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