland.
endorsed by rtg.
with his teeth, the damn thing not wanting to
This content
tear off easily. “Hey,” Eivor said, choosing to “Don’t see anyone,” Vik said, reaching over
references
materials that are suck on the strip of meat instead, his shoulder for the sword. The steel one.
the property of r. “Nilfgaardian author Emer var Aldoson once
Talsorian games and said ‘it’s not about the destination, life is “Aye, a perfect spot for an ambush if he
its licensees. about the journey’.” knows we’re coming.”

The entire group took their collective groans “I don’t sense anything,” Neskia offered. “If
and yawns while Eivor looked quite pleased he’s planning on smiting us, he’d have
with himself. The Alderman, less so, by the done it.”
reference of the army that was currently
burning their way through the land. “Wait.” Vik climbed down from his horse
and edged towards the well. There were
“Scholar types,” Olaf said trying to cover for some wolves ripping and pulling at a
Eivor’s origins, “they sometimes forget mangled body. He cast Igni, and they
logic.” scattered. Vik edged closer to the body,
then muttered: “Shit.”
“Uh-huh.”
They all gathered around, seeing Vemlin’s
So they left the village, packing their sacks remains in a pool of his own blood. Two
with enough food and supplies to last them months hunting the bastard.
another week. Eivor, of course, talked the
whole bloody way up the track and into the “Well, like Emer var Aldoson once said-”
woods. Vik led the way, keeping an eye on
the sun, the shafts of light needling between “Shut it,” they all snapped.
spruce and pine branches. At least the
weather was good, Olaf thought. It'd be
worse if they were up to their knees in snow.

1
Introduction
inspiration for streamlining this system and organizing time
came from Forbidden Lands, so there will be systems and
layout similar to that.
Travel is often skipped in games, with Players arriving at
their destination in a hand-wave explanation from the GM. The Map
Now don’t get me wrong, I do this all the time. But during a
What map is up to you. I make my own maps (one of which
home game for a single player of mine (a Witcher), I
I will provide) that are divided into hexagons to measure
wanted to take a slower approach. Something about Old
distance. My first time going at this I got into the nity-grity
School Renaissance (OSR) games emphasized a lot: travel
but now waved it away for a slightly more streamlined
and hex crawling. When implementing this into my game, it
method. One hexagon is 10 kilometers across.
was definitely rough around the edges. But as time went
on, and I refined the rules and mechanics as we played,
something special started to come out of the rough.
Quarters of the Day
During your travels the day is divided into four Quarter
Travel Systems can also be a great means for the
Days used to measure time:
Gamemaster to “buy time” in a story as they figure out the
next major plot beat that’s going to happen next - or ❖ Morning
because real life might be impacting the hobby so it takes ❖ Day
some stress and work off their shoulders. A well-set up and
❖ Evening
customizable “encounter generator” like the one that you’ll
see at the end of this document can provide all sorts of ❖ Night
interesting stories in a “low-on-prep” environment that still Each PC must choose an activity to do during that
progresses the characters and stories. When used Quarter Day. Many of these activities are one-roll, which
appropriately following the guidelines, I lay out in this means that you spend the entire Quarter Day performing a
document, even those who don’t want to micromanage certain action. So if you fail, you must re-take the action
travel might find benefit in having this type of system on during the next quarter. For example, Make Camp isn’t just
hand. folding bedrolls, it’s finding a good camping spot, gathering
If you have a party that loves the idea that the journey is firewood, setting up tents, and cooking. The DC that you
as important as the destination, I implore you to try this roll is abstracted to take all of those activities into account.
system out. This document serves as both a reference These activities are:
guide for my Players and a homebrew supplement for ★ Hike: All members of the party must choose this
yours. Enjoy - Dan activity in order to move on the map.
★ Lead the Way: This can be combined with Hike,

On the Path ★
but only one person can make this roll.
Keep Watch: Can be combined with Hike, but
only one person can make this roill.
Travels ★ Forage: Cannot be combined with Hike. This can
be done by several people at the same time,
Much like in our favorite RPGs (at least mine), Witcher 3, rolling separately.
Elder Scrolls (Oblivion, Skyrim), Red Dead Redemption 2, ★ Hunt: Cannot be combined with Hike. This can be
and so on, traveling is a means of finding new adventure, done by several people at the same time, rolling
meeting NPCs, experiencing random events, and separately.
discovering new locations. Much like those games and real ★ Fish: Cannot be combined with Hike. This can be
medieval accounts, traveling is quite dangerous. Yet, it can done by several people at the same time, rolling
be very rewarding with hidden treasures, side quests, and a separately.
wealth of Player bonding. Let’s be honest, The Hobbit and ★ Make Camp: Cannot be combined with Hike. Can
Lord of the Rings are one big hex crawl campaign. be done by several people at the same time.
★ Rest: Cannot be combined with Hike.
★ Sleep: Cannot be combined with Hike.
The Travel Rules themselves are a mashup of many ★ Explore: Cannot be combined with Hike.
RPG systems made to work in the Witcher. The biggest

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Type of Terrain Movement DC Forage Hunt

Plains Open Terrain 10 -1 +1

Forest Open Terrain 12 +1 +1

Dark Forest Difficult Terrain 14 -1 0

Hills Open Terrain 12 0 0

Mountains Difficult Terrain 18 -2 -1

High Mountains Impassable 20 - -

Lake/River Requires a boat or raft 12 - 0

Marshlands Requires a raft 14 +1 -1

Quagmire Difficult Terrain 14 -1 0

Hike Leading the Way


Hiking is how you move from hex to hex. Here you don’t One member of the group must be designated the leader.
need to specify when you take breaks and do some This leader usually will act for an entire Quarter but I’ve
stretches, that’s already factored in. seen leaders switch when they enter a new hex. The
frequency of rolling is up to the Gamemaster. You could
Terrain On Foot On Horseback
either roll a Wilderness Survival (Navigation) check every
Open 2 Hexes/Quarter 3 Hexes/Quarter
time they enter a new hex or do it once for the entire
Difficult 1 Hex/Quarter 1 Hex/Quarter
quarter day with the result (if bad) happening at a point of
the Gamemaster’s choosing.
You can Hike for two of the four Quarter Days without a
problem. If you want to make a Forced March and hike a Traveling in the dark
third Quarter Day, everyone must make an Endurance I don’t recommend it all that much, but it’s doable. At the
Roll. Fumbles could lead to injuries, and failures or least, everyone in the party takes a -2 to Awareness
successes could lead to a loss of Stamina. while performing any task in the dark. The Gamemaster
could, however, make things harder.

Light and Darkness Keeping Watch


Spring Summer Autumn Winter During every Quarter Day, someone should be the
Morning Light Light Light Dark “scout” or “on Watch”. However, this lookout cannot be
Daytime Light Light Light Light doing much else but Hiking. If there is an encounter, the
Lookout will roll an opposed Awareness vs
Evening Dark Light Dark Dark
DC/Awareness/Stealth, etc. with the defender winning the
Nightime Dark Dark Dark Dark
tie.
Your lookout is also useful after you’ve made camp if
Fast Travel your Gamemaster wants to spring on a random
encounter in the night. If you have a Witcher with points
Find yourself going back the way you came? Or simply
into Meditation, you might not even need a lookout during
you just want to speed things up a bit.
the night.

1. Calculate the distance to the destination and


divide by the average speed (hexes/day) Alone
rounded up. If you have a single player like I did, then you can
a. Foot: # of hexes / 4 = x combine many of these activities together such as
b. Horseback: # of hexes / 6 = x hiking, lookout, and leading the way.
2. Reduce Food and Supplies by 1 for each day of
travel
3. Make a single Survival roll Foraging/Gathering
4. Failures and random events up to the GM You can spend a Quarter Day looking for edible plants,
alchemical ingredients, or crafting components. If you

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want to do any of these, you must stop in the current hex entire session waiting for your hunters to finish arguing if
that you’re in and make the appropriate check. they want to fight that bear or not, but you also don’t want
to rob players of their roleplay. With the exception of *
Hunting & Fishing animals, all of these events are pass or fail with no
These activities are best handled as one rolls unless chance to re-roll until the next Quarter Day for the sake of
there’s potential for something interesting to happen. everyone’s sanity at the table (speaking from
Balance with this homebrew is key. You want things to be experience).
fast enough that it doesn’t feel like you’re spending the

Pelts/
d12 Animal DC Requirement Raw Meat Beast Bones
Feathers

1 Mouse 14 Weapon or Trap 1d6/2 - -

2 Crow 10 Weapon 1d6/2 1d6/2 1d6

3 Rabbit 12 Weapon or Trap 1d6/2 1d6/2 1d6/3

4 Fox 12 Weapon or Trap 1d6/2 1d6/2 1d6/3

5 Boar* 14 Weapon 1d6 1d6/3 1d6/3

6 Deer 12 Weapon 2d6 1d6 1d6/2

7 Elk 14 Weapon 2d6 1d6 1d6/2

8 Bear* 18 Weapon or Trap 3d6 2d6 1d6/2

9 Turkey 10 Weapon 1d6 1d6/2 1d6

10 Moose 12 Weapon 2d6 1d6 1d6/2

11 Goat 10 Weapon 1d6 1d6/2 1d6/2

12 Beaver 12 Weapon 1d6 1d6/2 1d6/3


*Will attack you if you fail. See Witcher’s Journal for stats
Instead of rolling for Food, you can eat the meat you can stop and spend an entire Quarter Day. This is usually
collect if you have Cooking Tools. Raw Meat spoils after done after the camp has been made.
1 day unless it’s preserved with Adda’s tomb.
Fishing is an activity that can be performed by multiple Sleeping
players. All it takes is a DC:12 Wilderness Survival check You have to sleep at least one Quarter Day per day
and provides 1d6 Raw Meat. (usually during the night) to avoid exhaustion. If your
sleep is interrupted, let’s say by a troublesome bear, your
Making Camp activity during the Quarter Day no longer counts as sleep.
When the players have decided to stop and make camp, Going without at least one Quarter Day of sleep will
this process can be done by more than one person, but a give you a -2 to everything you attempt to do for each
singular player needs to make the roll. The DC lowers by day since you last slept for a full Quarter Day.
1 per player assisting. If your roll succeeds, you not only
find a suitable spot that’s safe, but also has access to
resources, is comfortable, and you’re able to cook, clean, Rest and HP
chop wood, etc.
To regain HP equal to your REC stat, you need to
It’s possible to sleep without making camp such as spend at least 1 Quarter Day Resting and 1 Quarter
finding a nice cave or a good tree to sleep under. To do Day Sleeping. If you spend only 1 Quarter Day
so, everyone makes a DC:14 Wilderness Survival Skill sleeping or resting, you only gain half of your REC stat
Check. Failure leaves you fatigued (-2 to all Actions for back in HP.
the day) as maybe the spot was rough to sleep on, didn’t
protect you from the elements, or had some other reason
for a horrible rest.
Exploring
Resting Ah, what we do best. Delving into dangerous ruins,
If you’re recovering from wounds or simply want to catch stopping into a village, and checking that cave out. This
up with NPCs and fellow members of the party, then you

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can take anywhere from one Quarter Day to two Quarter You can fit 4 Travel Supplies in a single Sack for a total of
Days. It’s up to the GM. 40 Crowns. Now, this is only 4 days worth of supplies per
person, so it’s always good to double the amount or
consumables purchase a little extra in case something happens or
you’re traveling for much longer.
An abstract measure of trail rations, food, water, tinder, Again, what’s in Supplies is abstract. A player can’t say
firewood, horse feed, and so on. These are broken into “I go collect some Timber, therefore I can’t deplete
two categories: Food and Supplies. At the end of every supplies.” That’s just not true. Here are some items:
day, each player rolls two d10s. Much like a Stun Save,
your objective is to roll under the current amount of Food
★ Water
and Supplies you have. If you succeed, you reduce each
★ Food for animals
category by 1. If you fail, you lower each category by 2.
★ Cooking ingredients like flour, eggs, etc.
★ Dry Firewood
The Abstract ★ Tinder
It’s best not to think too literally about the individual units
★ Tea
★ Clothing & tent repair materials
or weight of these. Food depletes over the day as you eat
★ Bowls, plates, cups
on rests, cook meat, feed your horses and so on.
★ Spices
Firewood, water, all those supplies also go throughout
★ Butter
the course of the day. The idea of rolling is because life is
You get the idea. This isn’t a definitive list either, just
never perfect. Sometimes you burn through more wood
some ideas. Your players aren’t living off dried fruits and
one day than the other, sometimes you lose some food in
nuts 24/7 either, they’re making flatbreads with some
the cooking process from burning or waste.
flour for dinner, and frying eggs in the morning.
COSTS
Again, you can go as in-depth as you want to. The most STARVATION
players will spend on food is Trail Rations (1 Day) which
Running out of Supplies isn’t the end of the world.
is cheaper than Raw Meat. Supplies will be your biggest
Running out of both Food and Supplies is. Your character
haul in terms of crowns.
can survive a number of days up to their REC stat
Item Cost Weight without Food and Supplies, then you start making Death
Travel Supplies 10 5 Saves. Every day they go without both, they must make a
DC:14 Endurance check. If they fail, they take a -2 to all
actions that day.

5
Strange Weather

weather d10 Current Conditions


How Long does it
Last?
1 Flooding 1d6 days
Impact on gameplay 2 Deadly Thunderstorm 1d6x10 minutes
3 Cold Snap 1d6 days
Just like any movie or show, the weather has an impact
4 Heat Wave 1d6 days
on a scene’s mood or atmosphere. Traveling is slightly
different, but the same principle applies. Bad weather 5 Dust Storm 1d6x10 minutes
could leave characters wishing for shelter while good 6 Powerful Storm 1d6x10 minutes
weather can leave them happy and filled with joy. I will 7 Blizzard 2d6 hours
admit, this weather system isn’t as refined as I’d like and 8 Windstorm 1d6x10 Minutes
the format is modeled after the Cyberpunk RED weather 9 Fog 1d6 hours
DLC. However, the temperatures and weather in these 10 Hurricane/Tornado/Tsunami 1d6 days
roll tables are modeled after Polish weather reports.
Depending on where you are in the Continent, modify
these tables as needed.
WEATHER RULES
December to February
d6 Temperature Current Conditions TEMPERATURE
1 Freezing (-4*F / -20*C) Clear COLD TEMPERATURE. When tracking in snow, you
2 Freezing (-5*F / -15*C) Light Rain/Sleet gain a +3 to Wilderness Survival when tracking fresh
3 Freezing (18*F / -8*C) Overcast tracks, but -3 to old tracks. When fighting snow, make
4 Freezing (25*F / -4*C) Heavy Rain/Sleet a DC:14 Athletics check after running or attacking to
5 Cold (35*F / 2*C) Snow stay standing. If naked or lightly clothed, you can
6 Cold (40*F / 4*C) Strange Weather survive without shelter for a number of hours = STUN,
but after you must start making Death Saves.

March to May
COOL/WARM TEMPERATURE. The weather is
d6 Temperature Current Conditions comfortable for the Character.
1 Cool (Around 50*F / 10*C) Clear
2 Cool (Around 50*F / 10*C) Light Rain HOT TEMPERATURE. EV increases by 1. In extreme
3 Cool (Around 50*F / 10*C) Overcast heat, EV is raised by 1 even if it’s zero.
4 Warm (Around 60*F / 15*C) Light Rain
5 Warm (Around 70*F / 21*C) Heavy Rain
6 Hot (Around 80*F / 27*C) Strange Weather
WEATHER
Blizzard. When caught in a Blizzard, you are considered
June to August as having the Freeze Effect (PAGE 161). Any
Awareness checks are done at a -2 if in Daytime and
d6 Temperature Current Conditions
-4 at night time. If you are not wearing Cold Weather
1 Cool (Around 50*F / 10*C) Light Rain Clothing, you can survive without shelter for a number
2 Cool (Around 50*F / 10*C) Clear of minutes equal to your STUNx2.
3 Warm (Around 60*F / 15*C) Overcast
4 Warm (Around 70*F / 21*C) Overcast Cold Snap. This overrides any temperature roll made.
5 Hot (Around 80*F / 27*C) Heavy Rain Black ice can form everywhere, allowing the GM to
6 Hot (Around 90*F / 32*C) Strange Weather apply hazardous conditions due to icy surfaces.

Deadly Thunderstorm. Weather can be chaotic on the


September to November
continent but also can be quite thematic during a
d6 Temperature Current Conditions thrilling fight. The GM should roll a 1d6; 1-3 the
1 Cold (Around 35*F / 2*C) Light Rain/Sleet lightning strikes far away; 4-6, strikes a nearby natural
2 Cold (Around 40*F / 4*C) Clear feature. If none are nearby, it might strike the tallest
3 Cool (Around 50*F / 10*C) Overcast character or one dressed in the most metal.
4 Warm (Around 60*F / 15*C) Heavy Rain/Sleet
5 Warm (Around 70*F / 21*C) Light Snow Dust Storm. Poor agriculture practices and drought can
lead to strong winds carrying the loose soil and forms
6 Hot (Around 80*F / 27*C) Strange Weather
into a massive stom. Other causes could be from a
severe drought, magical, or all of the above. If you’re
caught out in a Dust Storm without proper face
coverings, you suffer the Foreign Object Critical Injury

6
as dust clogs your insides. The GM should also apply
appropriate negative modifiers to vision and accuracy
in a dust storm.

Flooding. Powerful rainstorms can cause floods


anywhere on the Continent (probably not the desert
though, unless magic is involved).

Fog. A fog can also be traded for a Mist, but the Game
Master can apply Awareness related penalties for
trying to see or navigate through.

Heat Wave. This overrides any roll made for


Temperature. See the Extreme Heat Subtitle (PAGE
165) for the applied effect.

Heavy Rain/Sleet. The GM can apply penalties to


Awareness or Athletics checks as they see fit.

Heavy Snow. This is the kind of snow that could swallow


you up to your waist or head if you’re a Dwarf or
Halfling. You gain a +5 to Wilderness Survival to follow
recent tracks but a -5 to old tracks. When fighting off
snow and ice, you must make a DC:16 Athletics check
after running or attacking to stay standing. If naked or
without proper clothing, you can survive without shelter
for a number of hours equal to your STUN -2. After that
time has elapsed, you enter Death State.

Hurricane/Tornado/Tsunami. These powerful storms


can make all kinds of havoc. Use these sparingly if you
must, but they can provide amazing obstacles or even
quests.

Light Rain/Sleet. Would you wait for the dribble to pass?


This is classic moody, wet, noir. Apply a -1 to a skill like
climbing up a wall or making a sharp turn with a
horse-drawn cart.

Powerful Storm. A Powerful storm is a mixture of heavy


rain/sleet, a windstorm (blizzard if winter), or a Deadly
Thunderstorm.

Snow. See Snow and Ice on (PAGE 165).

Windstorm. These powerful winds can knock trees over


and you shouldn’t be out at all with one of these kicking
around. If you fail a DC:16 Athletics check, you are
knocked Prone and take 1d6 damage.

7
encounters by two Quarter Days rather than charting all

CHAPTER 2: THE
four. I then roll for the temperature and weather, then
encounters. If I don’t like the encounters, I’ll either skip it
entirely for that quarter or re-roll to see if it’s something I

JOURNEY like.

The reason why most travel systems in my opinion


Encounters
become a frustration rather than an experience is the
events that happen during travel. Either nothing happens, Encounter dice
the abstract happens, or way too much happens that it
just becomes an exhaustive grind. Random combat Random encounters are broken into 4 Categories:
encounters are good for dungeons because it’s all about ❖ Dangerous Event (1-3)
exhausting resources. The exhaustion of resources on ❖ Point of Interest (4-5)
the road should feel natural. ❖ Chance Event (6-8)
The main goal of this “encounter” system was to ❖ Good Event (9-10)
generate roleplay moments, big and small. Some are
small choices, others are big decisions with various
consequences that could impact the course of a DANGEROUS EVENTS
campaign. The level of risk here is often chosen by the
Party rather than you as a GM. When presenting this Dangerous events are generally dangerous locations like
homebrew, emphasize to the players that there is no a treasure guarded by some monsters, something that
wrong decision, only the amount of time they want to take happens to a player while traveling, or some other kind of
on a particular task and the level of risk. risk. Most of the time, a lot of the danger is something
that’s passive, that sits there until the Players decide to
Now, this can require some prep on the Gamemaster’s
interact with it - unless the GM deems the threat moves.
behalf, but it doesn’t take more than a couple of hours at
For example, if you roll Bandit Camp: 2d6 bandits in a
the max. If you’re like me, then you’ll carry on rolling for
camp, they might be sitting in a forest minding their own
the fun of it to see what happens. Or, if you’re really good
business. But if the Players set up camp nearby, the GM
at improv, you can roll at any point during the session.
might let the Bandits creep towards the camp in the
Here’s what I do: middle of the night and ambush the players. That’s not
my cup of tea, but it’s something that should happen
once in a blue moon.
Dangerous events are the only category that is secretly
divided by event type. If the Players are exploring
relatively “peaceful” landscapes, you’ll want to avoid
encounters at the higher scale (above 50).

On a spreadsheet or notebook, I list out the day, year,


and all four Quarter Days. I divide weather and

8
Point of interest
d100 Dangerous Event
Points of Interest took me the longest to get right. These
Treacherous Pass: You approach a narrow path. As you go,
are fairly “neutral” events that aren’t good or bad. These
the ground becomes unsteady. Roll Athletics DC:14. A
are interesting landmarks Players will discover on their 1-5 Fumble is taking a tumble down a hill and getting a
journey, and are typically good camping spots. Whenever sprained arm or leg. A failure is supplies or gear falling
players go to Rest or Sleep, and you have a Point of free and getting lost.
Interest rolled, that’s the best time. Steep Climb: You (or your mount) must make a DC:14
6-10
Physique check
Hidden Ravine: While hiking, the leader makes a
Chance events Wilderness Survival check DC:14. If they fail, they start to
As the name implies, these can swing any which way. 11-15 fall into a ravine. Must make a DC:16 Athletics not to fall in
They go from roadside ambushes to helping a merchant and get a 1-3: Fractured Arm, 4-7:Fractured Leg Crit,
8-10:Minor Head Wound.
fix their wagon wheel.
Abandoned Labor Camp: There’s a camp covered in snow,
16-20 the bodies buried in snow. Camp is swarming with
Good events Nekkers picking at the bodies.
Wolf Cave: There’s a cave offering respite from the cold
These are much-needed “breaks” in the monotony of 21-25 and damp. Too bad the wolves that lived it in are coming
things. These clear up bad weather, give hints towards back after their hunt.
future goals, or even “reveal” future weather/random Abandoned Hut: camped out with some deserters. Use
encounter events. You’ll see. the Bandits stat card, an amount equal to the Players.
26-30
They’ll be open to persuasion but will try to rob the PCs in
the night.
Tricks of the Trade Abandoned Ruin Camp: 2d6 Bandits have made camp in
31-35 a local but abandoned human ruin. The area is fortified
Not all random encounters are created equal. Bad and surrounded by traps.
random encounters feel exhausting and forced. Lots of
A Battlefield: Corpses and the signs of a battle scatter a
random roll tables like to have your encounters be a 36-40
sizable area. Now Ghouls feast on the dead.
variety of hurt and pain the Gamemaster sets upon the
Local Manor: An old ruined manor sits on a hill, the
players if they’re in a forest, out in the open, sleeping, workers and their exterior homes abandoned too. Two
and so on. Not all of these random encounters should 41-45
Cockatrices now dwell in the cellar and aren’t keen on
happen all at once and you shouldn’t take every roll visitors.
without considering what it presents. If you think you’ve Quagmire: Recent weather the day before made the
rolled too many Dangerous Events, feel free to switch terrain a knee-deep swamp. Going around will take time
46-50
some out with other Event rolls for the sake of player and a skill check. Drowners could also be hiding in the
enjoyment rather than letting the Dice Gods decide what swamp.
happens. Variety is key. Abandoned Farm House: A farmhouse is being pillaged
51-55 by 2d6 rotfiends. It’s up to the GM if the owners are alive
This is why I like to prepare my events by rolling before
or dead to reward the Players.
the session. On one part it’s because I’m not the best at
Monster Lair: Tucked in a small ravine are two Hags
improv, but on the other it gives me a good idea of when
56-60 protecting a large wooden chest. All around are the skulls
in the journey I want these events to happen. Let’s say and corpses of their victims.
Monster Lair (Grave Hags): that are guarding a treasure
61-65 Bandit Camp: There’s a camp of 2d6 bandits.
in a ravine. I can have this happen while the players are
Drowner Nest: Next to a broken bridge is a nest of
Hiking from one hex to the other, or I can have a player
66-70 Drowners swarming a dead merchant’s cart. Who knows
who goes Hunting stumble upon this. The same goes for what treasure is hidden inside.
Hidden Ravine, it could happen while the Players are
71-75 Ghoul Nest: Outside of a small mine is a nest of Ghouls
traveling or while someone’s making camp and collecting
A Sudden Fog: A sudden fog lifts and gets the players lost.
wood.
76-80 This fog is being created by a Foglet that’ll try picking
them off one-by-one.
Now that you get the idea, let’s roll! First, roll a d10 Burnt Ruins: A village has been mostly burned down and
81-85
abandoned by a Wyvern.
Haunted Roadside Inn: The abandoned Inn is haunted by
d10 Effect d10 Effect 86-90
3 wraiths.
1-3 Dangerous Event 4-5 Point of Interest An Elven Ruin: Nestled into a hillside mostly covered by
6-8 Chance Event 9-10 Good Event 91-95 foliage. Upon inspection, you’ll find the many previous
Treasure Hunters who tried and failed to get inside.
Lone Watchtower: The watchtower gives good coverage of
96-00 the entire surrounding area. The Watchtower is home to
1d6+2 Plumards.

9
d100 Point of Interest Risky Shortcut: This shortcut can immediately move you
Northern Lights: The night sky leaves you to ponder your 6-10 into the next hex without it counting as movement, but it
1-5 comes at a cost. Roll Dangerous Events.
place in the world.
Waterfall Campsite: A campsite near a waterfall gives you Rushing River: In order to enter the next hex, Players
6-10 a chance to freshen up and clean drinking water. If it’s cold must ford this river. Going around/finding a bridge will
out, this is a thermal waterfall. take another Quarter Day. The crossing will take a DC:14
11-15 Physique check, and unless they succeed, the river will
Hotspring: A natural hot spring to relax and unwind. If take them downriver, they might even hit some rocks and
11-15 you spend the REST action here, you gain HP half your REC fallen trees until they can make the check to grab onto
as temporary HP until you Sleep. something.
War Monument: A great battle (or not so great) happened Sickness: Choose an amount of players to get sick. They
16-20
here. 16-20 consume double the amount of Food and Supplies they
Roadside Shrine: You pass a religious shrine on the side of normally would.
the road. Religious characters will want to stop at the Lost Road: Poor weather has made the way unclear or
21-25
shrine and give a prayer and leave an offer. (alternatively, 21-25 impossible to follow. Make a DC:16 Wilderness Survival
you can steal the offers) check or be lost for each Quarter until you succeed.
26-30 Standing Circle Stones: A set of ancient megalithic stones 26-30 Old Bridge: An old bridge is at risk of falling apart as you
in a standing circle. cross, be careful!
Fishing Trap: Along a river or small stream is an Kidnapping: A criminal on horseback has a woman tied
31-35 abandoned fishing trap with 1d6x2 raw meat (fish) that’s up and thrown over the back of the horse. She spots the
still fresh. 31-35 players, screaming and kicking for them to come save her.
Abandoned Hut: A small trail crawls up a small hill to an The Criminal takes off and maybe a chase begins.
36-40 abandoned hut. Fixing the roof will take at least an hour (Criminal, use Criminals.)
but with some love, it’ll be a proper shelter. Beggar in need: There is a beggar on the road asking for
Charcoal Burner’s Camp: You stumble upon a camp of something, anything, to help them survive. If you roll this
Charcoal Burners (use Laborer), Roll a d6, odds the camp 36-40 a second time, the beggar will whistle and 1d6+3 peasants
41-45 will dislike the party, evens the camp will accept the will come out to rob the you. (Beggar; Use Laborers.
players and offer them the camp if they need to stay the Robbers; use Laborers.)
night. Merchant in Need: A Merchant’s cart is stuck in the mud
Crooked Forest: The trees here are crooked like scythes and needs help getting it out. There’s 500 crowns worth of
46-50 items in the cart. If you help them, the merchant will pay
and leave a chill on the back of your neck.
for the effort with crowns and supplies. (Merchant; use
Market Godstone: A giant stone made to look like a God is 41-45
Merchants. Bodyguard; use Bandit; Replace Iron Long
51-55 currently the site of a small roadside market. Stalls full of Sword with Kord; Replace armor with Chain Coif,
all kinds of goods and characters are there. Brigandine, and Armored Trousers; Raise REF & DEX up to
Tranquil Lake: If in Winter, this lake is frozen and perfect 8; Raise HP to 35).
56-60
for ice fishing. During the day the lake is calming. Broken Cart Ambush: You find an abandoned cart. Roll
Abandoned Mine: A shallow mine with a skeleton 46-50 1d6; odds: you’re ambushed by 1d6+2 bandits; evens: you
61-65 crushed by a cave-in. The skeleton either clutches a find 4 Food and 4 Supplies.
treasure map or some kind of valuable. Food Poisoning: A group of pilgrims offer you to join their
Warped Tree: A twisted and burnt-looking tree dominates camp for a rest. They make food, but they aren’t exactly
66-70 51-55
a small hill. There’s a grave buried right next to it. knowledgeable. Anyone who accepts their meal is Food
Monastery: A monastery offers shelter, laundry, and food Poisoned (see Disease table).
71-75 for the weary. They won’t charge a Crown unless you want Tracks: Signs of something dangerous. Recent tracks or
to try some of their mead. 56-60
marks. (Roll Dangerous Events, re-roll if below 50).
Cliffside Rest: You stop on the edge of a tall hill or Hazardous Folliage: A shallow mine with a skeleton
76-80 mountain with a beautiful vista of the loling hills and 61-65 crushed by a cave-in. The skeleton either clutches a
lakes all around. REC +1 for the day, Fine Arts at +1. treasure map or some kind of valuable.
Roadside Inn: A roadside Inn made for traveling Rockfall/Avalance: Falls towards a selected number of
81-85
merchants. Recommend using the Taverns DLC. 66-70 Player(s). Roll DC:12 Dodge/Escape or take 3d6
Rundown Village: A small farming village. Roll d6; odds Bludgeoning Damage.
86-90 they hate you, evens they’re neutral. The village is poor Lost Consumables: The ground under your feet becomes
and doesn’t have much to offer. 71-75 hazardous and you drop your back, ruining 1d6/2 Food and
Lover’s Grotto: Behind a waterfall is a small cave. Etched Supplies.
91-95
into the stones are the names of lovers within hearts. 76-80 Strange Weather: Roll on the Strange Weather table.
Burnt Tavern: A burnt tavern lays at near where two rivers Hunting/Fishing Spot: You come across a spot. If hunting,
96-00
meet surrounded by edible berries. 81-85 you can choose which animal you want to hunt off the list.
If fishing, you don’t have to make a check.
Animal Sickness: An animal (if any) gets sick. It consumes
86-90 double the amount of Supplies for 2 days unless it gets
treated sooner.
d100 Chance Event Traveling Monks: The wheel to their cart is broken. Spend
Roadside Ambush: A tree has fallen across the road, a Quarter Day helping them, and they will repay in Beer
1-5 blocking your way. 1d6+2 bandits are waiting to rob you. 91-95 and a free Service. They will also give you a token to show
They’ll run if things begin turning bad for them. at a temple or monastery of their religion/order, and they
will take you like their own.
96-00 Poachers: A trio of poachers offers you raw meat from
their recent hunt for a discounted price if you don’t rat

10
them out to local authorities. (Poachers; use Laborers;
give them short bows and broadhead arrows).

d100 Good Event


Customizing
Sickness Gone: Any sickness is gone by some change of Most of these events are vague enough that they can
1-5
fate. happen anywhere at any time, but the Gamemaster
6-10 Good Sleep: You recover 2 more HP in your sleep. should make their own custom tables or modify the tables
to fit the current terrain, atmosphere, and season.
11-15 Clear Weather: Negates any bad weather and makes the
temperature comfortable.
16-20 Clear path: negates any travel penalty. Final notes
Exposition and hint: An NPC tells a lore-related story and
21-25
gives some hints about your current goals. If you made it this far, thank you. You’re why I make
these homebrew documents. Not for fame and glory
26-30 Omen in the Sky: Reveal the next two days’ weather and
temperature conditions. (because homebrew policy makes it so), but to create
Ample Supplies: All around you is an abundance of something I find fun and hope someone, somewhere,
31-35
Supplies. Everyone gains +1 Supplies finds it fun too.
NPC Aid: A minor NPC arrives to help on a current quest or
36-40 I’ll be honest, I struggled with playing The Witcher Pen
obstacle.
& Paper RPG not really knowing how to play in the
41-45 Shooting Star: Everyone makes a wish. established world and lore. After months of using this
Kind Homestead: The owner of the homestead will allow travel system and re-reading the Witcher novels, I can
46-50 the players to stay as long as they need to. Their partner say with confidence that a travel hex crawl game is what
will make a stew that provides a bonus (see Peasant DLC).
the RPG needs and can be one of the most fun low-prep
51-55 Easy Travels: You can recover HP as you travel. campaigns you can run with the right group. With this
Feeling Refreshed: You wake up feeling amazing. You kind of play, Players are in the driver’s seat seeking out
61-65
earn a temporary 5 HP & STA for the day. their quests and exploring the world.
A Warning: Someone or something warns you of
66-70
impending doom.
Fortune Teller: You come across a fortune teller who hints
71-75
at the next three days of travel event rolls.
76-80 Nature Bed: gives an additional 2 units when foraging.
Ally Gained: an ally joins you on the road for the next 4
81-85
days of travel.
86-90 Ray of Hope: Any bad weather is cleared up for the day.
Peaceful land: if a Dangerous Event is rolled, replace it
91-95
with Point of Interest.
Peaceful Village: In exchange of a day’s worth of labor,
96-100 this village offers free food, rooms, and discounted
services.
Natural Path: if lost, players will encounter a path that
96-00
lower their DC by 3.

11
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Vengerberg (Coming soon)


Our mega-homebrew based on The Wandering North Living Community Server
setting. Explore the city of Vengerberg during its Nilfgaardian occupation with a
highly detailed map of the city, important NPCs, random encounter tables, and
Notice Board Contracts for Players to do.

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Rarebook collectors, a cyberpunk red adventure


Nostradamus is on a mission to collect lost knowledge in this post-NET world. He’s
tracked down one such book, Charles Darwin’s Origin of the Species, which was
sold to a rival at an exclusive Midnight Market in Las Vegas. The job is
straightforward: get in, get out with the book. Of course, the only catch is that the
book is inside a highly secured mansion in the Executive Zone.

12

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